chore(art): stop shipping the two characters nothing draws#35
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Settling on the generated character for now, per the call after two failed attempts at animating the Synty ones. The bots already used the generated character, so nothing changes on screen. What does change is that `fighter_insurgent.glb` and `fighter_soldier.glb` were still listed in the runtime model set — fetched, parsed and held in memory at every boot, for two models no code ever drew. That is 1.24 MB of a 15 MB shell download budget. Removing them takes the asset set from 7.22 MB to 5.98 MB. The converters, the licence record and the handoff all stay. The GLBs are regenerated exactly with `node tools/art/import-synty.mjs --with-characters` whenever there is something worth shipping, so nothing is lost by not carrying them in the meantime. Also corrects two comments that were actively misleading: - `assets.ts` described the pair as "Licensed CC0 characters (Quaternius)". They are neither CC0 nor Quaternius — they are purchased Synty assets, and PROVENANCE.md has said so since they landed. - `opponents.ts` carried a swap-back note referring to a `fighter_worker` that does not exist, and explained the fallback as the characters rendering "as glowing white figures". That was the `loadModel` material-disposal bug, fixed some time ago; the actual blocker is the animation, in docs/HANDOFF-synty.md. Verified by loading the built game: no console errors and no 404s, so nothing was still reaching for the removed files. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
vu1nz Security Review0 finding(s) in PR #? No security issues found. |
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Settling on the generated character for now, after two failed attempts at animating the Synty ones.
Nothing changes on screen — the bots already used the generated character. What changes is that
fighter_insurgent.glbandfighter_soldier.glbwere still in the runtime model set: fetched, parsed and held in memory at every boot, for two models no code ever drew.1.24 MB reclaimed from a 15 MB shell budget — the asset set goes 7.22 MB → 5.98 MB.
The converters, licence record and handoff all stay. The GLBs regenerate exactly with
node tools/art/import-synty.mjs --with-characterswhenever there's something worth shipping, so nothing is lost by not carrying them meanwhile.Two comments that were actively wrong
assets.tsdescribed the pair as "Licensed CC0 characters (Quaternius)". They are neither CC0 nor Quaternius — they're purchased Synty assets, andPROVENANCE.mdhas said so since they landed. That one matters: it misstates a licence.opponents.tscarried a swap-back note pointing at afighter_workerthat doesn't exist, and explained the fallback as the characters rendering "as glowing white figures" — that was theloadModelmaterial-disposal bug, fixed a while back. The real blocker is the animation.Verification
Typecheck, lint, 249 tests and the build pass. Loaded the built game in a browser and watched the network: no console errors and no 404s, so nothing was still reaching for the removed files.
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