Stage 5 closes the loop that the earlier stages left open: every check so far put the shapes into the project with mutate, because the tab that draws them came later. Block 47f now walks the path a user walks - the + menu, the asset panel, the tab, the picture picker - so a regression in any of those four doors is caught by the suite instead of by you. - The + menu offers "Vector art" among the types that only live in the library, and the entry makes an asset that is selected and stands in the panel under its own heading. - A double-click on the row opens the Vector art tab on that asset, which is what stage 3 built and no check measured until now. - The Texture row of a sprite offers the drawing by name, sorted among the other pictures, and picking it there makes the sprite wear it - measured at the pixel in the scene, not at the row. One finding: the picker listed three entries where I expected more, and the reason is sound - a fresh fixture holds one texture and the drawing, "None" being the third. The check names all three instead of counting, so a lost entry says which one it lost. Tests: ./check.sh 128 files, 1897 tests, exit 0 node tools/e2e.mjs (all modules) ALL PASSED - 1184 checks (was 1179) GM_STEPS=47 (fresh seed) ALL PASSED - 29 checks (was 24) Counter-checks: both hold - no generator registered fails the picker check, and opening the tab without the asset fails the double-click check. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>