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feat(editor): add --gen-texture-blueprint drafting-paper grid
63rd procedural texture: minor + major grid lines on a base. Minor lines at every `minorStride` pixels (default 16); every `majorEvery` minor lines a thicker major line is drawn (default every 4). Both axes get the same treatment so the result is a sectioned drafting / engineer's paper look. Distinct from --gen-texture-mesh-screen (uniform line weight) — this is the periodic-emphasis variant. Good for: • drafting-table surfaces • technical-schematic backdrops • architect-shop / cartographer-shop walls • engineer / scholar ritual tables • star-chart room floors Default 16-stride / every-4-major gives the classic blue graph-paper aesthetic at 256x256. First procedural texture that takes 4 numeric layout params plus W/H — exercises the new parseOpt* helpers across more args than usual.
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@ -159,6 +159,8 @@ void printUsage(const char* argv0) {
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std::printf(" Mesh-screen: orthogonal H+V wire grid (window screen / chain-link / sci-fi grille)\n");
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std::printf(" --gen-texture-bamboo <out.png> <bgHex> <bambooHex> [stalkW] [nodeY] [nodeBand] [seed] [W H]\n");
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std::printf(" Bamboo: vertical stalks with sin² shading + horizontal node bands (jungle / asian-themed)\n");
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std::printf(" --gen-texture-blueprint <out.png> <bgHex> <lineHex> [minorStride] [majorEvery] [minorW] [majorW] [W H]\n");
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std::printf(" Blueprint: minor + major grid lines (technical drawing / drafting paper / engineer's table)\n");
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std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
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std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
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std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");
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