Release 0.9.9: full Quaternius roster, docs, changelog, version, slimmer export filters and checksums
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zwitschi committed 2026-11-06 13:59:23 +01:00
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@@ -34,7 +34,9 @@ Versions are assigned only when a track's scope is accepted into a release. Ever
> Downloads are public (no sign-in required) since the host's instance-wide
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
>
> **Latest published: v0.9.8** — the character-development patch: the
> **Latest published: v0.9.9** — the character-roster patch: all twelve NPCs now
> use the CC0 Quaternius base with the five tint slots, role gear and baked maps.
> Superseded: v0.9.8, the character-development patch: the
> 12-character library, realistic face pass, four crowd-variety variants and the
> wrist/hip/knee deformation fixes. Previous 0.9.x patches added the
> Hollywood/Joke Shop maps, UI/accessibility polish, NPC visual optimization,
@@ -96,13 +98,14 @@ Every capture is rendered from the current build by [`tools/check_screenshots.sh
### 3D asset progress
The current character library is Blender-authored and audited before use. The active character
migration moves the NPC base to the CC0 Quaternius modular character; the sheets below show the
The character roster is built from the CC0 Quaternius bases (ADR-0017/ADR-0018) and audited
before use; the procedural library and the MakeHuman head stay as the tested fallback. The
sheets below show the
current library and will be replaced after the 12 × 6 baseline review.
| | |
| --- | --- |
| ![Eight NPC characters](docs/blender_previews/sheet_npc.jpg) | **Character library.** Eight skinned variants (4.5–5.5k triangles each) with five tint slots, attach-point gear and baked maps. |
| ![Eight NPC characters](docs/blender_previews/sheet_npc.jpg) | **Character library.** Twelve role-dressed variants (4.5–6.4k triangles each) on three CC0 Quaternius bases, with five tint slots, attach-point gear and baked maps. |
| ![Prop library](docs/blender_previews/sheet_props.jpg) | **Street and venue props.** Twenty library props with colliders, navigation avoidance and colour atlases. |
| ![Neutral NPC baseline](docs/blender_previews/sheet_npc_baseline.jpg) | **Neutral baseline.** 8 characters × 6 views (front, three-quarter, profile, back, full body, crowd) used for the 0.9.4 pass and the current re-evaluation. |
| ![Texture refinement comparison](docs/blender_previews/sheet_texture_refinement_0.9.5.jpg) | **Texture refinement.** 128 → 256 px NPC maps and a 4× fabric weave, shown before/after on the same camera. |
@@ -133,7 +136,7 @@ decisions are recorded as ADRs in [`docs/adr/`](docs/adr/).
## Tech Stack
- **Engine:** Godot 4.7.2 · **Language:** GDScript
- **NPCs:** Blender-authored skinned library (`assets/models/blender/`) with procedural fallbacks; Quaternius CC0 base migration in progress; lightweight FSMs on `NpcProfile`
- **NPCs:** CC0 Quaternius skinned library (`assets/models/blender/`, ADR-0018) with a tested procedural fallback; lightweight FSMs on `NpcProfile`
- **World:** procedural `WorldBuilder` + generated prop models
- **Art:** v2 skyline/surface textures in `assets/textures/ai/game_ready/v2/picks/`; UI/scene art in `assets/images/`
- **Asset tooling:** `asset_pipeline.py`, `model_pipeline.py`, `npc_pipeline.py`, `blender_assets.py`, `scene_concepts.py`, `screen_designs.py`, `check_screenshots.sh`