mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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update readme, mod card
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# Files that stay in the repo and out of the distributed package.
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# Exact relative paths, one per line -- modkit matches literally, no globs.
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# The SDK suite and the probes it grew out of. A shipped test that requires
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# an engine module reads as a private require against the archive
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# (CONTRIBUTING-mods.md "What the PR must contain", 2).
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tests/dramatic_shape_test.lua
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tests/voxel_anim_probe.lua
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tests/voxel_door_probe.lua
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tests/voxel_mem_probe.lua
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tests/voxel_perf_probe.lua
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tests/voxel_pipeline_probe.lua
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tests/voxel_seam_shots.lua
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tests/voxel_shadow_probe.lua
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tests/voxel_survey.lua
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tests/voxel_void_probe.lua
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# Authoring tools. These run by hand on a machine that has imported its own
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# ROM, read the local cache, and emit assets/voxels/*.lua; the carved models
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# are what a player installs, the carving is not.
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tools/build_voxels.py
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tools/building_images.py
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tools/building_voxels.py
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tools/voxel-survey.md
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assets/docs/buidling_to_voxel/sprite_extract.py
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assets/docs/buidling_to_voxel/voxel_build_verify.py
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# assets/docs/**.md stays in: data/voxel_heights.lua points a modder at the
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# building catalogue, and the methodology is where the geometry's provenance
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# is written down.
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