Release 0.9.9: full Quaternius roster, docs, changelog, version, slimmer export filters and checksums
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@@ -142,11 +142,22 @@ render about 2.5 min.
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## Characters
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All library variants, including the incoming Quaternius-derived base, share the
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All library variants share the
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[character and gear asset contract](architecture.md#character-and-gear-asset-contract):
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`npc_base` mesh node, required 13 core bones (optional extras allowed), five
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tint slots, +Z visual front, 24,000/24,000 character budget and the same 256²
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slot-map/AO rules. Role selection and look notes:
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`npc_base` mesh node, five tint slots, +Z visual front, 24,000/24,000 character budget and the
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same 256² slot-map/AO rules. The shipped roster is on the 62-joint Quaternius skeleton
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(ADR-0018); the procedural fallback built by `build --source procedural` keeps the 13 core bones.
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Both are accepted by `audit`, `inspect`, the runtime bone map and the tests.
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The three Quaternius sources (`casual`, `hoodie`, `worker`) live in
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`assets/models/blender_src/quaternius/` as build inputs. `build` (default
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`--source quaternius`) does a two-pass bake per character: a cached T-pose round trip that joins
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without welding, maps the upstream materials onto the five slots and unwraps the degenerate
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source UVs, then an arm-down rest bake exported with `export_apply=False`. The per-character slot
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map, triangle counts and measurements are in
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[`npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap`](npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap).
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Role selection and look notes (tint + gear now carry the role, not the mesh):
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| Character | `layer_for()` / look | Suggested roles | Preview gear |
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| --- | --- | --- | --- |
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@@ -165,6 +176,11 @@ colour texture. The current `_apply_outfit_materials()` sets
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`albedo_color = WHITE` on any slot it does not recognise, and these keep their
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colour through that. When integrating, tint only the five contract slots.
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**Head gear fit.** Head gear is authored for the shipped Quaternius head:
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`HEAD_GEAR_SCALE = 0.64` (0.201 m base head against the 0.315 m procedural one) and
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`HEAD_GEAR_LIFT = 0.07` (its centre sits higher). The procedural fallback therefore wears slightly
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undersized caps — cosmetic and fallback-only.
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**Runtime tint notes (implemented).** Only the five contract slots are tinted;
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fixed detail materials keep their authored colour. On `npc_vest` the vest is the
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fixed `hivis` material and `cloth` is the undershirt, so the yellow override is
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