chore(skills): rename all skills to domain-action convention

Adopts the whatsinagame naming pattern where the domain comes
first and the action second (e.g. pr-review, sprint-start,
audio-gen). Updated all cross-references in settings, agents,
docs, and inter-skill references.

12 renames: commit→git-commit, create-skill→skill-create,
gen-audio→audio-gen, gen-image→image-gen, plan-sprint→sprint-plan,
push-pr→pr-push, render-sprite→sprite-gen, review-pr→pr-review,
search-docs→docs-search, start-sprint→sprint-start,
start-workshop→workshop-start.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-19 12:51:56 +01:00
co-authored by Claude Opus 4.6
parent 324caab244
commit f0bab3999d
28 changed files with 43 additions and 43 deletions
+1 -1
View File
@@ -281,7 +281,7 @@ The sync runs automatically as part of `make setup` and via pre-commit hook. Mar
## Commit Conventions
See the `/commit` skill (`.claude/skills/commit/`) for full details. Summary:
See the `/git-commit` skill (`.claude/skills/git-commit/`) for full details. Summary:
- Conventional commits: `type(scope): summary`
- Types: `feat`, `fix`, `refactor`, `chore`, `docs`, `data`, `loc`
+1 -1
View File
@@ -19,7 +19,7 @@ See [palette.md](palette.md) for art direction, "the angle", color relationships
## Pipeline
- **3D render pipeline:** Blender model → Godot Camera3D at -72.5deg → orthographic render → outline pass → resolution downscale
- **Render skill:** `/render-sprite` produces 12 PNGs (4 directions x 3 resolutions)
- **Render skill:** `/sprite-gen` produces 12 PNGs (4 directions x 3 resolutions)
- **Art direction workshop:** `docs/workshops/art-direction-mood-board/`
## Decision References
@@ -575,7 +575,7 @@ The following workshop outputs are ready for formal recording in `decisions/` do
| Velen orbit logistics | Open | Miri | If Sova orbits Velen, freight access to surface needs intra-system wormhole or shuttle service. Flag for next worldbuilding session. |
| 3D render pipeline for 2D sprites | **Resolved** | Tyre, Araminta, Stig | See §10. 3D used only as offline render pipeline — runtime is pure 2D. SubViewport + Camera3D at "the angle" + DirectionalLight3D (neutral). Nano Banana textures UV-mapped onto 3D models, rendered from 4 cardinal directions. |
| Resolution chain | **Resolved** | Tyre, Araminta | 1024x1024 source (archive master) → 256x256 (working, outlines applied at 4-8px) → 64x64 (runtime). Bilinear interpolation both passes. |
| Pipeline test: Era 1 wall texture | **In progress** | Stig, Araminta | Nano Banana texture generated, QA'd (color PASS, flat lighting PASS, tileability PARTIAL — top/bottom seam, acceptable because tiling happens at 3D geometry level). Godot render scene built at `client/tooling/sprite_renderer/`. Render skill created at `.claude/skills/render-sprite/`. Blocked on Godot texture import — needs editor opened once to import the PNG. |
| Pipeline test: Era 1 wall texture | **In progress** | Stig, Araminta | Nano Banana texture generated, QA'd (color PASS, flat lighting PASS, tileability PARTIAL — top/bottom seam, acceptable because tiling happens at 3D geometry level). Godot render scene built at `client/tooling/sprite_renderer/`. Render skill created at `.claude/skills/sprite-gen/`. Blocked on Godot texture import — needs editor opened once to import the PNG. |
| Camera angle: exact value | **Locked** | Lead | "The angle" = ~15-20° from vertical. Rimworld uses orthographic camera with tilt entirely in sprite art. Research confirms no camera projection — the 3D render pipeline Camera3D rotation of -72.5° (from horizontal) produces this. Midpoint of range, tunable by Araminta. |
---
@@ -654,7 +654,7 @@ void fragment() {
| Tileability (3x3 no seams) | **PARTIAL** — Left/right seamless, top/bottom seam visible |
| 64x64 reads as "wall" | **PASS** — Color preserved, reads as surface |
**Render pipeline tooling** built by Stig at `client/tooling/sprite_renderer/`. CLI skill at `.claude/skills/render-sprite/`. First test run blocked on Godot texture import (needs editor opened once to import the PNG into `.godot/imported/`).
**Render pipeline tooling** built by Stig at `client/tooling/sprite_renderer/`. CLI skill at `.claude/skills/sprite-gen/`. First test run blocked on Godot texture import (needs editor opened once to import the PNG into `.godot/imported/`).
**Next step:** Open Godot editor to trigger import, then run render pipeline.
@@ -274,7 +274,7 @@ Safe to create PR.
- Does not run Layer 3 subprocess tests (too slow, nightly-tier)
- Does not run performance benchmarks (machine-dependent, separate target)
- Does not run Gauntlet golden file tests (depends on Gauntlet implementation)
- Does not push or create the PR (that's `make push-pr` or the `/push-pr` skill)
- Does not push or create the PR (that's `make pr-push` or the `/pr-push` skill)
These are separate targets for developers who want deeper verification: