Fix NPCs walking backwards
Avatars called Godot's look_at(), which points the node's -Z axis at the target, but the rig's face (eyes/brows/mouth/focus disc, and the Blender successor) is on +Z. Every walking NPC therefore faced away from its movement direction. - add the pure yaw_towards(direction) helper (+Z forward) and use it in both movement paths and the reaction face-turn - fix the head-turn offset to the same +Z convention (basis.z) - test +Z/+X/-Z/arbitrary directions; recapture targeting screenshot - TODO bug item moved to DONE, MEMORY records the convention Headless 209/209.
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