Refactor file structures to put them in a meaningful folder hierachy to help review #84
Labels
No labels
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set
Reference
metaheavens/spaceship#84
Loading…
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Done in
2f16162, live at https://metaheavens.de/spaceship/215 root files into twelve folders:
Grouped by what a thing is rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them.
332 files moved and every
res://reference rewritten across 306 files, including the autoload and main-scene paths inproject.godot. Nothing renamed, so the diff is a pile of pure moves with no behaviour buried in it.ui_theme.tres,icon.svgandweb_shell.htmlstay at the root where Godot and the export preset expect them.Verified three ways, because the suite alone would not have caught all of it: 117/117 pass, the web export builds clean, and the game renders.
The export is why that matters. The first export after the move failed with
Attempt to open script 'res://GameState.gd'- the old path - whileproject.godoton disk plainly saidres://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. Atouchfixed it. Nothing in the test suite would have found it, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen.