feat: modular HAL, Raylib backend, PBR shading, textures, 60 unit tests
- Replace hardcoded SDL3 windowing with IWindow/IInputState/Key abstractions - Each render backend owns its window (Raylib GLFW, SDL3 for Vulkan) - Raylib backend: DrawModelEx, custom GLSL shader with Fresnel, ACES tonemapping, gamma correction, hemisphere ambient - Fix backface culling, mesh memory (NativeMemory.Alloc), texture loading - Camera controllers use backend-agnostic Key enum (inverted yaw/strafe) - Demo scene: 8 cubes, 7 spheres, torus knot OBJ with checker texture - Extract ProceduralMesh + MeshMath from Program.cs to Engine.Graphics - Vulkan backend deferred (compiles, untested, IWindow-compatible) - 60 unit tests: ObjLoader, camera controllers, AiCommandProcessor, RenderBackendFactory, Timing, ProceduralMesh, MeshMath, Transform - AGENTS.md for opencode integration
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@@ -55,7 +55,7 @@ public sealed class McpStdioServer
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"List all named entities in the ECS world.",
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new JsonSchemaBuilder().Build()),
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["CaptureScreenshot"] = new(
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"Capture a screenshot of the current rendered frame and save it to disk.",
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"Capture a screenshot of the current rendered frame and save it to disk. (No graphics context in stdio mode; returns requested path.)",
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new JsonSchemaBuilder()
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.AddOptionalString("outputPath")
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.Build()),
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