fertig-classic-games/assets
Brian Fertig f6081de0a8 Add real door textures with sliding-see-through rendering
The raycaster's door geometry now takes the live `doors[]` state instead of a boolean flag, so partially-open door cells let render rays pass through the already-slid portion to show what's genuinely beyond, rather than painting a flat "socket" fill. `intersectDoorMidplane` returns a slide-shifted `textureX` so the door texture visibly translates into the wall as it opens.

`WolfensteinView` samples the new `wolfenstein-doors` sheet the same way it does walls (source-texel column, vertical crop, multiply shading), falling back to the flat tan placeholder. Added the doors.png/.psd assets and a `sheets.doors` entry in the art manifest. Updated sprites.md to document the new sheet, the see-through behavior, and that this stays render-only (gameplay raycasts are unaffected).
2026-08-21 17:54:36 -06:00
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fonts
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fx fix(mastervega): balance planetary defense and improve AI attack logic 2026-08-14 14:24:22 -06:00
gamedata wolfenstein: pan/zoom editor with minimap, sliding recessed doors, enemy patrol 2026-08-21 17:34:07 -06:00
images Add real door textures with sliding-see-through rendering 2026-08-21 17:54:36 -06:00
info
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music feat(master-vega): overhaul bombard/invasion UX, consequences, and battle logic 2026-08-14 23:17:31 -06:00
speech
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tutorial-videos
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videos feat(totalannihilation): add Megatank unit with multi-barrel weapons and rebalance combat 2026-08-16 13:42:54 -06:00