Skeleton: Redot project structure for DEAD AIR frameworks #1
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Delete branch "muse-lantern/da-game:skeleton"
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The DEAD AIR framework skeleton, rebased onto this repo's initial commit (the previous
muse-lantern/da-gamewas deleted and re-created as a proper fork, per Zach's direction).What's here
project.godot- Redot project, OpenXR enabled, main scene set; deliberately opinion-free beyond that.scenes/main.tscnis a bare Node3D root.src/core/-ItemRegistry(version-aware; unknown defs resolve inert) +SaveGame(full snapshots, recursive item tree) per #28src/items/-ItemDefinition+ItemInstanceper #19src/health/-Health+DamageInfosrc/interaction/-GrabPoint,Grabbable(wrist-pivot / palm-midpoint rule),RangedGrab(telekinetic + gravity-yank tiers)src/inventory/-Volume(the three stages from #24 as an enum) +Snappersrc/player/-PlayerRig+Stamina(shared pool; regen model intentionally left open)src/ui/-HealthDisplay(diegetic-first, no presentation committed)openxr_action_map.tres+ per-script.uidfiles - generated by the engine on first import; committed because real projects ship them.docs/external-resources.md- license-vetted external resources, the LICENSE.txt convention, marketplace-asset handling.addons/anddata/registry/placeholders for decisions that are still open (godot-xr-tools adoption, registry data format).Verification
The identical code files were imported headlessly by the pinned editor (Redot LTS 26.2) before this rebase: project loads, all 14 framework classes register with zero parse errors. The rebase only touched README (skeleton version kept),
.gitignore(union of upstream's Godot template + export-artifact/OS ignores), and added upstream's MIT LICENSE untouched.Deliberately not settled here
Engine pin (Redot LTS 26.2) and the native-first Mono rule are documented in the README as project rules from game-planning #1. The grip system (#19) is working design awaiting prototyping, and the asset-build tool / pack format is still in discussion - neither is baked into this skeleton beyond the stubs they plug into.