# Blacksite Solari Patch Boundary Base: `bevy_solari` 0.19.0. Blacksite-owned changes are deliberately limited to the scene module and dependency manifest: - extract either `MeshMaterial3d` or `MeshMaterial3d`; - pack the Surface ABI v1 uniform lanes, UV transforms, and eight texture bindings into Solari's scene material buffer; - rebuild the embedded scene shader library from the active, validated `SurfaceEvaluatorRegistry`; - namespace evaluator/helper functions by stable shader ID and use the same evaluator for ray-hit shading and cutout candidate acceptance; - build shared mesh BLAS geometry as non-opaque so per-instance cutout materials can reject hits; - retain standard Bevy materials and reject blended material modes from the ray scene. The `game_hot` bridge owns eligibility and diagnostics. Until an instance-owned post-morph/post-skin vertex buffer can feed a dynamic BLAS, it removes `RaytracingMesh3d` from skinned or morphed entities and reports them through `deformed_meshes_excluded`. Rigid animated descendants remain supported because their geometry is static and their current/previous transforms are already extracted. When rebasing, compare upstream changes only in `src/scene/` first. Preserve the evaluator-registry extraction, GPU/WGSL material layouts, non-opaque BLAS flag, and candidate traversal as one atomic unit; a layout mismatch can pass Rust compilation but corrupt GPU reads. Validate the generated WGSL with Naga and run `cargo test -p game_hot --lib` after every rebase.