Rebrand project and refresh title presentation
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# Development reference
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This is the authoritative reference for NETfishing architecture, engineering
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This is the authoritative reference for straywild architecture, engineering
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decisions, content policy, authoring, and validation.
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## Architecture
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@ -43,7 +43,7 @@ open host may publish a short-lived room lease, and the shared Join Game page
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may browse compatible leases before handing the selected address back to the
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existing direct ENet connection flow. The directory does not carry gameplay
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traffic or become a gameplay authority. Its base URL comes from
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`network/discovery/base_url`, with `NETFISHING_DISCOVERY_URL` available as a
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`network/discovery/base_url`, with `straywild_DISCOVERY_URL` available as a
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development/deployment override.
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Friendships are local identity relationships shared across save slots. A live,
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@ -261,7 +261,7 @@ copies of the entire customization catalog.
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### Texture sampling
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NETfishing artwork uses nearest-neighbor sampling. Do not enable linear,
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straywild artwork uses nearest-neighbor sampling. Do not enable linear,
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bilinear, trilinear, or anisotropic texture filtering. Shader samplers must
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declare `filter_nearest`. The three canonical repeating terrain textures are
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the sole mipmap exception: their projected shader uses nearest-filtered
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@ -351,10 +351,10 @@ godot --headless --path . --script tests/fish_catalog_content_validation.gd
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rm -rf -- "$test_root"
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```
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Do not point `NETFISHING_DATA_DIR` at an arbitrary empty directory; it is an
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Do not point `straywild_DATA_DIR` at an arbitrary empty directory; it is an
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explicit portable-data override and must identify a valid data root. The
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PortMaster launcher is the narrow exception: it also sets
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`NETFISHING_CREATE_DATA_DIR=1`, allowing the game to initialize its known empty
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`straywild_CREATE_DATA_DIR=1`, allowing the game to initialize its known empty
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external save directory on first launch.
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Headless tests cannot prove visual alignment, mouse routing, shader appearance,
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