mirror of
https://github.com/jkdansereau/goldeneye-pc-port.git
synced 2026-10-23 15:52:42 +02:00
docs: Pages site cleanup step 1 - curated publish set + cross-link fixes (#51)
* docs: step 1 of the docs/site cleanup - whitelist Pages site config, fix cross-links to excluded docs, drop game-behavior-reference index bullet Publish only the curated set (index/building/internals/porting-notes/ dev-process/agentic-development); everything else under docs/ stays in the repo but out of the Pages build and sitemap. Cross-links from the published pages to excluded docs now point at GitHub blob URLs so they still resolve. No content rewrite yet -- steps 2-5 (README update, per- page descriptions, light copy passes, repo hygiene) remain. Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG * docs(dev-process): add §6 -- keep PR/git-history noise low Squash-merge single-purpose/docs PRs, batch same-session docs updates into one branch instead of one-PR-per-finding, keep unrelated housekeeping off active branches, declare stacked-PR dependencies, and triage the open-PR list every session -- close stale PRs (superseded by newer main content) rather than force-merging or endlessly rebasing them. Prompted by this session's PR #26: real conflicts against main because D191/D193/D149 were all fixed/closed since it was opened; closed rather than rebased.
This commit is contained in:
1 parent
b577008543
commit
4d45e78176
7 files changed
+94
-33
No files matched your search
@@ -30,5 +30,4 @@ and cutscenes are rough.
|
||||
- **[Development process](dev-process.md)** — how work was scoped, partitioned, and budgeted across agents; the finding-log discipline.
|
||||
- **[Internals](internals.md)** — architecture, the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, the phased plan.
|
||||
- **[Porting notes](porting-notes.md)** — the recurring Nintendo 64 → PC bug classes hit during the port, with fixes.
|
||||
- **[Game-behavior reference](dev/game-behavior-reference.md)** — how the retail N64 game is meant to behave: combat/AI model, difficulty scaling, per-level objectives, timers, weapon data, and the original game's known quirks.
|
||||
- **[Building](building.md)** — full build and asset-extraction guide.
|
||||
Reference in new issue
Block a user