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