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