Files
game-code-4/project.godot
T
程基岩(engineering-lead) 856326a766 chore: W1 项目骨架 — 基线 v1.0 架构落盘(Godot 4.7.2 / gl_compatibility)
架构基线:docs/architecture/2026-10-19-F-architecture.md(v1.0)
范围:WRATH OF THE DEAD《怨返》单人挂机 · GDScript · 1280×720 · 12 班底数据驱动

- 骨架:project.godot(4.7 + GL Compatibility)、架构 §2.1 完整目录树(含占位说明)、
  .gitignore/.gitattributes(LF 纪律)、README.md、CLAUDE.md、export_presets.cfg 占位、
  pipeline/README.md(3ds Max 侧契约)
- 数据管线段 1:data/sheets/generators.csv(GDD §3.1 十二班底逐值抄录)
  + data/schema/generators.schema.json(v0)+ src/tools/sheet_importer.gd
  (import_all/import_sheet/validate + ImportReport + .tres stub + 行号/列名/原因失败策略)
  + src/tools/import_main.gd(CI CLI 入口)+ data/build/generators.json(字节级确定性产物)
- 探针:P1(SCREEN_TEXTURE/CanvasLayer 排序)与 P3(NoiseTexture2D seamless)场景代码与
  截图/统计工具;实测手册与结论模板在工作区 docs/engineering/(随仓库外文档树)
- CI:数据门激活(import_all + schema validate + build 漂移门);单测/sim/导出 W3+ 注释占位;
  4.7.2 headless CLI 行为标注待本机验证

待用户侧:P1/P3 实测回填结论;P6 字体许可 / P7 GPU 实测;look-dev 游魂初版(Max 侧)
2026-10-19 15:13:10 +08:00

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; Engine configuration file.
; ============================================================================
; F《WRATH OF THE DEAD / 怨返》—— Godot 4.7.x 补丁线(当前钉 4.7.2)
; 架构基线:docs/architecture/2026-10-19-F-architecture.md §7.1(W1 落盘)
; 纪律:小版本补丁可升;跨 minor(4.8)上线后不追。
; 知识缺口声明:4.7.x 超出训练数据范围——本文件键名均为 Godot 4.x 稳定键,
; 首次用编辑器打开时若有迁移/配置提示,记录到 docs/engineering/ 后同步更新本
; 文件与 CLAUDE.md;不要静默跨 minor。
; ============================================================================
config_version=5
[application]
config/name="WRATH OF THE DEAD"
config/description="Wrongfully dead? Raise a ghost army and fight your way back to the living world."
run/main_scene=""
config/features=PackedStringArray("4.7", "GL Compatibility")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=1280
window/size/viewport_height=720
window/size/window_width_override=1280
window/size/window_height_override=720
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
2d/snap/snap_2d_transforms_to_pixel=true
2d/snap/snap_2d_vertices_to_pixel=true
textures/vram_compression/import_etc2_astc=true
textures/vram_compression/import_s3tc_bptc=true