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-# Handoff: 3D Scene Pipeline (February 8, 2026)
-
-## Summary
-Implemented a complete pipeline for exporting 3D scenes from Blender and loading them at runtime.
-
-## Accomplishments
-
-### Task #18: 3D System Enhancements
-- **Blender Exporter**: Created `tools/blender_export.py` to export scenes to a binary format (`SCN1`).
- - Exports objects, transforms, types, and mesh references.
- - Handles string-based asset resolution.
-- **Asset System Update**: Updated `asset_packer` to generate `GetAssetIdByName` for runtime string lookup.
-- **Runtime Loader**: Implemented `SceneLoader` (`src/3d/scene_loader.h/cc`) to parse the binary scene format.
-- **Verification**: Added `test_scene_loader` to verify the pipeline.
-
-## Key Components
-
-### Binary Format (`doc/SCENE_FORMAT.md`)
-- Magic: `SCN1`
-- Supports Objects (Mesh, Primitives), Cameras, Lights.
-- Compact binary representation.
-
-### Runtime Integration
-- `SceneLoader::LoadScene(scene, data, size)` populates a `Scene` object.
-- Uses `GetAssetIdByName` to resolve mesh references (e.g. "MESH_CUBE" -> `ASSET_MESH_CUBE`).
-
-## Next Steps
-- Use the exporter in a real workflow (requires Blender).
-- Update `Renderer3D` or `MainSequence` to actually use `SceneLoader` for a level (e.g. `assets/final/level1.bin`).
-- Implement `Task #5: Spectral Brush Editor` (In Progress).
-
-## Files Modified
-- `tools/blender_export.py` (New)
-- `src/3d/scene_loader.h` (New)
-- `src/3d/scene_loader.cc` (New)
-- `src/tests/test_scene_loader.cc` (New)
-- `tools/asset_packer.cc` (Updated)
-- `src/util/asset_manager.h` (Updated)
-- `CMakeLists.txt` (Updated)
-- `doc/SCENE_FORMAT.md` (New)