Remove rpg, ui, editor and scene subfolders; split scripts by platform

Delete src/dusk/rpg, src/dusk/ui, the animation/keyframe modules, the
scene subfolders, the chunk asset loader and ./editor, and strip the
dependent save slot, scene type, engine and test code so the main
binary and tests build again. Add scene/node.c/.h skeleton and move
build scripts into scripts/<platform>/.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
This commit is contained in:
YourWishesandClaude Sonnet 5.5 committed 2026-11-03 07:29:25 -06:00
1 parent 3948607b1e
commit 31ee7989de
464 files changed
+70 -33009

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@@ -36,20 +36,3 @@ int saveTestFixtureTeardown(void **state);
*/
void saveTestFixtureBlockSaveDirectory(void);
/**
* Stubs the JSON asset loader's sync callback to hand back a small
* in-memory party.jsonc-shaped doc instead of doing a real file/zip read -
* saveInit()/saveSlotInit() seed the party roster via partyInit(), which
* loads party.jsonc through the real asset system, and there's no real
* asset bundle available under the test harness. No thread, no real I/O.
* Resets ASSET to a fresh, otherwise-empty state each call, so it's safe
* to call once per test. Called automatically by saveTestFixtureSetup.
*/
void saveTestFixtureStubPartyAsset(void);
/**
* Frees the in-memory doc created by saveTestFixtureStubPartyAsset. Safe
* to call even if that function was never called. Called automatically
* by saveTestFixtureTeardown.
*/
void saveTestFixtureUnstubPartyAsset(void);