Pack Textures/ into atlases and render the world from them
Engine bump brings MrGameEng.Atlases (atlas builder + runtime loader). Textures/ (2747 images) is packed by MrGameEng.AtlasTool into 10 atlases (93 pages) under Assets/Atlases, loaded through generated handles. Beings now draw pawn bodies, forest cells grow trees (both Y-sorted), and the dev console gains 'atlas [name] [filter]' for inspection. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -25,6 +25,19 @@ dotnet run --project src/LittleSim -c Release # measure perf in Release only
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dotnet test LittleSim.sln # runs the engine test suites
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```
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## Texture atlases
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Source images live in `Textures/` (committed); the game only loads packed atlases from
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`src/LittleSim/Assets/Atlases` (also committed — the asset generator emits
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`GameAssets.Atlases.*` handles for them). After changing `Textures/`, rebuild with:
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```
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dotnet run --project engine/tools/MrGameEng.AtlasTool -c Release -- Textures src/LittleSim/Assets/Atlases --group-depth 2
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```
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Rebuilds are incremental (unchanged groups are skipped). Region keys are paths relative
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to `Textures/` without extension: `atlas.GetRegion("Things/Plant/TreeOak/TreeOakA")`.
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## Submodule workflow
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Engine changes are committed **inside `engine/` first** (engine repo, its commit style),
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