18c7792935
Replaces the upreza-derived 4K dungeon textures + AtlasLoot boss-coord overlay (which had a consistent positional offset against texture skulls) with keystone.guru's z=4 tile pyramid stitched to 6144x4096 WebP per floor. kg's split_floors.js gives per-dungeon enemies, packs (polygons), patrols (polylines), and map icons calibrated to those tiles, so overlays align pixel-perfectly. 27/29 classic dungeons now have full enemy/pack data; ZG + Sunken Temple have maps only. Pipeline: tools/kg_fetch.py -> tools/kg_stitch.py -> tools/kg_build_data.py.
25 lines
335 B
Plaintext
25 lines
335 B
Plaintext
# Python
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.venv/
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__pycache__/
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*.pyc
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*.pyo
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# OS
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.DS_Store
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Thumbs.db
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# Editor
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.vscode/
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.idea/
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*.swp
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# Large data assets — not tracked in git (no LFS yet)
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# legacy hires PNG dump (gone, but keep ignored)
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data/maps_png_hires/
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# 336 MB of WebP map tiles — exclude until LFS is set up
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web/assets/maps/
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# Build output
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output/
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data/kg/
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