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>
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@@ -7,16 +7,16 @@ set -euo pipefail
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MODEL_NAME="${1:?Usage: render.sh <model_name> [godot_path]}"
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GODOT="${2:-$HOME/bin/godot}"
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REPO_ROOT="$(cd "$(dirname "$0")" && git rev-parse --show-toplevel)"
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PROJECT="$REPO_ROOT/client"
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SCENE="res://tooling/sprite_renderer/render_scene.tscn"
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OUTPUT="$PROJECT/tooling/sprite_renderer/output"
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PROJECT="$REPO_ROOT/renderer"
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SCENE="res://render_scene.tscn"
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OUTPUT="$PROJECT/output"
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# Verify model exists
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MODEL_FILE="$PROJECT/tooling/sprite_renderer/models/${MODEL_NAME}.tscn"
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MODEL_FILE="$PROJECT/models/${MODEL_NAME}.tscn"
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if [ ! -f "$MODEL_FILE" ]; then
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echo "ERROR: Model not found: $MODEL_FILE"
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echo "Available models:"
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ls "$PROJECT/tooling/sprite_renderer/models/"*.tscn 2>/dev/null | xargs -I{} basename {} .tscn
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ls "$PROJECT/models/"*.tscn 2>/dev/null | xargs -I{} basename {} .tscn
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exit 1
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fi
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