BS-JD-206 - Headless asset processing command #21
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area:animation
area:assets
area:audio
area:brushes
area:build-release
area:extensions
area:governance
area:hierarchy
area:inspector
area:navigation
area:operators
area:physics
area:project-ux
area:quality
area:rendering
area:runtime
area:scene-io
area:terrain
area:viewport
priority:P0
priority:P1
priority:P2
priority:P3
roadmap:jackdaw
roadmap:production
type:architecture
type:docs
type:epic
type:feature
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Reference: Falling-Metal-Interactive/Blacksite#21
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Summary
Add an xtask/cargo-style command to process assets without opening the editor UI.
Why
CI, batch imports, and production workflows need deterministic asset processing outside the interactive editor.
Implementation notes
Acceptance criteria
Tests/docs
CLI smoke test and fixture processing tests. Update README commands/troubleshooting.
M2 coordination: headless processing must consume the same path/type catalog and validation rules as #62 and the same import/reimport contract as #61. Editor/headless parity is part of the final gate in #65.
Closed against M2 candidate
cf6eabaHeadless asset processing is implemented through
cargo process-assets --project <root>with write/check and JSON behavior. Editor, watcher, validator, packaging, and xtask share deterministic pipeline logic; the candidateprocess-assets --checkreports zero changes.Consolidated code, deterministic, native, and package evidence: M2 evaluation record. Candidate gates passed in full and the commit is published on
codex/m2-content-workspace.