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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[gd_scene load_steps=3 format=3]
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[ext_resource type="Texture2D" path="res://textures/wall_bar_green_panels.png" id="1_wall_texture"]
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[sub_resource type="BoxMesh" id="BoxMesh_wall"]
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size = Vector3(1.0, 0.8, 0.2)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_wall"]
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albedo_texture = ExtResource("1_wall_texture")
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metallic = 0.0
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roughness = 0.9
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[node name="WallBarGreen" type="MeshInstance3D"]
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mesh = SubResource("BoxMesh_wall")
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surface_material_override/0 = SubResource("StandardMaterial3D_wall")
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[gd_scene load_steps=3 format=3 uid="uid://cyh0xf1nv2j3e"]
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[ext_resource type="Texture2D" path="res://textures/wall_institutional_era1.png" id="1_wall_texture"]
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[sub_resource type="BoxMesh" id="BoxMesh_wall"]
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size = Vector3(1.0, 0.8, 0.2)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_wall"]
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albedo_texture = ExtResource("1_wall_texture")
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metallic = 0.0
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roughness = 0.9
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[node name="WallStructural" type="MeshInstance3D"]
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mesh = SubResource("BoxMesh_wall")
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surface_material_override/0 = SubResource("StandardMaterial3D_wall")
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