Creative inventory#210
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Search and Inventory tabs, mouse-wheel scroll, click-to-place via ServerboundSetCreativeModeSlot, opens with E when game_mode == 1.
Adds the 12 categorical/utility tabs (Building, Colored, Natural, Functional, Redstone, Hotbar, Tools, Combat, Food, Ingredients, Spawn Eggs, Op Blocks) alongside Search and Inventory. Item lists extracted from CreativeModeTabs.java into a static data module. Tab positions, sizes, and Y offsets matched to vanilla. Shared push_slot helper consolidates slot rendering between the survival and creative screens. CREATIVE_TAB_SPRITES lookup table deduplicates the (row, state, col) to SpriteId mapping. Atlas bumped to 1024x1024 to fit the 28 new tab sprites.
Render every item once into an offscreen sRGB atlas using the item_entity pipeline, with the item's display.gui transform from its model parent chain. The menu samples atlas tiles for ItemIcon, so stairs, slabs, fences, and other variants of the same texture are now visibly distinct.
Match vanilla side-shading (N/S=0.8, E/W=0.6), register flat-item texture keys so blocks-as-items (poppy, dandelion, shulker_box, glass panes, beds, rails, torches, saplings, etc.) resolve to their block atlas regions, and bind a dedicated max_lod=0 nearest sampler on the GUI item pipeline so foreshortened faces stop blending mip levels.
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