Release 0.9.9: full Quaternius roster, docs, changelog, version, slimmer export filters and checksums
Full build / Import + headless tests (push) Successful in 40s
Full build / Full desktop build + optional release (push) Skipped

This commit is contained in:
zwitschi committed 2026-11-06 13:59:23 +01:00
1 parent a6ccd86f85
commit 04d211b90b
8 files changed
+110 -21

No files matched your search

+24 -2
View File
@@ -6,11 +6,33 @@ Semantic Versioning.
## [Unreleased]
## [0.9.9] — 2026-11-06
### Changed
- Raised the character mesh budget from 16,000 to 24,000 triangles and glTF
vertices so the Quaternius NPC base, the five-slot clothing variants and the
retargeted animation can fit without heavy decimation. Gear and prop budgets are unchanged.
vertices so the Quaternius base and the role-dressed variants fit without
heavy decimation. Gear and prop budgets are unchanged.
- Replaced the whole NPC roster with the CC0 Quaternius characters. All twelve
characters (tourist, jacket, coat, vest, dress, hoodie, firefighter, guard and
the four crowd variants) now use one of three source outfits — casual tee,
hoodie or work clothes — dressed by role with the five tint slots and the gear
library. The procedural library and the MakeHuman head remain in the build as
the fallback.
- Characters stand with their arms down instead of a T/A pose, and the seated,
idle and walking poses swing from the shoulder and hip the way the animation
code intends on the new skeleton.
- Head gear (cap, hood, sunglasses, firefighter helmet) and the camera were
resized for the new head and arm. The camera now hangs from a wrist strap
instead of a neck strap that floated next to the head.
- The backpack straps were pulled in so they sit on the chest instead of
hovering in front of it.
### Fixed
- Characters no longer render with black legs or black patches: the new base
carried a collapsed UV map that made the ambient-occlusion bake come out
black, and the roster is now unwrapped and baked correctly.
## [0.9.8] — 2026-11-04