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>
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@@ -575,7 +575,7 @@ The following workshop outputs are ready for formal recording in `decisions/` do
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| 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. |
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| 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. |
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| Resolution chain | **Resolved** | Tyre, Araminta | 1024x1024 source (archive master) → 256x256 (working, outlines applied at 4-8px) → 64x64 (runtime). Bilinear interpolation both passes. |
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| 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. |
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| 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. |
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| 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. |
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---
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@@ -654,7 +654,7 @@ void fragment() {
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| Tileability (3x3 no seams) | **PARTIAL** — Left/right seamless, top/bottom seam visible |
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| 64x64 reads as "wall" | **PASS** — Color preserved, reads as surface |
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**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/`).
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**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/`).
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**Next step:** Open Godot editor to trigger import, then run render pipeline.
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@@ -274,7 +274,7 @@ Safe to create PR.
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- Does not run Layer 3 subprocess tests (too slow, nightly-tier)
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- Does not run performance benchmarks (machine-dependent, separate target)
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- Does not run Gauntlet golden file tests (depends on Gauntlet implementation)
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- Does not push or create the PR (that's `make push-pr` or the `/push-pr` skill)
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- Does not push or create the PR (that's `make pr-push` or the `/pr-push` skill)
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These are separate targets for developers who want deeper verification:
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