BS-JD-208 - Runtime material property blocks and promote-to-instance #53
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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
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area:rendering
area:runtime
area:scene-io
area:terrain
area:viewport
priority:P0
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priority:P2
priority:P3
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roadmap:production
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Reference: Falling-Metal-Interactive/Blacksite#53
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Summary
Make
MaterialPropertyBlocksa real runtime per-renderer/per-slot override path and add an explicit editor action that promotes a block into a reusable direct-base Material Instance.Why
The shared type exists and is correctly excluded from persistence, but it is not currently consumed by renderer material binding. The #51 foundation therefore cannot honestly claim the property-block workflow yet.
Scope
Acceptance criteria
Dependency
Builds on the renderer/material/Surface foundation completed in #51.
M2 completion decision: #53 remains in M2 and is now an explicit child of epic #59. It lands after the effective-material resolver/model-default work (#64/#66) and before final signoff #65; DefaultGrid itself is not a valid promotion base.
Closed against M2 candidate
cf6eabaMaterialPropertyBlocks resolve above the live base material with cached per-owner/slot Standard and Surface handles. Invalid blocks preserve the base with diagnostics; reviewed promotion creates one direct-base Material Instance, assigns the exact scene slot, and clears the block only after transactional success. Runtime and native promotion evidence pass.
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.