Add one HP per second regeneration and Half-Life starfield sky
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# Health regeneration and starry sky
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- Living players recover exactly one HP per elapsed gameplay second, including combat.
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Maximum is 100 HP; no healing or resurrection after death. Physics time accumulator
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handles frame-rate variation; time at full HP does not bank healing.
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- `scripts/main.gd` uses a `PanoramaSkyMaterial` as the environment background.
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Ambient light remains the existing constant color; sky reflections are disabled.
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- Compared local Half-Life skies `night`, `space`, and several `neb*` sets. `space`
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was selected for a plain star field (`night` is cloudy; nebulae are colorful).
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- `assets/textures/sky/space_panorama.png`: 2048x1024 equirectangular conversion of
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the six Valve `space*.tga` faces, not a newly generated texture. The original faces
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are low resolution, so stars retain their original soft appearance. Source hashes
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are in `source_manifest.json`; original Steam files are never modified.
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Reproduce (Pillow and FFmpeg with v360 required):
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```sh
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python3 tools/prepare_sky.py /path/to/Half-Life/valve/gfx/env
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```
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Verify with installed Godot 4.7.1:
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```sh
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"$G" --headless --path . --script res://tools/test_health_sky.gd
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"$G" --display-driver x11 --rendering-method gl_compatibility --path . \
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--script res://tools/test_health_sky.gd -- --screenshot
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```
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Screenshot: `/tmp/zombie-star-window.png`. Test checks discrete timing, maximum,
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no healing after death, panorama dimensions, and unchanged ambient light. Existing
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music, grenade, wave, death, damage, and touch tests also pass. The existing resource
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leak/in-use warnings at test shutdown remain; they are not fixed by this change.
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Sky format reference: https://docs.godotengine.org/en/stable/classes/class_panoramaskymaterial.html
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