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Art and technical art: sources and tested facts

The research behind asset-pipeline, godot-shaders-vfx and animation, gathered on 2026-10-21 from Godot's documentation and its 4.7.2 source, Blender's and Khronos's glTF documentation, Unity's and Unreal's root motion pages, and the free libraries' own licence pages.

Facts marked tested were run in Godot 4.7.2 on Linux. Rendering tests used the Compatibility renderer (OpenGL) under a virtual display, because this machine has no Vulkan. The Forward+ and Mobile notes come from the documentation and the source.

Sources

Source Used for
Importing images, Import process, ResourceImporterTexture Compression modes, mipmaps, Detect 3D, import defaults
Multiple resolutions Pixel art stretch settings: viewport, integer
Importing 3D scenes (formats, node type suffixes, import configuration) glTF and .blend import, name suffixes, material extraction, LODs
Blender export_scene.gltf, glTF 2.0 specification Headless export, GLB versus glTF
Shading language, GPU optimization Shader stages, instance uniforms, fill rate, texture reads and branches
Particle systems, GPUParticles2D/3D, ParticleProcessMaterial Bursts, sub-emitters, trails, culling, what Compatibility lacks
Renderers, Environment, Viewport Post-processing per renderer, quality settings
Using AnimationTree, AnimationNodeStateMachine*, AnimationMixer State machines, blend spaces, root motion
Unity: Root Motion, Unreal: Root Motion Root motion versus in place; networking ("Root Motion from Montages Only ... suitable for network multiplayer")
Twelve basic principles of animation (Wikipedia, CC BY-SA 4.0) The principles; the skill paraphrases them
Lospec, GodotShaders licence, Kenney, OpenGameArt FAQ, Freesound's source code, jsfxr Licences of the free libraries

Tested in 4.7.2

Palette check (shot)

shot checks every screenshot against the palette table in docs/STYLE.md (every #RRGGBB in the table rows under ## Palette; several in one cell are a ramp). It reports and warns; -MaxOffPalettePercent <n> fails the run (shot-off-palette) when more than n% of a picture is off the palette, and stops with no-palette before Godot starts when there is no palette to check against. The pixels are read by ci/godot/tools/Palette.cs, compiled into PowerShell with Add-Type like the sfx synth, so it needs no Godot, no display and no Python, and runs the same on Windows.

Not verified here