Builds on the explicit per-mesh slot tagging (currentDoorSlot/currentWindowSlot):
- Per-part painting: door = panel/frame/glass/hardware, window = frame/glass,
each independently paintable. The recessed door/window body sits behind the
wall, so the proud invisible cutout wins the scene raycast over the wall and
the shared resolveSlotByReRaycast() re-raycasts the kind's own subtree to pick
the exact part under the cursor (panel↔frame↔glass↔hardware). Hover tracks the
cursor via a re-eval (idempotent, no flicker).
- Door frame is its own slot (separate frameMaterial); hardware = new flat
'metal-chrome'.
- Library defaults (generic): panel/frame -> library:preset-softwhite, glass ->
library:preset-glass (flipped preset-glass to FrontSide — DoubleSide poisons
the WebGPU MRT pass; it's the only glass we use).
- Catalog: add flat (non-PBR) 'metal-chrome' + 'metal-brass'; drop metal
metalness 1 -> 0.6 so metals are lit by existing lights (no env needed).
- World-scale UVs (1 unit = 1m) on door/window box meshes via shared box-uv.ts,
so finishes tile at real-world scale instead of stretching.
- PaintResolveArgs gains an optional for subtree re-raycasting.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>