not sure if this is considered a bug or not. but the pbr and normal map textures seem to be read in srgb color space instead of linear.
this isnt correct as pbr and normal map textures are not color data but instead channel packed data.
you dont colorspace normal directions because doing so will result in the wrong values (you can see this in game if you give a sphere model a normal map that is a solid 0.5,0.5,1.0 color and rotating it around)
the normal map is a direction vector from the models surface
0.5,0.5,1.0 is pointing straight out from the surface
if you srgb colorspace that then you get 0.73,0.73,1.0
giving the wrong normal direction
id recommend a setting in the mesh properties.cfg to read the normal map and pbr as data instead of color
that way already made models wont suffer from this if it is changed
if this is working as intended though uhhhh
guess i have a feature request