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[BUG] Capture stack: stale-save shots, no first-frame wait, viewport-null passes, textureErrors probe gap #1664

Description

@Noisemaker111

Four evidence-honesty defects hit during the flagship art pass, all in the capture stack:

  • shoot does not clear origin storage (drive does): with persist: true a whole-world save pinned to an old scene doc silently framed stale worlds for three rounds.
  • Readiness never waits for a first drawn frame: ~10 consecutive captures returned the dev app background while first raster took ~145s on a contended SwiftShader box. The dead-viewport gate caught it, but only after the full round trip each time.
  • A shot whose metrics report viewport: null (mask discovery failed) exits 0 on frame metrics alone — an empty 3D view can pass.
  • probes.textureErrors stayed [] while THREE.GLTFLoader: Couldn't load texture was forwarded as a page error — the deterministic probe misses GLTF-internal texture failures.

Acceptance: shoot clears storage by default with --reuse-storage opt-out; readiness includes a drawn-frame signal; viewport: null fails the shot; textureErrors captures GLTF loader failures.

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