port: land the play-tested work, and only that
Takes the port branch up to77320d5e-- the state the human play-tested on 2026-09-02 -- for SOURCE paths only. Not a branch merge: `auto/port-p6-audio` is 366 commits and 938 files, and most of that must not land. WHAT COMES IN (76 files, all human-confirmed working): * the logo splash animation.08ed3dd1found it: `pose_at` ASSIGNED the settle instant instead of clamping to it, so the splash never animated at all -- and the same bug manufactured a passing harness result, because the harness photographed t past the settle. Confirmed by play-test: "cannot notice any obvious difference from the actual game." * gamepad input -- (A)/(B) bound additively (`ui_accept` ships with NO joypad binding), stick latched with hysteresis at the game's own 61% digitise threshold. This is what made (A), video-skip and Extras work at all. * menu navigation and flow, menu audio, the exporter, the authored declarations, and 23 verification tools under tools/port/. WHAT IS DELIBERATELY LEFT ON THE BRANCH: * everything afterc0ae460a-- the F5/F6 title-timing investigation, whose own tip commit calls itself a "hand-off for one-minute human checks". Unchecked by definition; it goes through the new review gate like anything else. * the OPTIONS menu work of 2026-09-03. Real, probably good, NOT play-tested. * the F1 repeat mechanism, which its own commit calls "deliberately inert". WHAT MUST NOT LAND, AND WHY THE .gitignore CHANGED: 545 MB of extracted game content was committed on that branch -- 850 sprite, audio and transcoded video files under `export-probe/` and `export-probe2/`, plus 246 MB of loose .wav and .tsv at the repo root. This repository's own rule, in this file, is "never game content". The rule was not missing. It was written, and it was tightened on that very branch, with a careful comment explaining why BOTH `export/` and `data/base/` had to be listed -- while the exporter was writing to a third name that nobody had thought to list. Enumerating names is the thing that failed. So the ignore rules now describe the SHAPE: any top-level `export*/`, game media by extension, and loose capture output at the root. Verified both ways -- it catches all four offenders and ignores nothing currently tracked. Verified: `cargo check --workspace` clean; all nine GDScript files parse in project context, with a positive control (an injected syntax error is detected, 3 lines) so the clean result means something. `tools/port/check-all` was NOT run -- it needs the container, the export tree and a display.
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@@ -25,10 +25,41 @@ __pycache__/
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# ── The port ────────────────────────────────────────────────────────────────
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# Generated from the user's own disc. This repo stays clean-room: code, schemas,
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# authored mappings and documentation only -- never game content.
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#
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# BOTH names are ignored on purpose. `export/` is what the exporter writes and
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# what `ExportTree.locate()` reads today; `data/base/` is the name MODDING.md
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# gives that same tree. Only one of them existed here, and it was the one
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# nothing writes -- so the live output directory was tracked while MISSION §4
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# said it was ignored. Ignoring both means renaming the tree to match the docs
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# cannot silently start committing the disc.
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/export/
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/data/base/
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#
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# ⚠️ Enumerating names is what FAILED. The two rules above were written --
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# carefully, with the comment above -- while 850 files and 299 MB of extracted
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# sprites, audio and transcoded video sat committed under `export-probe/` and
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# `export-probe2/`, a third name nobody had thought to list. So ignore the
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# SHAPE, not the instances: any top-level directory whose name starts `export`,
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# and game media anywhere it lands.
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/export*/
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*.ogv
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*.ogg
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*.wav
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*.xpr
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*.pak
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# Loose capture output at the repo root -- 246 MB of it arrived this way.
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/*.tsv
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/*.log
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# Transient inter-agent files. Deliberately outside history: they are working
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# artefacts with provenance in their manifest, not results.
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/exchange/
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!/exchange/.gitkeep
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.godot/
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port/.godot/
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# A mod is usually an EDITED GAME ASSET, and this repository never holds game
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# assets. `data/mods/` is the user's own directory -- the exporter never touches
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# it and neither does git, except for the README that explains the rule.
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/data/mods/*
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!/data/mods/README.md
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!/data/mods/.gitkeep
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