rusting_engine 2.0.3

Vulkan 3D game engine with GPU-accelerated physics for massive physics-heavy scenes
# Vertical slice environment fixture

`environment.gltf` is a compact courtyard with a floor, two walls, six steel
pillars, a walkway, and a signal block. It contains three glTF PBR materials;
the concrete material has embedded base color and metallic/roughness maps.
The scene is intended as the first imported environment for the Milestone 7
vertical slice.

To view it, import `environment.gltf` through the editor's Assets area and
add the model to a scene. The importer creates cooked `.rmesh` and texture
assets beside the glTF. Its import path is checked by
`tests/vertical_slice_environment.rs`.

`windmill.gltf` is a tower with a turning rotor and a bobbing flag. Its
"spin" animation (linear rotation keys and cubic spline translation keys)
checks glTF node animation import into a `rusting.animation` clip. It is
generated by `generate_windmill.py`.

`bending_bar.gltf` is a bar skinned to two joints, Root and Tip. Its "bend"
animation turns Tip a quarter turn, which checks skin import into
`rusting.skin` and CPU skinning. It is generated by
`generate_bending_bar.py`.

`squash_box.gltf` is a box with a hat, two primitives of one mesh, with
"squash" and "lean" blend shapes. Its "wobble" animation keys the weights,
which checks morph target import into `rusting.morph` and the shared
weights of extra primitives. It is generated by `generate_squash_box.py`.

The geometry and maps are generated by `generate_environment.py` using only
Python's standard library. They were created for this repository and have no
external asset or license dependency. Run the script to regenerate the glTF.