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