root agent idle; waiting up to 30m0s for 1 background task(s)
Running the first complete Blender 5.2 build, Cycles GPU texture bake, GLB export, and QA render pass on `gex44`; waiting for completion to inspect the renders.
Copying the rendered deliverables and QA views from `gex44` to inspect them.
Running the second Blender 5.2 build and render pass on `gex44` with smooth 24-vertex automotive bodywork, recessed front intakes, sleek swept steering vanes, ribbed 4-slot turbine engine, and exposed rear LED tail light arch; waiting for completion.
Re-running the upgraded Blender 5.2 build on `gex44` after fixing the shader socket link; waiting for completion.
Waiting for the Blender 5.2 build task on `gex44` to complete.
Waiting for `task-85` (the v2 Blender 5.2 build and render pass on `gex44`) to finish.
Running the v3 Blender build and Cycles bake/render on `gex44` now. Waiting for completion.
Copying the v3 renders and deliverables from `gex44` now.
Running the v4 Blender build on `gex44` now. Waiting for completion.
Copying the v4 deliverables and renders from `gex44` now.
0. **Blocked on you**: nothing.
1. **What you changed**: Built the one-rider hover speeder bike 3D game asset ([speeder-bike.glb](file:///tmp/agy-author/speeder-bike-v1/speeder-bike.glb), 7.77 MiB, 53,906 triangles, 9 Cycles-baked materials from CC0 Poly Haven textures) from a single script ([build_speeder-bike.py](file:///tmp/agy-author/speeder-bike-v1/build_speeder-bike.py)), along with [nodes.json](file:///tmp/agy-author/speeder-bike-v1/nodes.json), [NOTES.md](file:///tmp/agy-author/speeder-bike-v1/NOTES.md), [final.png](file:///tmp/agy-author/speeder-bike-v1/final.png), [side.png](file:///tmp/agy-author/speeder-bike-v1/side.png), [clay.png](file:///tmp/agy-author/speeder-bike-v1/clay.png), and [paints.png](file:///tmp/agy-author/speeder-bike-v1/paints.png) (completed at 23:17 CET).
2. **How you know it works**: Ran [build_speeder-bike.py](file:///tmp/agy-author/speeder-bike-v1/build_speeder-bike.py) cleanly on `gex44` in headless Blender 5.2 and visually inspected [final.png](file:///tmp/agy-author/speeder-bike-v1/final.png), [side.png](file:///tmp/agy-author/speeder-bike-v1/side.png), [clay.png](file:///tmp/agy-author/speeder-bike-v1/clay.png), [paints.png](file:///tmp/agy-author/speeder-bike-v1/paints.png), orthographic front/rear/top views, and a 30-degree steering-vane pivot test render against [sheet.jpg](file:///tmp/agy-author/speeder-bike-v1/sheet.jpg), confirming exact bounding box dimensions (`1.4 m x 1.25 m x 4.2 m`, hovering at `0.5 m` above `Y = 0`), smooth bodywork, unobstructed front intake louvers and headlights, glowing under-seat turbine and repulsor lift pads, and working `Paint` recolouring across six colours.
3. **What would break if you were wrong**: If a game engine rotated `Vane_L` or `Vane_R` around the wrong axis or if `Paint` shared textures with bare metal or trim, steering animations would detach or metal parts would tint green; to undo or adjust, edit [build_speeder-bike.py](file:///tmp/agy-author/speeder-bike-v1/build_speeder-bike.py) and re-run it on `gex44` to regenerate [speeder-bike.glb](file:///tmp/agy-author/speeder-bike-v1/speeder-bike.glb).
4. **What you did NOT do**: Did not add any text, numbers, or faction decals (per contract), and did not test loading [speeder-bike.glb](file:///tmp/agy-author/speeder-bike-v1/speeder-bike.glb) inside a live browser game scene.
