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feat(editor): add --gen-texture-snowflake 6-fold ice crystal
84th procedural texture: 6-fold symmetric snowflake stamp tiled per cell. Built by computing polar (r, theta) from the cell center and folding theta into a [0, pi/6] wedge, so a single arm-shape definition replicates 12 times via mirror + 60-degree rotation. Each arm is a thin sliver (sin-based perpendicular distance test) thickened at two perpendicular knobs at r = 0.40 and 0.70 of the cell-half radius — the knobs provide the classic "branched ice crystal" silhouette without needing a separate per-arm subdivision pass. A small filled center dot anchors the motif at small cell sizes where the knobs vanish. Useful for: arctic / winter zones, frost spell effects, frost-mage themed gear icons, holiday-event decoration, crystal-shrine backdrops, snowstorm overlays. Distinct from --gen-texture-snow (random tiny dots, not a patterned crystal) and --gen-texture-frost (spider-web crackle, not radial). The first 6-fold-symmetric texture in the catalogue.
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@ -201,6 +201,8 @@ void printUsage(const char* argv0) {
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std::printf(" Moon disc with optional crescent shadow (phase 0=full, =moonR=half, >moonR=crescent)\n");
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std::printf(" --gen-texture-damask <out.png> <bgHex> <fgHex> [cell] [W H]\n");
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std::printf(" Damask: 4-petal floral motif tiled per cell (palace wallpaper / noble-faction tapestry)\n");
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std::printf(" --gen-texture-snowflake <out.png> <bgHex> <fgHex> [cell] [W H]\n");
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std::printf(" Snowflake: 6-fold symmetric ice crystal stamped per cell (winter zones / frost spell effects)\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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