root agent idle; waiting up to 30m0s for 1 background task(s)
Launched the initial build and render pass on `gex44` ([build_rocket-fighter-retro.py](file:///tmp/agy-author/rocket-fighter-retro-v1/build_rocket-fighter-retro.py)); waiting for completion to inspect the renders and refine.
Fixed the `wing_stations` unpacking in [build_rocket-fighter-retro.py](file:///tmp/agy-author/rocket-fighter-retro-v1/build_rocket-fighter-retro.py) and re-launched the build and render job on `gex44`; waiting for completion.
Launched the V2 build and render pass on `gex44` with conformal curve-aligned nose/side livery panels, corrected horizontal fin-tip torpedo pods, flush canopy sill, and support-loop fuselage panel seams; waiting for completion.
Waiting for the V2 Blender render job on `gex44` to finish.
Launched the V3 build and render pass on `gex44` with `create_prim` face-assignment tracking, matched Z stations across the nose cone livery, elliptical cockpit tub clipping, and interpolated fin rivets; waiting for completion.
Waiting for V3 Blender build and render pass on `gex44` to finish.
Launched the V4 Blender build, Cycles texture bakes, GLB export, and renders on `gex44`. Waiting for completion.
0. **Blocked on you**: nothing.
1. **What you changed**: Built the 1950s atomic-age rocket fighter (`11.0 m` long, `6.8 m` span, `3.6 m` high, `56,980` triangles, `7.78 MB`) in [rocket-fighter-retro.glb](file:///tmp/agy-author/rocket-fighter-retro-v1/rocket-fighter-retro.glb) from a single reproducible script [build_rocket-fighter-retro.py](file:///tmp/agy-author/rocket-fighter-retro-v1/build_rocket-fighter-retro.py), along with [nodes.json](file:///tmp/agy-author/rocket-fighter-retro-v1/nodes.json), [NOTES.md](file:///tmp/agy-author/rocket-fighter-retro-v1/NOTES.md), [final.png](file:///tmp/agy-author/rocket-fighter-retro-v1/final.png), [side.png](file:///tmp/agy-author/rocket-fighter-retro-v1/side.png), [clay.png](file:///tmp/agy-author/rocket-fighter-retro-v1/clay.png), and [paints.png](file:///tmp/agy-author/rocket-fighter-retro-v1/paints.png).
2. **How you know it works**: Ran [build_rocket-fighter-retro.py](file:///tmp/agy-author/rocket-fighter-retro-v1/build_rocket-fighter-retro.py) headless on `gex44` with Blender 5.2 Cycles GPU, inspected [final.png](file:///tmp/agy-author/rocket-fighter-retro-v1/final.png), [side.png](file:///tmp/agy-author/rocket-fighter-retro-v1/side.png), [clay.png](file:///tmp/agy-author/rocket-fighter-retro-v1/clay.png), and [paints.png](file:///tmp/agy-author/rocket-fighter-retro-v1/paints.png) against [sheet.jpg](file:///tmp/agy-author/rocket-fighter-retro-v1/sheet.jpg), tested 30-degree rotations on `Canopy`, `Turret_1`, `Gun_1`, `Turret_2`, and `Gun_2` without part detachment, and parsed the exported GLB header to confirm `Paint` has `baseColorFactor = [0.65, 0.05, 0.04, 1.0]` over its neutral baked texture, `Glass` uses `BLEND`, and all 18 nodes and exact bounding box (`6.8 m x 3.6 m x 11.0 m`) are present.
3. **What would break if you were wrong**: If a game engine overrides `baseColorFactor` on materials other than `Paint`, bare chrome or cream trim could tint; to undo or adjust, edit [build_rocket-fighter-retro.py](file:///tmp/agy-author/rocket-fighter-retro-v1/build_rocket-fighter-retro.py) and re-run it in Blender 5.2 to regenerate all files from scratch.
4. **What you did NOT do**: Did not model deployed landing gear because the export contract requires landing gear retracted with doors closed in level flight.
