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Viewport-first item creation, asset category rail, and tiered terrain textures

The item create page authors equipment placement directly in the viewport with a transform gizmo and snapshots the inventory icon from it; the Assets tab gets an icon category rail; terrain textures ship as 128/256/1024 tier files.

Data Editor#

  • Equip authoring in the viewport. Position a weapon or armour piece on the rigged preview with a Move/Rotate gizmo and see exactly what the client will draw. Transforms are stored as a base plus your delta, so re-finalising never double-bakes.
  • Inventory-icon snapshots are captured from the viewport and carried into Finalize; the gizmo also works in icon mode.
  • Create-page upgrades for items, animation bases and VFX; .obj drops convert with their textures and go through the import popup.
  • Thumbnail captures can no longer show a stale frame, and VFX tiles join the lazy thumbnail pipeline.

Assets#

  • Icon category rail in the Assets tab; every category gets the folder view.
  • Linked-folder browsing survives very large asset stashes.
  • Stale .gltf model paths resolve to their .scn siblings.

Terrain textures#

  • Textures are stored as id-keyed tier files (128 / 256 / 1024) with PBR set packing, and round-trip the cloud as tier zips.
  • Per-map texture quality survives saves and asset rescues.
  • Texture libraries render cloud-style material-ball previews.

Fixes#

  • All 3D preview viewports render in their own world, so one editor's preview can no longer leak into another's thumbnail.
  • VFX saves no longer re-load model instances from the export cache.
  • NPC skin binds carry bone names so the client's skeleton graft maps correctly.
  • The default template is now the cleared ShowCase project.

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