FREE EDITION: rolling stool only, with visual and static variants. No paid
props, room geometry or paid project dependency is included.

THE REPAIR CORNER - GODOT EDITION 1.1.0
Original Kucraft assets. Native scenes built from accepted model release 1.0.1.

START
1. Extract the whole ZIP to a writable folder. Open project.godot with Godot
   4.7.2 Standard. Allow the first asset import to finish.
2. Press F5 (Run Project) for the inspection scene. Select a prop, drag in the
   view to orbit, scroll to zoom, and use Reset view. The two switches control
   real static collision and an optional orange wire overlay independently.
   Hiding the overlay does not disable collision.
3. For your own project, copy the whole repair_corner folder to its root so
   the path stays res://repair_corner/. Wait for Godot to import the GLBs.
   Do not replace your own project.godot. Keep the folder name and layout;
   the preview catalogue also contains resource paths.
4. Drag a scene from repair_corner/scenes/visual/ into your scene for visuals
   only, or choose the matching scene in scenes/static/ for static collision.
   Choose one variant for each placement to avoid duplicate visible meshes.

PLACEMENT
One Godot unit is one metre. +Y is up and the front is -Z. Wrapper roots have
identity transforms and scale (1,1,1). Use translation and rotation to place
them. Keep collision scale at (1,1,1); edit shape dimensions if resizing is
needed. Non-uniform, negative and physics-body scaling are not validated.
The stool sits at local Y=0 and is 0.5348 m tall. Its seat proxy top is also
0.5348 m. The sample is a standalone project. If upgrading to the full edition,
use that edition's repair_corner folder; preserve your own modifications.

COLLISION
Static scenes add one StaticBody3D with named CollisionShape3D children.
Layer=1, mask=1; adjust both for your game's layers. These are deliberately
simple solid proxies, not detailed mesh collision or precision picking.
All delivered proxies use boxes, cylinders, capsules or 8-vertex convex
pieces. No concave triangle collision is assigned. To disable collision at
runtime, set each CollisionShape3D's disabled property with set_deferred.
The visual-only scenes contain no physics bodies, shapes or scripts.
Collision shape details are in repair_corner/documentation/Collision-notes.txt.

MATERIALS AND EDITING
The frozen source GLBs are included under repair_corner/models/. Godot imports
their flat PBR colours into StandardMaterial3D, including metallic and roughness. There are no image textures, UV sets,
authored LODs, rigs or animations. Automatic LOD generation is disabled by
the included .import settings. The stool and casters are static; no independent wheel or height motion is supplied.
Use a surface override or a unique material for project-specific recolours.
The separate accepted Blender/editable release supplies component editing;
that Blender source and the other release formats are not repeated here.

PROJECT CONTENTS
The reusable prop scenes require no scripts. Only the optional inspection
scene uses ordinary GDScript. No custom shader, plugin, GDExtension, runtime
download, native executable or network service is required by this project.
Godot itself is required and is not bundled. The preview floor, camera and
lights belong to the inspection scene; they are not added by prop wrappers.
Generated .godot caches are excluded and are rebuilt during first import.
Keep the small .glb.import settings files; they are not generated mesh caches.

TESTED SUPPORT AND LIMITS
Tested with Godot 4.7.2-stable official Standard on Linux x86_64, using the
Compatibility renderer and GodotPhysics3D. Headless engine tests cover clean
imports, scene loading, root transforms, placements, metre bounds, triangle
and material counts, ray contacts and empty spaces, collision disabling and
re-enabling, transformed wrappers and falling rigid-body probes.
All imported positions and used PBR values were compared with the accepted
GLBs. Visual previews were rendered by Godot with Mesa llvmpipe on CPU; native
mouse-input tests cover the inspection controls. Software screenshots have
simple lighting and hard shadows; they are not performance benchmarks.
Other Godot versions, Jolt, Forward+, Mobile, web/mobile/console exports,
Windows/macOS, GPU rendering and target-device performance were not tested.
No navigation mesh, player controller, game logic or export templates are
included. This is a game-art kit, not a dimensionally engineered or print-ready
model. Test integration and collision suitability in your own game.

AI DISCLOSURE AND LICENCE
Geometry, procedural authoring code, native scene integration, preview code
and documentation were generated with AI and checked with the recorded
tools. Images are actual renders of the supplied meshes, not generated image
stand-ins. No third-party models, textures, HDRIs, logos or characters are used.
LICENSE.txt is preserved byte-for-byte from the accepted release; direct
download and Fab acquisition terms are distinguished there. Free stool users
receive the same direct-use rights without buying the full kit. Preserve the
licence and THIRD-PARTY-NOTICES.txt. There is no Godot Foundation endorsement,
affiliation or claim of eligibility for a paid Godot store listing.

Official engine: https://godotengine.org/download/archive/4.7.2-stable/
Import guidance: https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/index.html
