feat: Dear ImGui editor, GLTF materials, scene serialization
- ImGuiLayer: entity inspector (Transform/Material/Light/Camera editing), hierarchy panel, debug overlay with FPS graph (rlImgui-cs + ImGui.NET) - GltfLoader.LoadWithMaterials: extracts PBR albedo, roughness, metallic, base color texture from glTF files - SceneSerializer: save/load ECS world to/from JSON with custom Vector3/Quaternion converters, 6 tests - ImGui disabled in tour/test mode to keep screenshots clean - 66/66 tests passing
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@@ -708,14 +708,14 @@ In Release (NativeAOT), the MCP server and ASP.NET Core are excluded. The AI can
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- [x] Texture loading in RaylibRenderer (`SetMaterialUniforms` now loads/binds textures)
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- [x] Fix `demo.png` screenshot timing (moved to main loop with frame warm-up)
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- [ ] Unit tests (`tests/Engine.Tests/` — planned but never created)
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- [x] Unit tests — 60 tests covering ObjLoader, camera controllers, AiCommandProcessor, RenderBackendFactory, Timing, ProceduralMesh, MeshMath, Transform, Camera, Material, Mesh, Light
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- [x] `AGENTS.md` — created for opencode integration
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### Medium-term
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- [ ] Dear ImGui integration (Hexa.NET.ImGui) for editor UI
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- [ ] Model loading from GLTF/OBJ with textures and materials
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- [ ] Scene serialization / deserialization
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- [x] Dear ImGui integration (rlImgui-cs + ImGui.NET) — entity inspector, hierarchy panel, debug overlay with FPS graph
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- [x] Model loading from GLTF with textures and materials (`GltfLoader.LoadWithMaterials` extracts PBR albedo, roughness, metallic, base color texture)
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- [x] Scene serialization / deserialization (`SceneSerializer` — save/load named entities with Transform, Material, Light, Camera to/from JSON)
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- [ ] Multi-light shadow mapping
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### Long-term (backlog)
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