refactor(assets): move sprite renderer to standalone project at renderer/

Separates the 3D-to-2D render pipeline from the game client into its
own minimal Godot project. No autoloads, no plugins, no game code —
just the render scene, models, textures, and export script. Eliminates
SimBridge parse errors and gdUnit4 scanning during renders.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-12 23:26:16 +01:00
co-authored by Claude Opus 4.6
parent 8a1b10786f
commit 921d2aef0d
11 changed files with 38 additions and 20 deletions
@@ -7,16 +7,16 @@ set -euo pipefail
MODEL_NAME="${1:?Usage: render.sh <model_name> [godot_path]}"
GODOT="${2:-$HOME/bin/godot}"
REPO_ROOT="$(cd "$(dirname "$0")" && git rev-parse --show-toplevel)"
PROJECT="$REPO_ROOT/client"
SCENE="res://tooling/sprite_renderer/render_scene.tscn"
OUTPUT="$PROJECT/tooling/sprite_renderer/output"
PROJECT="$REPO_ROOT/renderer"
SCENE="res://render_scene.tscn"
OUTPUT="$PROJECT/output"
# Verify model exists
MODEL_FILE="$PROJECT/tooling/sprite_renderer/models/${MODEL_NAME}.tscn"
MODEL_FILE="$PROJECT/models/${MODEL_NAME}.tscn"
if [ ! -f "$MODEL_FILE" ]; then
echo "ERROR: Model not found: $MODEL_FILE"
echo "Available models:"
ls "$PROJECT/tooling/sprite_renderer/models/"*.tscn 2>/dev/null | xargs -I{} basename {} .tscn
ls "$PROJECT/models/"*.tscn 2>/dev/null | xargs -I{} basename {} .tscn
exit 1
fi