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Server tick (src/systems/SurvivalStats) simulates per-stat drain/regen stored as Player Attributes, which auto-replicate so the client HUD (src/client/Hud) binds reactively via GetAttributeChangedSignal — no RemoteEvents. Stats are defined in src/stats/StatDefs and resolved through three layers (defaults < Config.override < a Studio SurvivalStatsConfig instance) by src/stats/StatConfig, so owners retune rates with no code. The HUD is a real, designer-editable ScreenGui in StarterGui, authored as diff-friendly JSON (assets/hud/SurvivalHud.model.json); bars bind by a `Stat` attribute + a `Fill` child, so re-texturing needs zero code. It ships for every distribution: the demo/Rojo source mount it, the drop-in .rbxm bundles it under a Templates folder and start()/installHud() deploys it, and HudFallback guarantees a HUD always appears. Adds the engine's first client layer (startClient()). Allow committing *.rbxmx/model templates (.gitignore) and skip the CI-fetched globalTypes.d.luau in selene. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
13 lines
352 B
JSON
13 lines
352 B
JSON
{
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"name": "SurvivorCore",
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"tree": {
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"$path": "src",
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"Templates": {
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"$className": "Folder",
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"SurvivalHud": { "$path": "assets/hud/SurvivalHud.model.json" },
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"SurvivalStatsConfig": { "$path": "assets/config/SurvivalStatsConfig.model.json" },
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"HudLoader": { "$path": "assets/client/HudLoader.client.luau" }
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}
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}
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}
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