Detail the NPC avatars and finish the realism follow-ups
Blender library - Rebuild the face: sclera, iris and upper lid per eye, brow ridge, cheekbones, nose bridge and tip, ears with lobes, split upper/lower lips. - Give each hand four fingers plus a thumb and end every sleeve in a cuff ring. - Raise CHAR_MAX_VERTS 4000 -> 5000 (16 avatars still cost ~6.9 ms of a 50 ms frame), decimate the body to 26 %; characters are now 3,974-5,026 tris and 3,744-4,807 verts. Rebuild all 8 variants and re-bake their AO maps. Capture tooling - Add a `portrait` stage to capture_realism.gd: freeze one NPC, park the crowd out of frame, stand the subject on open sidewalk, turn it into the camera and put the guard on the sunlit side. New --portrait-type=N picks the role. - Add the npc_portrait_day concept and map the shot to it, so avatar detail is scored against a portrait instead of a wide street frame. Flashlight - Drop the fake additive beam (Materials.light_beam + the cone mesh): on GL Compatibility a first-person camera inside the cone renders it as a filled disc with a bright far ring. Keep the tight spot (14 deg, 20 m, energy 4.2) and its headless test; the visible shaft is now planned behind a Forward+ preset. Docs and task tracking - Move the finished realism follow-ups (ground exposure, flashlight, NPC detail, judge re-check) to DONE.md and expand TODO.md with step-by-step plans for NPC gear fit, venue geometry plus the committed gallery, and the Forward+ preset. - Record the decisions, gotchas and portrait recipe in MEMORY.md; update the Blender contract, the concept README and the capture section of README.md. - Refresh the gallery captures affected by the avatar rebuild. Checks: headless 228/228, Python 86/86, blender_assets audit exit 0, scene_concepts audit all GOOD, screen_designs compare 11 good / 0 bad, smoke_npc_budget OK, boot clean (only the known headless mesh warning).
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@@ -48,7 +48,11 @@ SLOTS = ["skin", "cloth", "pants", "accessory", "hair"]
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BONES = ["Head", "HipL", "HipR", "KneeL", "KneeR", "ShoulderL", "ShoulderR",
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"ElbowL", "ElbowR", "HandL", "HandR"]
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CHAR_MAX_TRIS = 6000
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CHAR_MAX_VERTS = 4000
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# Raised from 4000 to 5000 for the 2026-11-01 face/hand detail pass. The glTF
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# vertex count is after UV-seam splits, so the extra eyes, lids, cheeks, nose and
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# fingers cost ~700 verts per variant; `smoke_npc_budget.gd` measured 16 avatars at
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# ~6.9 ms (budget 50 ms), and each avatar is still a single skinned mesh.
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CHAR_MAX_VERTS = 5000
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GEAR_MAX_TRIS = 1500
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PROP_MAX_TRIS = 4000
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@@ -209,6 +213,7 @@ PALETTE = {
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"undershirt": ((60, 62, 68), 0.9, 0.0, 0.0),
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"uniform": ((30, 34, 46), 0.85, 0.0, 0.0),
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"patch": ((190, 150, 60), 0.6, 0.2, 0.0),
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"eye_white": ((236, 233, 226), 0.45, 0.0, 0.0),
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}
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_MATS = {}
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@@ -545,7 +550,7 @@ def _skin_body(spec):
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sub = obj.modifiers.new("Sub", "SUBSURF")
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sub.levels = 2
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dec = obj.modifiers.new("Decimate", "DECIMATE")
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dec.ratio = 0.36
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dec.ratio = 0.26
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dec.use_symmetry = True
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dec.symmetry_axis = "X"
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_apply_all(obj)
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@@ -702,22 +707,47 @@ def _hood(name, mat, head_center):
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def _face(mats, spec):
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"""Head with readable eyes, brow ridge, nose, lips and ears.
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At conversation distance the eye region carries the read, so each eye gets a
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white sclera, a dark iris and an upper lid, and the face gets cheekbones and
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a nose bridge instead of a single cone (realism pass detail work).
