Guard gear fit with headless and Blender regression checks
The Python fit test now caps the glasses at 0.70x head width and requires a positive bag clearance on both the coat and dress. The Godot character suite loads head/back gear on six roles and checks attach parents, head width and brow bounds, and that back gear reaches beyond the 0.26 m body silhouette. Rebuilt and re-baked all 18 gear assets; no-op GLB export churn was reverted. Headless 229/229, Python 87/87.
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@@ -241,6 +241,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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same colliders/obstacles, and collects library emissives for `set_night_mode()`.
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`LIBRARY_TRIANGLE_BUDGET` = 60k (current ~27,986). Library props are excluded from
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`PROP_PLACEMENTS` only when they need dedicated slots (door/marquee/sedan/handrail/lantern).
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**Gear fit (v0.6.1):** `fit` measures head width (0.315 m), skirt/hip radius and gear bounds;
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sunglasses are 0.202 m, the bag's body inner face is 0.262 m (coat 0.225, dress 0.260), and the
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helmet is lifted 2 cm above the brow. `test_npc_character` guards head/back gear in Godot.
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Blender's GLB export is byte-nondeterministic for unchanged assets (padding/index order), so do
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not commit a full no-op rebuild; rebuild only the assets whose geometry changed.
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- **v0.6.0 environment pass:** `tools/bake_ao.py` bakes 256² AO maps per library asset
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(`<name>_ao.png`, red channel) and `Materials.apply_ao()`/`SurfaceMaterials` wire them in;
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`tools/make_normal_maps.py` derives tangent normals for the 1024² brick/concrete/asphalt
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