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Repository map

Path Responsibility
scenes/ Godot scene composition; scenes/Main.tscn is the application entry.
src/Voxel/ Block types, block properties/state, chunk/section data, and mesh construction.
src/World/ World coordination, block entities, ticking, lighting, spawning, pathfinding, storage, and generation.
src/Entity/ Entity implementations and shared entity behavior.
src/Player/ Player control, movement, block interaction, inventory, and player state.
src/Item/ Item definitions, stacks, registries, and item-specific use behavior.
src/Inventory/ Containers, slots, menus, and workstation interaction models.
src/Crafting/ Recipe contracts, matching, crafting grids, and recipe registration.
src/Core/Registry/ Shared identifiers, registries, holders, and tag sets.
src/Phys/ AABBs, voxel shapes, collision queries, and movement resolution.
src/UI/ Menus, HUD, screens, and presentation code.
shaders/ Rendering shaders used by materials and effects.
assets/ Textures and other project resources; search here before adding assets.
docs/ Curriculum, engineering guide, fidelity ledger, and design notes.

Make the smallest change in the type that already owns the behavior. A manager should coordinate participants, while polymorphic domain types implement local rules. Keep packed arrays, lookup tables, and tight voxel loops allocation-conscious. Use GDCraft.* namespaces that mirror the source folder structure.

The repository guide defines architecture and asset constraints. The engineering guide describes current data and performance decisions. The porting plan identifies foundational work and dependencies; the fidelity ledger records known gaps and current fixes.

For common cross-cutting traces, start with inventory and crafting, items and stacks, entity simulation, physics and collision, or registries and tags.