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| author | Emil A. Overbeck <emil.a.overbeck@gmail.com> | 2026-07-18 02:40:25 +0200 |
|---|---|---|
| committer | Emil A. Overbeck <emil.a.overbeck@gmail.com> | 2026-07-18 02:40:25 +0200 |
| commit | 0807c89343480b15c7b63a0e864782179eb28ef5 (patch) | |
| tree | 0da6e1a5600997faf240025fa3dcaaa223a87ae8 /CLAUDE.md | |
| parent | 0837872bed3d97d3433d7e0cbafffa7f271ebee1 (diff) | |
| download | forts_clone-0807c89343480b15c7b63a0e864782179eb28ef5.tar.gz forts_clone-0807c89343480b15c7b63a0e864782179eb28ef5.zip | |
More Forts assets
Diffstat (limited to 'CLAUDE.md')
| -rw-r--r-- | CLAUDE.md | 11 |
1 files changed, 9 insertions, 2 deletions
@@ -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). --- |
