wip: checkpoint mid-refactor of asset loading before submesh work
Moves mesh/material loaders under src/assets/loaders, renames Mesh to MeshHandle, and begins scaffolding the material loader. Known-broken build state (MeshRegistry::from_scene call site and asset_manager mesh registration are out of sync) — committed as a rollback point before implementing submeshes. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01986QNHM1cUsnRskKvBbbuo
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@@ -1,13 +1,12 @@
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{
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"name": "Testing Scene",
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"mesh_paths": {
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"gunship": "meshes/laat_gunship/scene.obj",
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"trooper": "meshes/clone_trooper/scene.gltf",
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"destroyer": "../meshes/sw_isd.glb",
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"interceptor": "../meshes/sw_tie_interceptor.glb"
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"gunship": "meshes/laat_gltf/scene.gltf",
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"helmet": "meshes/DamagedHelmet.glb"
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},
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"instances": {
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"interceptor": {
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"gunship": {
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"translation": [
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0.0,
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0.0,
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@@ -15,7 +14,7 @@
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],
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"rotation": [
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0.0,
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0.0,
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3.14,
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0.0
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],
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"scale": [
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