Bald mascot and one-word MatGames title on the loading screen
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@@ -9,17 +9,21 @@ The stock Godot boot splash (logo plus "GODOT Game engine") is replaced by the
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## Asset
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`assets/branding/boot_splash.png`, 1024x1218, palette PNG with alpha
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(256 colors, 95 alpha levels), about 150 KB. Subject: cartoon zombie head and bust,
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unsettling grin, thumbs up, with "Mat Games" below in a phosphor-terminal typeface.
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`assets/branding/boot_splash.png`, 1024x1185, palette PNG with alpha
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(256 colors, 95 alpha levels), about 159 KB. Subject: cartoon zombie head and bust,
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bald scalp with a sparse hair fringe on the sides, unsettling grin, thumbs up, with
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"MatGames" below (one word, no space) in a phosphor-terminal typeface.
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Provenance is recorded in `tools/branding/manifest.json`:
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- mascot: generated with `agy_generate` (Antigravity direct API, model
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`gemini-3.1-flash-image`) on 2026-10-11 from no third-party source material; the
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provider terms do not claim ownership of the output. Raw source kept at
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`tools/branding/raw/` with its SHA256. Note that an image generator does not emit
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real alpha, so the flat magenta background is keyed out locally;
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provider terms do not claim ownership of the output. A second AI pass (`agy_edit`)
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kept the face, grin, thumbs-up hand, shirt, pose and flat background and changed
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only the hair to a bald scalp with a side fringe; both files and their SHA256 are
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kept in `tools/branding/raw/` and the edit is recorded under `mascot_derived_from`.
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Note that an image generator does not emit real alpha, so the flat magenta
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background is keyed out locally;
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- lettering: drawn by script, not by the generator, because generated text is
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unreliable. Font `tools/branding/fonts/VT323-Regular.ttf`, glyphs of the DEC VT320
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terminal, licensed **SIL Open Font License 1.1** (license text kept next to it in
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@@ -41,7 +45,8 @@ packed into the export (`tools/*` is already excluded by the export preset).
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pink tongue or the blue shirt because their red and blue are not both above green;
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4. crops to the subject, applies a 50 px fade at the bottom to soften the frame cut
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of the generated bust, and scales to 1024 px wide with 40 px side padding;
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5. draws the title with VT323 in amber over a blurred glow layer;
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5. draws the title with VT323 in amber over a blurred glow layer. The title defaults
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to the one-word form `MatGames`; pass `--title` to change it;
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6. quantizes to 256 colors (no dither) and writes the PNG plus the manifest.
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```sh
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@@ -66,11 +71,11 @@ ratio; the exported shell confirms the result with the classes
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## Verification
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- Exported `index.png` has the same 1024x1218 dimensions as the master. It is
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re-encoded by the exporter to 32-bit RGBA (about 475 KB), so the bytes are not
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- Exported `index.png` has the same 1024x1185 dimensions as the master. It is
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re-encoded by the exporter to 32-bit RGBA (about 496 KB), so the bytes are not
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identical; composited on black the two images differ by at most 6.4/255 on
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0.14% of pixels, all with alpha below 20, i.e. invisible. The release keeps the
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150 KB master in the repository and ships a gzip sidecar.
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0.13% of pixels, all with alpha below 20, i.e. invisible. The release keeps the
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159 KB master in the repository and ships a gzip sidecar.
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- The exported shell contains no "Game engine" text and the splash image has an
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empty `alt`.
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- `html/export_icon=false`, so no favicon is exported: the browser tab still shows
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