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
+15
View File
@@ -0,0 +1,15 @@
[gd_scene load_steps=3 format=3]
[ext_resource type="Texture2D" path="res://textures/wall_bar_green_panels.png" id="1_wall_texture"]
[sub_resource type="BoxMesh" id="BoxMesh_wall"]
size = Vector3(1.0, 0.8, 0.2)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_wall"]
albedo_texture = ExtResource("1_wall_texture")
metallic = 0.0
roughness = 0.9
[node name="WallBarGreen" type="MeshInstance3D"]
mesh = SubResource("BoxMesh_wall")
surface_material_override/0 = SubResource("StandardMaterial3D_wall")
+15
View File
@@ -0,0 +1,15 @@
[gd_scene load_steps=3 format=3 uid="uid://cyh0xf1nv2j3e"]
[ext_resource type="Texture2D" path="res://textures/wall_institutional_era1.png" id="1_wall_texture"]
[sub_resource type="BoxMesh" id="BoxMesh_wall"]
size = Vector3(1.0, 0.8, 0.2)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_wall"]
albedo_texture = ExtResource("1_wall_texture")
metallic = 0.0
roughness = 0.9
[node name="WallStructural" type="MeshInstance3D"]
mesh = SubResource("BoxMesh_wall")
surface_material_override/0 = SubResource("StandardMaterial3D_wall")