Packages: asset packages (multi-root scan + OAP packaging)
> Part of the **Plugin & Package System** epic #20. Phase 4 (MVP — the headline deliverable). Simplest package type; no codegen/reflection.
## Goal
Make **asset packages** real: assets contributed by installed packages are discovered, imported, and packaged into the game alongside the project's own assets — with no manual copying. This delivers the epic's headline acceptance criterion ("install an asset pack from the CLI and it shows up in your build") together with #G.
## Context / integration points
- `editor/GameBuild.zig` `packageAssets()` currently scans **only** `<project>/assets`, runs `AssetImporter.importAll`, then `AssetPackager.packageProject` → `<project>/.cache/game.oap`.
- `editor/AssetDatabase.zig` `scan(io, assets_dir)` indexes a single assets dir into `by_guid` / `by_path`. `.meta` files carry stable GUIDs (`editor/AssetMeta.zig`).
- The runtime loads everything by GUID from `game.oap` (`OapProvider`), so once a package asset is in the OAP with its GUID it "just works" for scenes/components that reference it.
- `studio/AssetBrowser.zig` shows the project assets tree.
## Design
- Extend the asset pipeline to accept **multiple asset roots**: the project's `assets/` plus each installed package's `assets` dir(s) from #C's `assetRoots()`.
- `AssetDatabase.scan` (or a new `scanRoots`) indexes all roots into one DB. Package assets keep their own `.meta`/GUIDs (authored by the package).
- **Namespacing / collision policy** (from #A): package assets are mounted under a virtual path prefix (e.g. `Packages/<pkg-name>/...`) to avoid path clashes; GUID collisions across packages are a hard error surfaced via #C diagnostics.
- `packageAssets()` imports + packages **all** roots into the project `game.oap`. Decide whether package assets are (a) always re-cooked into the project OAP, or (b) a prebuilt package `.oap` is mounted as an overlay at runtime (OAP already supports overlays/DLC — see `open_asset_package` SPEC). Recommendation: (a) for the MVP (simplest, one OAP to ship); design-note (b) as a follow-up for DLC/mods.
- `studio/AssetBrowser.zig`: show package assets as a **read-only** top-level "Packages" section (editing happens in the package, not the consuming project).
## Tasks
- [ ] Multi-root asset scan (`AssetDatabase.scanRoots` or equivalent) consuming #C `assetRoots()`
- [ ] Virtual-path namespacing for package assets (`Packages/<name>/…`) per #A policy
- [ ] Cross-root GUID-collision detection → hard error via #C diagnostics
- [ ] `GameBuild.packageAssets` imports + packages all roots into `game.oap`
- [ ] `AssetImporter` handles package roots (artifacts cooked into project `.cache`, not the package dir)
- [ ] `studio/AssetBrowser.zig` read-only "Packages" section
- [ ] Test fixture: an asset-only package (from #A example) consumed by `examples/basic-project`; verify a scene referencing a package asset GUID builds + the game loads it headlessly
- [ ] `zig fmt` + `zig build test`; `turian-cli build` on the fixture project
## Acceptance criteria
- A project that installs an asset-only package can reference that package's assets (by GUID) in scenes/components, and `turian-cli build` packages them into `game.oap` with no manual copying.
- The built game loads package assets at runtime (verified headlessly).
- GUID collisions across packages fail the build with a clear diagnostic.
- Package assets appear read-only in the Asset Browser under "Packages".
## Dependencies
Depends on #C (discovery → asset roots) and #B (build seam). Pairs with #G (CLI install) for the full MVP loop. Forward-links the OAP-overlay/DLC path to #J.
## Out of scope
Source/native packages (#E/#F). Prebuilt-`.oap` overlay mounting at runtime (design-note only; full impl tracked under #J / future DLC work).
issue
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