Reverse depth, 32-bit indices, cave assets, loot point lights

  • Switch to reverse depth (far=0.05, near=500) to address z-fighting
  • Switch mesh and sk-mesh index buffers to 32-bit (BGFX_BUFFER_INDEX32)
  • Merge t_metallicRoughness and t_normals combine uniforms into one
  • Remove Deferred::geom(); set geometry state per draw call instead
  • Add full cave asset library (walls, floors, pillars, decor, etc.)
  • Filter scene editor asset list to cave/SM_Wall variants
  • Update gameplay.json with cave wall and archway pieces
  • Add point lights to EntropyLoot (red), EssenceLoot (green), HarmonyLoot (blue)
  • Add point light to BhsProjectile
  • Return last inserted node from loadJsonInternal; fix duplicate in editor
  • Clamp physics collision steps to max 5 per frame
  • Hide mobUi by default in Player constructor
  • Log asset load path in Assets::load
  • Log texture dimensions on load

Previous