Harden native material previews and export - #3
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July 19, 2026 14:42
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What changed
CAPABILITY_NOT_AVAILABLEin headless sessions instead of attempting invalid shader rendering.MATERIALPILOT_RUNTIME_FILEin the industrial-floor workflow for isolated bridge sessions.Why
The production material workflow could show Godot's purple missing-material fallback when rendering was attempted without a real rendering device. Full-resolution Blender export could also wait indefinitely on Material Maker's unrelated global preview queue. A stale installed addon made these failures difficult to distinguish from current source behavior, while structural validation did not detect a flat normal map.
Impact
Live windowed sessions now produce verified sphere/plane previews and Blender-ready 2048 PBR channels. Headless sessions fail rendering operations explicitly and safely. Native integration tests detect source/install drift, and the flagship material workflow validates visual output in addition to graph structure.
Validation
pnpm formatpnpm check— 40/40 taskspnpm build— 11/11 packagespnpm test:godotpnpm test:material-makerin headless modeMATERIALPILOT_WINDOWED_TEST=1 pnpm test:material-maker