straywild/scripts/prepare_portmaster_assets.sh

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2026-08-18 01:02:13 -04:00
#!/usr/bin/env bash
set -euo pipefail
if [[ $# -ne 1 ]]; then
echo "usage: scripts/prepare_portmaster_assets.sh <temporary-project-root>" >&2
exit 2
fi
readonly PROJECT_ROOT="$1"
readonly GENERAL_TEXTURE_LIMIT=128
readonly GAMEPLAY_TEXTURE_LIMIT=64
readonly AUDIO_SAMPLE_RATE=22050
if [[ ! -f "${PROJECT_ROOT}/project.godot" ]]; then
echo "PortMaster asset project is missing project.godot: ${PROJECT_ROOT}" >&2
exit 1
fi
limit_texture_imports() {
local asset_root="$1"
local size_limit="$2"
local import_file
local updated=0
if [[ ! -d "${asset_root}" ]]; then
return
fi
while IFS= read -r -d '' import_file; do
if ! grep -q '^importer="texture"$' "${import_file}"; then
continue
fi
if ! grep -q '^process/size_limit=' "${import_file}"; then
continue
fi
sed -i \
-e 's|^compress/mode=.*$|compress/mode=2|' \
-e "s|^process/size_limit=.*$|process/size_limit=${size_limit}|" \
"${import_file}"
updated=$((updated + 1))
done < <(find "${asset_root}" -type f -name '*.import' -print0)
printf 'PortMaster texture limit %d px: %d imports under %s\n' \
"${size_limit}" "${updated}" "${asset_root#${PROJECT_ROOT}/}"
}
configure_audio_imports() {
local asset_root="$1"
local import_file
local updated=0
if [[ ! -d "${asset_root}" ]]; then
return
fi
while IFS= read -r -d '' import_file; do
if ! grep -q '^importer="wav"$' "${import_file}"; then
continue
fi
sed -i \
-e 's|^force/mono=.*$|force/mono=true|' \
-e 's|^force/max_rate=.*$|force/max_rate=true|' \
-e "s|^force/max_rate_hz=.*$|force/max_rate_hz=${AUDIO_SAMPLE_RATE}|" \
-e 's|^compress/mode=.*$|compress/mode=2|' \
"${import_file}"
updated=$((updated + 1))
done < <(find "${asset_root}" -type f -name '*.wav.import' -print0)
printf 'PortMaster audio profile %d Hz mono: %d imports under %s\n' \
"${AUDIO_SAMPLE_RATE}" "${updated}" \
"${asset_root#${PROJECT_ROOT}/}"
}
# The entire PortMaster project uses a deliberately small, VRAM-compressed
# texture ceiling. Fonts are unaffected, preserving readable interface text
# while raster artwork is reduced for one-gigabyte shared-memory devices.
limit_texture_imports "${PROJECT_ROOT}" "${GENERAL_TEXTURE_LIMIT}"
# These catalogs contain most of the authored high-resolution textures and
# account for the largest runtime residency. At a 640x480 output, 64 pixels
# remains sufficient for the deliberately low-fidelity light profile.
for gameplay_root in \
"art/exported/characters" \
"art/exported/environment" \
"art/exported/items" \
"fish/species" \
"gathering" \
"items/icons" \
"world"; do
limit_texture_imports \
"${PROJECT_ROOT}/${gameplay_root}" \
"${GAMEPLAY_TEXTURE_LIMIT}"
done
# Short speech, call, and gameplay effects remain available, but use a small
# mono QOA representation to reduce both package and resident sample memory.
configure_audio_imports "${PROJECT_ROOT}/audio/sfx"
configure_audio_imports "${PROJECT_ROOT}/sound/dialogue"