feat(puppet): render-path uses cascaded world.scl + world.rot

Previously the render path read per-bone constant `b.scale` and
`ws.angle`. With multi-channel keyframes + scale-cascade, the rendered
sprite-scale comes from the cascaded `world.scl_x/y` and angle from
`world.rot`. No new tests — visual verification at Phase-4 manual test.
This commit is contained in:
Axel Meyer
2026-05-18 18:21:13 +02:00
parent 8a293f64c6
commit dbfd65fa2a

View File

@@ -2,6 +2,7 @@
-- Skeletal animation: skeleton + bones + tracks + rest + keyframe -- Skeletal animation: skeleton + bones + tracks + rest + keyframe
-- + procedural + look-at constraint. Multi-channel animation (rot/pos/scl) -- + procedural + look-at constraint. Multi-channel animation (rot/pos/scl)
-- + cascaded world-transform with scale propagation. -- + cascaded world-transform with scale propagation.
-- Render path: world.scl_x/y (cascaded) + world.rot used for draw_sprite_transform.
local M = {} local M = {}