Regenerate atlases for the lowercase textures/ tree, fix region keys
New texture groups (ui, world, weather, damage, designations) packed into 31 atlases; directories are lowercase now, so scene code switches to the new region keys (filenames keep their case). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -27,16 +27,16 @@ dotnet test LittleSim.sln # runs the engine test suites
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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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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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`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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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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to `textures/` without extension: `atlas.GetRegion("things/plant/treeoak/TreeOakA")`.
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## Submodule workflow
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