root agent idle; waiting up to 30m0s for 1 background task(s)
I have launched the first full build and Cycles bake/render run (`build_rally-car.py`) on `gex44` and am waiting for it to finish.
I have launched the refined `build_rally-car.py` build on `gex44` to fix the wheel track width, torus orientation, roof scoop, bonnet vents, and sump guard, and am waiting for the renders to complete.
I have launched the polished v3 build of `build_rally-car.py` on `gex44` (improving the front chin spoiler, sump guard, flush bonnet louver vents, multi-element rally light pod optics, red brake calipers, and rear tailgate recess) and am waiting for the renders to complete.
0. **Blocked on you**: nothing.
1. **What you changed**: Built an original-design 3-door modern rally hatchback (`rally-car.glb`, 6.55 MiB, 95,000 triangles) from a single reproducible Blender 5.2 script ([build_rally-car.py](file:///tmp/agy-author/rally-car-v1/build_rally-car.py)) with wide wheel arches, a bi-plane rear wing, a central roof air scoop, a 4-lamp bonnet light pod, an aluminium sump guard, four mud flaps, gravel tyres on white 12-spoke rims with brake discs and calipers, a full interior with a tubular roll cage and two bucket seats visible through the glass, and gravel mud/dust baked into the neutral `Paint` base texture.
2. **How you know it works**: Ran [build_rally-car.py](file:///tmp/agy-author/rally-car-v1/build_rally-car.py) cleanly on `gex44` (finished at 11:51 CEST / CET) and inspected the resulting Cycles renders ([final.png](file:///tmp/agy-author/rally-car-v1/final.png), [side.png](file:///tmp/agy-author/rally-car-v1/side.png), [clay.png](file:///tmp/agy-author/rally-car-v1/clay.png), [paints.png](file:///tmp/agy-author/rally-car-v1/paints.png)) and metadata ([nodes.json](file:///tmp/agy-author/rally-car-v1/nodes.json), [NOTES.md](file:///tmp/agy-author/rally-car-v1/NOTES.md)), confirming exact dimensions (`4.10 m x 1.88 m x 1.42 m`, `2.63 m` wheelbase, `y = 0` tyre contact), all 6 mesh nodes (`Body`, `Wheel_FL`, `Wheel_FR`, `Wheel_RL`, `Wheel_RR`, `SteeringWheel`), all 8 Empty nodes (`Seat_Driver`, `Door_L`, `Door_R`, `Exhaust`, `Light_Head_L`, `Light_Head_R`, `Light_Tail_L`, `Light_Tail_R`), and runtime recolour across all 6 paint variants.
3. **What would break if you were wrong**: If `Paint` shared material assignments with non-body parts, changing `baseColorFactor` in a game would tint the trim, rims, or mud flaps; [paints.png](file:///tmp/agy-author/rally-car-v1/paints.png) proves only the body shell and roof scoop cap change colour while carbon fibre, rims, rubber, and lower-body mud splashes stay intact. To undo or rebuild, re-run `build_rally-car.py` in Blender 5.2.
4. **What you did NOT do**: Left all number panels, roundels, and tyre sidewalls completely blank with no text, logos, or real-make badges per the race-car and original-design rules.
