bump: minor type: feature **A texture with a `.dds` beside its `.png` goes to the GPU BC-compressed, its mips included.** `tex_load` (and everything built on it: glTF materials, the terrain's materials, ludic.ui's pictures) looks for `.dds` when the device has `textureCompressionBC` - every desktop GPU, Apple silicon through MoltenVK too - and uploads its blocks as they are: BC7 (colour in sRGB, or data read as it is), BC5 or BC4, a quarter of RGBA8 or less in video memory, no decoding and no mipmapping on the load. Only a DX10 `.dds` carrying the whole chain to 1x1 is taken; anything else is reported and the `.png` is used, as it is for a cut-out atlas (padded from the `.png`). `gpu_tex_compressed` and `R3D_BC7` / `R3D_BC7_SRGB` / `R3D_BC5` / `R3D_BC4` are the backend's entry; `examples/rendering/bc.ludic` is the check, and ludic.lab's plate carries its `.dds`.