docs(governance): address PR #169 review — reconcile sprite-era decisions + doc fixes
Tyre: D-244 now references its precedent (D-148 3D camera / D-149 live 3D characters — D-244 completes that pivot for objects + assets) and reconciles the 5 sprite-era decisions it touched, all amended 2026-06-17: - D-043: 'not 3D' / Light2D scoped to overlay layers; in-world is 3D. - D-044: sprite footprint retired (sim occupancy + visual hierarchy survive). - D-049: z-stack logical model survives; sprite/CanvasLayer implementation language retired. - D-066: dual-scale coordinate model + 2x2 geometry minimum survive; sprite-footprint language legacy. Hoshe (doc QA): - D-244 broken cross-file anchors fixed ([D-159]->scope.md, [D-241]->process.md). - renderer/README: bare [D-244] linked; D-019->D-148 camera note; legacy banner over the object-sprite workflow sections; resolution-chain output path qualified. - docs/assets/_templates/sprite.md + README: marked the template legacy object-sprite schema (model/texture/artwork template TBD). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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# Settled Reach — 2D Artwork Render Pipeline
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> **Repurposed (D-244).** This offline Godot renderer is **not** the in-world object
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> format. Per [D-244] the in-world view renders 3D objects directly (props via Trellis
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> format. Per [D-244](../governance/decisions/architecture.md#d-244-asset-rendering--3d-objects-in-world-2d-limited-to-textures--flat-artwork) the in-world view renders 3D objects directly (props via Trellis
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> `.glb` / `/glb-gen`; characters via the Quaternius pipeline + `CharacterVisualDescriptor`);
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> the only flattened 2D content is **textures** and **flat 2D artwork** (paintings, flags,
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> billboards, signage). This pipeline began as the #541 3D-to-2D *sprite* spike and now
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@@ -18,7 +18,9 @@ Offline Godot 4 renderer. Produces flat 2D artwork (and, in its legacy mode, 3D-
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- **Position**: `(0, 3, 1)` — above and slightly in front of the model origin
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- **Godot Transform3D**: `Transform3D(1, 0, 0, 0, 0.30071, 0.95372, 0, -0.95372, 0.30071, 0, 3, 1)`
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This is "the angle" per D-019 amendment (2026-02-12). All entity, object, and wall sprites for v0.1 are rendered at this angle. The Godot gameplay camera is purely orthographic — this tilt is an art convention expressed through the 3D render.
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**Note (D-244):** D-019 is superseded by D-148 (30° low-angle Camera3D) for the **gameplay** camera. The −72.5° angle here is the **offline render** camera used for 2D-artwork generation (and the retired object-sprite mode) — not the in-world gameplay camera.
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This is "the angle" per the D-019 amendment (2026-02-12); v0.1 object-sprite rendering used it, now retired. The offline renderer keeps this fixed camera for flat-artwork output.
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## Lighting Rig
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@@ -39,11 +41,15 @@ Three-point studio rig. All lights have `shadow_enabled = false` — sprites are
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↓ bilinear resize
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256×256 — working PNG, outline applied at 4-8px, color #333340
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↓ bilinear resize
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64×64 — runtime PNG, deployed to client/assets/sprites/
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64×64 — runtime PNG (legacy object-sprite output → client/assets/sprites/; for flat artwork, promote to client/assets/textures or .../artwork)
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```
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Outline implementation: alpha-mask dilation + flat color fill. Outline width in `render_export.gd`: `outline_width_px = 4` (at 256px = 1px effective at 64px).
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## ⚠️ Legacy: object-sprite workflow (retired per D-244)
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Everything from here down describes the **retired** object-sprite pipeline (#541 spike) — entity/object/wall sprites are no longer the in-world format (objects are 3D `.glb`; characters are 3D meshes). It is kept for reference, and because the camera / lighting / resolution mechanics above are reused for **2D-artwork** rendering. When generating flat artwork, promote outputs to `client/assets/textures` or `client/assets/artwork` (**not** `client/assets/sprites/`) and ignore the entity-sprite footprint / material / deployment specifics below.
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## Entity Footprint Spec (D-044, D-066)
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- Entity sprites occupy a **24×32px footprint** within the 64×64 visual tile
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