From 0807c89343480b15c7b63a0e864782179eb28ef5 Mon Sep 17 00:00:00 2001 From: "Emil A. Overbeck" Date: Sat, 18 Jul 2026 02:40:25 +0200 Subject: More Forts assets --- CLAUDE.md | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) (limited to 'CLAUDE.md') diff --git a/CLAUDE.md b/CLAUDE.md index 5b8be60..e94eeb5 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -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 - `$FORTS_DATA/REL` (auto-detected Steam path if unset). Missing game → graceful - fallback to CC0 / colored boxes. Nothing copyrighted ever enters the repo. + `/REL`, where `` is the first that exists of some known dev install + paths then `$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). --- -- cgit v1.3