Convert the game data into editable assets
assets/ now holds every track as a 16-colour indexed PNG (its palette is the track palette) plus a text file of lap gates and height map, and every vehicle as a PNG sprite sheet plus a text file with its name and handling (moved out of the code). The build embeds assets/ instead of unpacking the ADFs, so the disks are no longer needed to build either. skids extract converts original disks to assets and checks each file reads back identically; benchmark results from the assets match the disks exactly. Assets win over disk data with the same name, and --data assets picks up edits without a rebuild. assets/README.md describes how to edit everything.
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@@ -31,7 +31,7 @@ jobs:
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run: cargo test --release
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- name: Build
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run: cargo build --release
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- name: Check the binary runs without the disks
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- name: Check the binary runs on its own
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shell: bash
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run: |
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mkdir -p "$RUNNER_TEMP/standalone"
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