root agent idle; waiting up to 30m0s for 1 background task(s)
Running the initial Blender 5.2 build, texture bake, GLB export, and render pass on `gex44`; waiting for completion.
Running the second Blender 5.2 build and render pass on `gex44` with fixed cylinder orientations, UV baking, and higher mesh detail; waiting for completion.
Running the third Blender 5.2 build and render pass on `gex44` with flush intake collars, tapered glowing nozzles, aerospace panel weathering, and tuned triangle count; waiting for completion.
Running Pass 4 of the Blender build and render pipeline on `gex44` now. Waiting for completion.
Running Pass 5 of the Blender build and render pipeline on `gex44`. Waiting for completion.
Running Pass 6 of the Blender build and render pipeline on `gex44`. Waiting for completion.
0. **Blocked on you**: nothing.
1. **What you changed**: Built the original space-opera starfighter 3D game asset in [starfighter-opera.glb](file:///tmp/agy-author/starfighter-opera-v1/starfighter-opera.glb) from the self-contained script [build_starfighter-opera.py](file:///tmp/agy-author/starfighter-opera-v1/build_starfighter-opera.py), along with [nodes.json](file:///tmp/agy-author/starfighter-opera-v1/nodes.json), [NOTES.md](file:///tmp/agy-author/starfighter-opera-v1/NOTES.md), and the four required renders ([final.png](file:///tmp/agy-author/starfighter-opera-v1/final.png), [side.png](file:///tmp/agy-author/starfighter-opera-v1/side.png), [clay.png](file:///tmp/agy-author/starfighter-opera-v1/clay.png), [paints.png](file:///tmp/agy-author/starfighter-opera-v1/paints.png)).
2. **How you know it works**: Ran [build_starfighter-opera.py](file:///tmp/agy-author/starfighter-opera-v1/build_starfighter-opera.py) cleanly on `gex44` in Blender 5.2 (completed at 21:46 CET), inspected the exported binary [starfighter-opera.glb](file:///tmp/agy-author/starfighter-opera-v1/starfighter-opera.glb) (6.54 MiB, 74,266 triangles, exact 11.0 m x 3.4 m x 13.5 m bounding box, 8 baked PBR materials using CC0 Poly Haven textures `metal_plate`, `metal_plate_02`, `rusty_metal_03`, and `rubberized_track` at <= 1024 px BaseColor/Normal and 512 px ORM), verified the `Canopy` hinge rotation test and `Paint` recolour grid in [paints.png](file:///tmp/agy-author/starfighter-opera-v1/paints.png), and visually inspected [final.png](file:///tmp/agy-author/starfighter-opera-v1/final.png), [side.png](file:///tmp/agy-author/starfighter-opera-v1/side.png), and [clay.png](file:///tmp/agy-author/starfighter-opera-v1/clay.png) against [sheet.jpg](file:///tmp/agy-author/starfighter-opera-v1/sheet.jpg).
3. **What would break if you were wrong**: If a game engine expects a different forward axis or material name for faction recolouring, the ship would face the wrong way or fail to tint; re-running [build_starfighter-opera.py](file:///tmp/agy-author/starfighter-opera-v1/build_starfighter-opera.py) regenerates the GLB and metadata from scratch in about 75 seconds.
4. **What you did NOT do**: Added no text, numbers, or faction insignia (excluded by contract), kept landing gear retracted with doors closed as required, and did not test inside an external game engine runtime.
