fix: harden cross-platform quality tooling
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@@ -17,23 +17,28 @@ Set up the local tools with `uv`:
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```bash
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uv venv .venv
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uv pip install --python .venv/bin/python -r requirements-dev.txt
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uv pip install -r requirements-dev.txt
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```
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`uv` discovers the project-local `.venv` on both macOS and Windows, so the
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same setup commands work in a shell or PowerShell.
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Open `project.godot` in Godot 4.7 and run the main scene.
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## Quality gate
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Run the complete local gate before committing:
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Run the complete local gate before committing.
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macOS:
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```bash
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./tools/quality.sh
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```
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On Windows:
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Windows PowerShell:
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```powershell
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powershell -ExecutionPolicy Bypass -File .\tools\quality.ps1
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powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\quality.ps1
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```
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For a faster changed-GDScript formatting and lint pass, while still running
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@@ -43,6 +48,17 @@ the Godot checks and scenarios:
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./tools/quality.sh --changed
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```
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```powershell
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powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\quality.ps1 -Changed
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```
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Auto-format all game-owned GDScript with `./tools/fix_format.sh` on macOS. On
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Windows:
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```powershell
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powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\fix_format.ps1
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```
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The gate enforces Godot 4.7, the pinned formatter and linter, headless project
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scenarios, and the vendored GUT suite. See
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[`docs/local_quality_gate.md`](docs/local_quality_gate.md) for setup and
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