Replaces three procedural _draw() entities with bundle sprites: - Tree: was draw_rect trunk + draw_circle canopy. Now Sprite2D using FG_Tree_Spring.png (64x80, 4 variants picked deterministically from tile coord). Bottom-anchored so trunk base sits at tile bottom, canopy rises into the cell above; y_sort_enabled so canopies tuck behind pawns south of the trunk. Chop-progress notch overlay retained. - Rock: was draw_colored_polygon hex. Now Sprite2D reading from the existing FG_Grasslands_Spring.png decoration atlas at three eyeballed coords (2 gray boulders, 1 brown rock pile). Variant deterministic per tile. Mine-progress crack overlay retained. - Stone wall: was procedural top-band + front-band + mortar lines. Now Sprite2D from FG_Fortress.png at (1,1) — clean tan-stone brick fill. Bottom-anchored (offset.y=-8) so the 16x16 sprite spans y=-16..0, matching the procedural draw box exactly. Ghost state via modulate.a. Wood walls still use procedural _draw_wood_wall — no clean 16x16 wood tile found in the bundle yet (Pixel Crawler Walls.png is 32x32, would need crop+rescale). Asset additions: - art/sprites/FG_Tree_Spring.png (Tier 1, Grasslands pack) - FG_Fortress.png and FG_Grasslands_Spring.png were already in art/tiles from earlier passes; this commit just consumes them from new sites. Headless boots clean, runtime verified: trees look like chunky pixel-art trees with root flare, rocks read as real boulders, cabin walls show proper brick texture. License: all ElvGames Humble bundle — commercial OK with credit. Credit-string compilation still open. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
40 lines
958 B
Text
40 lines
958 B
Text
[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bk8qj28u6iafb"
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path="res://.godot/imported/FG_Tree_Spring.png-0348f219e087c5b2725bff866605af1b.ctex"
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dest_files=["res://.godot/imported/FG_Tree_Spring.png-0348f219e087c5b2725bff866605af1b.ctex"]
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roughness/src_normal=""
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process/channel_remap/red=0
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