release: v0.2.2 — the character pass
Writes the 0.2.2 entry and prunes the section from TODO.md. The entry records that this ships as a patch by the owner's decision even though it adds asset categories, which the policy otherwise puts in a minor release - so the numbering is not mistaken for scope. Contents: clothing as three separate skinned meshes, hair cards oriented from the scalp normal, ComfyUI character blueprints and the render-vs-blueprint comparison, procedural textures, materials built from scratch, the raised sun, and the walk cycle starting at maximum stride. Verified: 8/8 shots, all approved; mean deltaE 31.9 -> 21.8 against the blueprint; 95 tool tests. Known limitations listed rather than omitted - garments are shells over body faces, the baked diffuse cannot be used because the mesh UVs do not map to it, and the character has no face detail.
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@@ -8,7 +8,7 @@ Development roadmap for this project: milestone goals, scope, decisions, and rel
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## Status at a glance — 2026-11-08 15:30
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Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), **`v0.1.6` released 2026-11-09**: retail frontage for 6800 Lee Drug and 6806–6820 modelled from their own photograph; 6822 Budget deferred (no reference) and the lettering/parapet detail moved to `0.9.0`. **`v0.2.0` released 2026-11-09**: visible animated body, third-person camera with a V toggle, idle and walk clips, and a deterministic stride capture. Two cosmetic character defects (splayed fingers, a swept-not-derived base rotation) are deferred to `0.2.2`. **Next:** `0.3.0` (Chaos vehicle, enter/exit, closed driving route).
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Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), **`v0.1.6` released 2026-11-09**: retail frontage for 6800 Lee Drug and 6806–6820 modelled from their own photograph; 6822 Budget deferred (no reference) and the lettering/parapet detail moved to `0.9.0`. **`v0.2.0`–`v0.2.2` released 2026-11-09**: visible animated body, third-person camera with a V toggle, idle and walk clips, a deterministic stride capture, and then the character pass — clothing (tee, jeans, shoes as separate skinned meshes), dark hair cards, generated blueprints and a render-vs-blueprint comparison (mean ΔE 31.9 → 21.8). **Next:** `0.3.0` (Chaos vehicle, enter/exit, closed driving route).
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