docs: two-machine sidecar hygiene — import-before-commit rule, editor-side recovery
CLAUDE.md carries the convention (smoke-gate command, sidecars ship with sources, pull-before-editor, git clean recovery); the redundant Tools section leaves persistent-memory.md per the redundancy rule. Local pre-commit hook on nh3-dev refuses staged-new .gd without a tracked .uid (hook is unversioned; recreation documented).
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@@ -91,7 +91,21 @@ Non-negotiable canon highlights (full rationale in CONCEPT.md):
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An upgrade is an operator decision applied to both machines at
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once.
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- Headless verification: `godot --headless` works on nh3-dev for
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scripts, tests, and imports.
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scripts, tests, and imports. Smoke gate:
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`~/bin/godot --headless --path . res://tests/smoke.tscn` (exit 0
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pass / 1 fail; run 3x to catch flakes). After adding scenes/assets,
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import first: `~/bin/godot --headless --import --path .`
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- **Generated sidecars ship with their sources.** Run the headless
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import BEFORE committing new scripts/assets so `.uid` / `.import`
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sidecars land in the same commit — otherwise the other machine's
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editor mints untracked copies and its next `git pull` refuses to
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merge. Enforced on nh3-dev by a local `.git/hooks/pre-commit`
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(not versioned — recreate on fresh clones: refuse staged-new `.gd`
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without a tracked `.uid`).
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- **Two-machine hygiene (Mac editor side):** pull BEFORE opening the
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editor after new commits land. If a pull ever refuses over generated
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sidecars anyway, they're safe to delete wholesale:
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`git clean -f '*.uid'` (add `'*.import'` if named) — then pull.
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- GDScript for design iteration; C# reserved for hot paths (none
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yet).
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- 2D, pixel-first: integer scaling, nearest-neighbor filtering
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@@ -14,15 +14,6 @@ mech auto-battler rogue-lite. Design canon lives in the advisor repo (see
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CLAUDE.md); this repo builds what canon ratifies. Current mission is the
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greybox falsifier (ROADMAP.md v1) that tests the design's three core bets.
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## Tools and conventions
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- Smoke gate: `~/bin/godot --headless --path . res://tests/smoke.tscn`
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(exit 0 pass / 1 fail; run 3x to catch flakes). After adding new
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scenes/assets, import first: `~/bin/godot --headless --import --path .`
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- New GDScript files: run the headless import BEFORE committing so
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Godot's `.uid` sidecars land in the SAME commit as their scripts (see
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Tried and abandoned, 2026-08-07).
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## Current state / in-flight
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_As of 2026-08-07:_
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