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