Checking Blender 5.2 on `gex44` before building `build_railgun-battleship.py`.
root agent idle; waiting up to 30m0s for 1 background task(s)
Running the initial Blender 5.2 build, texture bake, GLB export, and renders on `gex44` (`task-23`). Waiting for completion.
Running Iteration 2 of `build_railgun-battleship.py` on `gex44` (`task-36`). Waiting for completion.
Running Iteration 3 of `build_railgun-battleship.py` on `gex44` (`task-49`). Waiting for completion.
Waiting for `task-49` on `gex44` to finish.
Running Iteration 4 of `build_railgun-battleship.py` on `gex44` (`task-64`). Waiting for completion.
Waiting for `task-64` on `gex44` to finish.
Iteration 5 of `build_railgun-battleship.py` is running on `gex44` to refine the glowing capacitor bank cells, forward armor side panels, and neutral clay lighting; waiting for completion.
0. **Blocked on you**: nothing.
1. **What you changed**: Built the 1100 m Spinal Railgun Battleship 3D game asset ([railgun-battleship.glb](file:///tmp/agy-author/railgun-battleship-v1/railgun-battleship.glb)) from a single standalone Blender 5.2 generator script ([build_railgun-battleship.py](file:///tmp/agy-author/railgun-battleship-v1/build_railgun-battleship.py)), complete with baked Poly Haven CC0 textures, 13 articulated gun turrets and barrel assemblies, full attachment hierarchy ([nodes.json](file:///tmp/agy-author/railgun-battleship-v1/nodes.json)), documentation ([NOTES.md](file:///tmp/agy-author/railgun-battleship-v1/NOTES.md)), and all four verification renders ([final.png](file:///tmp/agy-author/railgun-battleship-v1/final.png), [side.png](file:///tmp/agy-author/railgun-battleship-v1/side.png), [clay.png](file:///tmp/agy-author/railgun-battleship-v1/clay.png), [paints.png](file:///tmp/agy-author/railgun-battleship-v1/paints.png)).
2. **How you know it works**: Ran [build_railgun-battleship.py](file:///tmp/agy-author/railgun-battleship-v1/build_railgun-battleship.py) headlessly on `gex44` (completed at 22:44 CET) and visually inspected [final.png](file:///tmp/agy-author/railgun-battleship-v1/final.png), [side.png](file:///tmp/agy-author/railgun-battleship-v1/side.png), [clay.png](file:///tmp/agy-author/railgun-battleship-v1/clay.png), and [paints.png](file:///tmp/agy-author/railgun-battleship-v1/paints.png) against [sheet.jpg](file:///tmp/agy-author/railgun-battleship-v1/sheet.jpg); also verified the binary GLB structure (7.11 MB, 132,580 triangles, 7 materials, 1024 px base/normal maps and 512 px ORM/emissive maps, 0 cameras/lights, exact 1100.0 m x 160.0 m x 140.0 m bounding box, and 30-degree pivot rotation checks on all 26 moving turret and gun nodes).
3. **What would break if you were wrong**: If a game engine overrides `Paint.baseColorFactor` without multiplying by `baseColorTexture`, panel seams would disappear (the GLB binary embeds both `baseColorTexture` and `baseColorFactor`); to rebuild or adjust the asset, edit and re-run [build_railgun-battleship.py](file:///tmp/agy-author/railgun-battleship-v1/build_railgun-battleship.py).
4. **What you did NOT do**: External engine exhaust plasma plumes extending behind the rear nozzles were not baked as static mesh geometry because games attach real-time particle effects at the `Thruster_1..4` empty nodes, and hull numbers/insignia were omitted per the asset contract.
