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authorEmil A. Overbeck <emil.a.overbeck@gmail.com>2026-07-18 02:40:25 +0200
committerEmil A. Overbeck <emil.a.overbeck@gmail.com>2026-07-18 02:40:25 +0200
commit0807c89343480b15c7b63a0e864782179eb28ef5 (patch)
tree0da6e1a5600997faf240025fa3dcaaa223a87ae8 /CLAUDE.md
parent0837872bed3d97d3433d7e0cbafffa7f271ebee1 (diff)
downloadforts_clone-0807c89343480b15c7b63a0e864782179eb28ef5.tar.gz
forts_clone-0807c89343480b15c7b63a0e864782179eb28ef5.zip
More Forts assets
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@@ -134,8 +134,15 @@ Games' copyrighted work.
MIT `third_party/imgui`).
- To debug with the *real* game art, we use **bring-your-own game files** (like a
Doom source port + WAD): a texture path `forts:REL` resolves at runtime to
- `$FORTS_DATA/REL` (auto-detected Steam path if unset). Missing game → graceful
- fallback to CC0 / colored boxes. Nothing copyrighted ever enters the repo.
+ `<root>/REL`, where `<root>` is the first that exists of some known dev install
+ paths then `$FORTS_DATA` (see `forts_data_root()` in `renderer.cpp`). Nothing
+ copyrighted ever enters the repo.
+- **Two-field fallback:** material/weapon/device defs carry both `texture` (a CC0
+ placeholder committed to the repo) and `texture_forts` (a `forts:` path to the
+ real art). `Renderer::load_texture_or` prefers the Forts art, falls back to the
+ CC0 placeholder, then to the flat `color`. So a user without Forts always gets
+ the placeholder; a user with it gets the real sprite. **stb_image only decodes
+ TGA/PNG/JPG, not DDS** (most Forts art), so only TGA/PNG/JPG paths will load.
- Keep personal/BYO override mods under `data/mods/local-*/` (git-ignored).
---