Regenerate atlases for the lowercase textures/ tree, fix region keys

New texture groups (ui, world, weather, damage, designations) packed into
31 atlases; directories are lowercase now, so scene code switches to the
new region keys (filenames keep their case).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Leonid Pershin
2026-06-11 12:28:56 +03:00
co-authored by Claude Fable 5
parent fa7f27642c
commit e3ad22c4bd
4304 changed files with 30401 additions and 19380 deletions
+4 -4
View File
@@ -27,16 +27,16 @@ dotnet test LittleSim.sln # runs the engine test suites
## Texture atlases
Source images live in `Textures/` (committed); the game only loads packed atlases from
Source images live in `textures/` (committed); the game only loads packed atlases from
`src/LittleSim/Assets/Atlases` (also committed — the asset generator emits
`GameAssets.Atlases.*` handles for them). After changing `Textures/`, rebuild with:
`GameAssets.Atlases.*` handles for them). After changing `textures/`, rebuild with:
```
dotnet run --project engine/tools/MrGameEng.AtlasTool -c Release -- Textures src/LittleSim/Assets/Atlases --group-depth 2
dotnet run --project engine/tools/MrGameEng.AtlasTool -c Release -- textures src/LittleSim/Assets/Atlases --group-depth 2
```
Rebuilds are incremental (unchanged groups are skipped). Region keys are paths relative
to `Textures/` without extension: `atlas.GetRegion("Things/Plant/TreeOak/TreeOakA")`.
to `textures/` without extension: `atlas.GetRegion("things/plant/treeoak/TreeOakA")`.
## Submodule workflow