root agent idle; waiting up to 30m0s for 1 background task(s)
Running the first full Blender 5.2 build, texture bake, GLB export, and Cycles render pass on `gex44`; waiting for completion notification.
Running the build and Cycles render pass on `gex44`; waiting for the background job to complete.
Running the updated Blender 5.2 build and Cycles render pass on `gex44`; waiting for completion.
Running the third Blender 5.2 build and Cycles render pass on `gex44`; waiting for completion.
Running Pass 4 of [`build_hardsf-cruiser.py`](file:///tmp/agy-author/hardsf-cruiser-v1/build_hardsf-cruiser.py) on `gex44` and copying the updated GLB, `nodes.json`, and renders back for inspection. Waiting for the job to complete.
0. **Blocked on you**: nothing.

1. **What you changed**: Built the 260 m x 110 m x 40 m hard science-fiction military cruiser game asset ([hardsf-cruiser.glb](file:///tmp/agy-author/hardsf-cruiser-v1/hardsf-cruiser.glb)) from a single self-contained Blender 5.2 script ([build_hardsf-cruiser.py](file:///tmp/agy-author/hardsf-cruiser-v1/build_hardsf-cruiser.py)) along with [nodes.json](file:///tmp/agy-author/hardsf-cruiser-v1/nodes.json), [NOTES.md](file:///tmp/agy-author/hardsf-cruiser-v1/NOTES.md), [final.png](file:///tmp/agy-author/hardsf-cruiser-v1/final.png), [side.png](file:///tmp/agy-author/hardsf-cruiser-v1/side.png), [clay.png](file:///tmp/agy-author/hardsf-cruiser-v1/clay.png), and [paints.png](file:///tmp/agy-author/hardsf-cruiser-v1/paints.png).

2. **How you know it works**:
   - Ran [build_hardsf-cruiser.py](file:///tmp/agy-author/hardsf-cruiser-v1/build_hardsf-cruiser.py) headlessly in Blender 5.2 on `gex44` (completed at 22:16 CEST / 20:16 UTC) and inspected [final.png](file:///tmp/agy-author/hardsf-cruiser-v1/final.png), [side.png](file:///tmp/agy-author/hardsf-cruiser-v1/side.png), [clay.png](file:///tmp/agy-author/hardsf-cruiser-v1/clay.png), and [paints.png](file:///tmp/agy-author/hardsf-cruiser-v1/paints.png) against [sheet.jpg](file:///tmp/agy-author/hardsf-cruiser-v1/sheet.jpg).
   - Verified the exported [hardsf-cruiser.glb](file:///tmp/agy-author/hardsf-cruiser-v1/hardsf-cruiser.glb) binary: 5.51 MB (limit 12 MB), 93,636 triangles (budget 80k to 180k), bounding box `[-55.02, -20.10, -130.00]` to `[55.02, 20.09, 130.00]` (110.03 m wide, 40.19 m high, 260.00 m long, Y-up, +Z nose), 8 materials (limit 9) with 1024 px BaseColor/Normal maps and 512 px ORM maps baked from Poly Haven CC0 textures (`metal_plate`, `metal_plate_02`, `blue_metal_plate`, `rusty_metal_03`), `Paint` `baseColorFactor` set to `[0.70, 0.70, 0.68, 1.0]`, and 0.0 m pivot drift across a 30-degree rotation test on all 8 turrets (`Turret_1..8`) and gun barrels (`Gun_1..8`).

3. **What would break if you were wrong**: If `export_yup` were enabled during export while building directly in Y-up coordinates, the ship axes in the GLB would swap Y and Z; [build_hardsf-cruiser.py](file:///tmp/agy-author/hardsf-cruiser-v1/build_hardsf-cruiser.py) builds directly in `(X=left, Y=up, Z=nose)` and exports with `export_yup=False` so the GLB matches the Y-up contract directly. To rebuild or adjust, edit [build_hardsf-cruiser.py](file:///tmp/agy-author/hardsf-cruiser-v1/build_hardsf-cruiser.py) and re-run it with Blender 5.2.

4. **What you did NOT do**: Did not model an interior cockpit (this is a 260 m capital cruiser with tinted `Glass` bridge glazing and `Seat_Pilot` placed at the bridge station) or landing gear (deep-space military cruiser flying level).
