bump: minor type: feat **Lighting render-quality tiers (#49).** The 2D light pass gains the tiers 3-4 from the original proposal, all on the same deterministic accumulation core: `Light.spot` cone/flashlight lights (direction + spread), a `Light.falloff` exponent (linear → quadratic → …), `Light.soft` soft shadows (occluder edges fade through a penumbra), `Light.gel` colour cookies (centre → rim tint), normal-mapped surfaces via `Light.normal` + `Light.height` (surfaces shade by facing, N·L), and a `Light.time_of_day` day/night ambient ramp. The engine lighting system consumes matching optional `Light2D` fields (`direction`/`spread`/`falloff`/`softness`/`gel`) too. Every tier is integer + Q16.16 fixed, so scenes light identically on every run and headless.