root agent idle; waiting up to 30m0s for 1 background task(s)
Launched the first Blender 5.2 build, texture bake, GLB export, and studio render pass on `gex44`. Waiting for completion notification to inspect the renders.
Running the second Blender 5.2 build on `gex44` with surface-projected grille, headlamps, lower intake, fastback hatchback tailgate slope, and two-tone 5-twin-spoke rims. Waiting for completion.
Running the third Blender 5.2 build on `gex44` with corrected nose-cap and rear-cap Z equations (`eval_front_face_z`, `eval_rear_face_z`) and fastback C-pillar/tailgate profile. Waiting for completion.
Running the fourth Blender 5.2 build on `gex44` to verify flush front/rear bumper and lamp transitions. Waiting for completion.
Running the 5th Blender build and render pass on `gex44` (`task-105`); I will inspect the updated renders as soon as it finishes.
0. **Blocked on you**: nothing.
1. **What you changed**: Built the European compact five-door hatchback 3D game asset in [euro-hatchback-g4.glb](file:///tmp/agy-author/euro-hatchback-g4-v1/euro-hatchback-g4.glb) from a single clean run of [build_euro-hatchback-g4.py](file:///tmp/agy-author/euro-hatchback-g4-v1/build_euro-hatchback-g4.py), along with [final.png](file:///tmp/agy-author/euro-hatchback-g4-v1/final.png), [side.png](file:///tmp/agy-author/euro-hatchback-g4-v1/side.png), [clay.png](file:///tmp/agy-author/euro-hatchback-g4-v1/clay.png), [paints.png](file:///tmp/agy-author/euro-hatchback-g4-v1/paints.png), [nodes.json](file:///tmp/agy-author/euro-hatchback-g4-v1/nodes.json), and [NOTES.md](file:///tmp/agy-author/euro-hatchback-g4-v1/NOTES.md) (completed at 18:13 CET).
2. **How you know it works**: Inspected the Cycles renders ([final.png](file:///tmp/agy-author/euro-hatchback-g4-v1/final.png), [side.png](file:///tmp/agy-author/euro-hatchback-g4-v1/side.png), [clay.png](file:///tmp/agy-author/euro-hatchback-g4-v1/clay.png), and the 6-colour grid in [paints.png](file:///tmp/agy-author/euro-hatchback-g4-v1/paints.png)) against [sheet.jpg](file:///tmp/agy-author/euro-hatchback-g4-v1/sheet.jpg), and verified in [nodes.json](file:///tmp/agy-author/euro-hatchback-g4-v1/nodes.json) and the binary GLB header that the asset has 84,877 triangles, 5.36 MB file size, 7 materials (`Paint` with neutral grime-baked 1024px base texture, default factor `[0.55, 0.03, 0.03]`, and `KHR_materials_clearcoat`, plus `Chrome`, `Rubber`, `Interior`, `Underbody`, `Glass`, and `Lamps`), 6 mesh nodes (`Body`, 4 wheels, `SteeringWheel`), and 8 empty nodes on Forge Garage v2 axes (`4.11 m` long, `1.78 m` hull width / `1.83 m` across mirrors, `1.47 m` high, `2.62 m` wheelbase, tyres touching `y = 0`).
3. **What would break if you were wrong**: If a game engine overrides or ignores `baseColorFactor` or `KHR_materials_clearcoat`, the body would appear in its neutral light-grey grime-baked base texture; re-running [build_euro-hatchback-g4.py](file:///tmp/agy-author/euro-hatchback-g4-v1/build_euro-hatchback-g4.py) regenerates the GLB and all textures from scratch.
4. **What you did NOT do**: Did not add manufacturer logos or text badges (kept the front grille emblem unbranded per contract), and did not test the GLB inside a live browser game runtime.
