Modularization slice 1: module/element framework + deadair module #28
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Opened for testing and review — not a merge request yet. Slice 1 of the everything-is-a-module framework, built on merged main (PR #23 bundle included).
What it adds:
Verification: all 12 pre-existing headless suites pass with no regressions (baseline on clean main also all-pass), plus MODULE CHECK PASS. Godot --import clean after double import.
Deliberately NOT in slice 1 (follow-ups tracked in issue #27): boot-time module loading is not wired (Game boot untouched); replaces is conflict-checked only, no lookup redirect yet; sandbox spawn is the path, not a menu button; pck-only is convention + docs, not loader-enforced.
One open design call for review: items are ONE collapsed GenericItem class (kind tags + grip_poses[] + markers dict) on Zach's "might even collapse them" lean. If reviewers prefer three classes, kind tags become subclasses — a one-file refactor, not a rewrite. That call is still open and blocks merge, not testing.
Note: upstream branch
craftanything(tipc64b8bd) includes this PR's files as-is and builds on top of them — the loader layer (manifests, entrypoints, dependency resolution,replacesredirects), gameplay foundations (health/stamina/survival, items, firearms, grab systems), desktop play, and bridge tools.If
craftanythingmerges, this PR closes as superseded. Until then it stays open for testing — the branch is not a PR yet and nothing in it is in main.Verified on the branch (lantern-vm, Godot 4.6.3): clean double import,
module_check+modloader_check+ the full headless suite list PASS.