feat(light): render-quality tiers 3-4 — cones, falloff, soft shadows, gels, normals, day/night (#49)
The remaining lighting tiers from the original proposal, all extending the deterministic accumulation core (light.ludic) — no new ECS plumbing: - Light.spot: cone / flashlight lights (direction + spread degrees), with a self-contained integer atan2-in-degrees and a feathered edge. - Light.falloff: a brightness-ramp exponent (1 linear, 2 quadratic, …) via repeated fixed multiply. - Light.soft: soft shadows — an area-sampled light so an occluder edge fades through a penumbra instead of a hard cut. - Light.gel + Light.clear_gel: colour cookies — a light gels from its centre colour to a rim colour. - Light.normal + Light.clear_normals + Light.height: a normal G-buffer so surfaces shade by facing (N·L), not distance alone (tier 3). - Light.time_of_day: a day/night ambient ramp from a single 0..1 value. The engine lighting system (systems_light.ludic) consumes matching optional Light2D fields — direction/spread/falloff/softness/gel — each defaulting off so an older five-field Light2D lights exactly as before. Every tier is integer + Q16.16 fixed, so scenes light identically on every run and headless. Worked example + regression: examples/library/light_tiers.ludic (1 1 1 1 1 1 1 1 1). Nine new docs/language/light pages. Full suite 76 passed, self-host C-free fixpoint intact, no golden drift. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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type: feat
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**Lighting render-quality tiers (#49).** The 2D light pass gains the tiers 3-4
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from the original proposal, all on the same deterministic accumulation core:
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`Light.spot` cone/flashlight lights (direction + spread), a `Light.falloff`
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exponent (linear → quadratic → …), `Light.soft` soft shadows (occluder edges
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fade through a penumbra), `Light.gel` colour cookies (centre → rim tint),
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normal-mapped surfaces via `Light.normal` + `Light.height` (surfaces shade by
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facing, N·L), and a `Light.time_of_day` day/night ambient ramp. The engine
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lighting system consumes matching optional `Light2D` fields
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(`direction`/`spread`/`falloff`/`softness`/`gel`) too. Every tier is integer +
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Q16.16 fixed, so scenes light identically on every run and headless.
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