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.
build.rs unpacks the ADF images next to Cargo.toml (or in
SKIDS_EMBED_DIR) with the same ADF/LHA readers the game uses and packs
the files into the executable. At run time the built-in data loads
first and anything given with --data, or found next to the executable,
overrides it. The embed feature is on by default; builds without it
behave as before and ask for --data. CI now runs the binary from an
empty directory.