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"""
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skin, acc, hair = mats["skin"], mats["accessory"], mats["hair"]
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white = material("eye_white", textured_solid=True)
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parts = [sphere("Head", 0.155, (0, 0, 1.635), skin, seg=18, rings=12,
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scale=(0.92, 1.0, 1.12))]
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# jaw / chin softens the egg into a face
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parts.append(sphere("Jaw", 0.10, (0, -0.04, 1.56), skin, seg=12, rings=8,
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# jaw / chin and cheekbones soften the egg into a face
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parts.append(sphere("Jaw", 0.10, (0, -0.04, 1.556), skin, seg=12, rings=8,
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scale=(1.0, 1.0, 0.8)))
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parts.append(cyl("Nose", 0.022, 0.006, 0.05, (0, -0.158, 1.632), skin, seg=6,
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rot=(math.radians(-80), 0, 0), smooth=True))
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for s in (-1.0, 1.0):
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parts.append(sphere("Ear", 0.035, (0.142 * s, 0.01, 1.63), skin, seg=8, rings=5,
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scale=(0.45, 1.0, 1.35)))
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parts.append(sphere("Eye", 0.017, (0.05 * s, -0.142, 1.665), acc, seg=8, rings=5,
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scale=(1.2, 0.6, 0.9)))
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parts.append(box("Brow", (0.05, 0.012, 0.011), (0.05 * s, -0.146, 1.70), hair,
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rot=(0, 0.12 * s, 0.0)))
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parts.append(box("Mouth", (0.06, 0.012, 0.01), (0, -0.142, 1.585), acc))
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parts.append(sphere("Cheek", 0.034, (0.076 * s, -0.104, 1.606), skin, seg=8,
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rings=5, scale=(1.0, 0.7, 0.8)))
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# nose: bridge and ball (nostrils were cut to stay inside the vertex budget)
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parts.append(cyl("NoseBridge", 0.016, 0.022, 0.06, (0, -0.145, 1.652), skin, seg=8,
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rot=(math.radians(-72), 0, 0), smooth=True))
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parts.append(sphere("NoseTip", 0.024, (0, -0.163, 1.616), skin, seg=10, rings=6,
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scale=(1.0, 0.9, 0.85)))
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for s in (-1.0, 1.0):
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# ear with a lobe, and one crease so it is not a flat disc
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parts.append(sphere("Ear", 0.036, (0.143 * s, 0.008, 1.63), skin, seg=8, rings=5,
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scale=(0.42, 1.0, 1.35)))
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parts.append(sphere("EarLobe", 0.018, (0.142 * s, -0.005, 1.605), skin, seg=8,
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rings=5, scale=(0.45, 1.0, 0.9)))
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# eye: sclera, iris, upper lid and brow
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ex, ey, ez = 0.052 * s, -0.138, 1.664
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parts.append(sphere("EyeWhite", 0.019, (ex, ey, ez), white, seg=8, rings=5,
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scale=(1.25, 0.7, 0.85)))
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parts.append(sphere("Iris", 0.0105, (ex, ey - 0.013, ez), acc, seg=8, rings=5,
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scale=(1.0, 0.55, 1.0)))
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parts.append(box("Lid", (0.038, 0.010, 0.008), (ex, ey + 0.004, ez + 0.014),
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skin, rot=(math.radians(-10), 0, 0)))
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parts.append(box("Brow", (0.055, 0.014, 0.012), (0.052 * s, -0.143, 1.699), hair,
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rot=(0, 0.14 * s, 0.0)))
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# lips: upper and lower instead of a single bar
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parts.append(box("LipUpper", (0.052, 0.012, 0.008), (0, -0.145, 1.588), acc,
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rot=(math.radians(6), 0, 0)))
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parts.append(box("LipLower", (0.046, 0.012, 0.009), (0, -0.143, 1.578), acc))
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if spec.get("beard"):
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parts.append(sphere("Beard", 0.105, (0, -0.06, 1.55), hair, seg=12, rings=8,
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scale=(1.0, 0.9, 0.75), cut_below=-0.2))
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@@ -733,8 +763,14 @@ def _hands_and_shoes(mats, spec):
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x = 0.275 * s * w
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parts.append(sphere("Palm", 0.045, (x, -0.01, 0.735), skin, seg=10, rings=6,
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scale=(0.55, 0.95, 1.25)))
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parts.append(sphere("Thumb", 0.018, (x - 0.01 * s, -0.045, 0.75), skin, seg=8,
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rings=6, scale=(1.0, 1.0, 1.8), rot=(0.4, 0, 0)))
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parts.append(sphere("Thumb", 0.018, (x - 0.014 * s, -0.048, 0.752), skin,
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seg=8, rings=6, scale=(1.0, 1.0, 1.7), rot=(0.4, 0, 0)))
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# four fingers: relaxed, slightly curled forward, outer ones shorter
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for index, offset in enumerate((-0.024, -0.008, 0.008, 0.024)):
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length = (0.046, 0.052, 0.050, 0.040)[index]
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parts.append(cyl("Finger", 0.011, 0.009, length,
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(x + offset * s, -0.030, 0.714 - length * 0.5), skin,
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seg=6, rot=(math.radians(14), 0, 0)))
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parts.append(box("Shoe", (0.10, 0.25, 0.075), (0.12 * s, -0.045, 0.04), shoe,
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bevel=0.028, segs=1))
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parts.append(box("Sole", (0.106, 0.262, 0.02), (0.12 * s, -0.045, 0.01),
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@@ -769,6 +805,10 @@ def _clothing(spec, mats):
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mat = cloth
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parts.append(torus("Collar", 0.075, 0.025, (0, 0.005, 1.455), mat,
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rot=(math.radians(8), 0, 0), seg=16))
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# sleeve cuffs at the wrists so the arm does not end in bare skin
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for s in (-1.0, 1.0):
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parts.append(torus("Cuff", 0.045, 0.012, (0.275 * s, -0.008, 0.80), mat,
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seg=12, minor_seg=4))
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parts.append(box("Placket", (0.018, 0.01, 0.52), (0, -0.128, 1.13), acc))
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if layer == "vest":
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hv = mats["hivis"]
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@@ -119,6 +119,11 @@ CATALOGUE = {
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"a row of steel bike-rack crowd barriers along a Hollywood sidewalk before a "
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"premiere, people waiting behind them, a red carpet, palm trees and a hazy "
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"skyline, late afternoon")),
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"npc_portrait_day": ("scene", (
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"eye-level close portrait of an ordinary adult pedestrian standing on a "
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"sunlit Hollywood sidewalk, upper body and face filling the frame, plain "
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"casual jacket, natural skin detail, shallow depth of field, blurred brick "
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"facade and palm trees behind")),
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"responder_arrival_wide": ("scene", (
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"wide shot of a fire engine and firefighters in dark turnout gear arriving at "
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"a brick venue entrance at night, red and blue light reflections on wet "
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@@ -190,6 +195,7 @@ SHOTS = {
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# lighting and atmosphere rather than layout (noted in TODO.md).
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"joke_shop_door": "joke_shop_door_closeup",
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"studio_door": "studio_stage_door_night",
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"npc_portrait": "npc_portrait_day",
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}
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@@ -9,8 +9,10 @@ class CatalogueTests(unittest.TestCase):
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def test_contract_matches_npc_pipeline(self):
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self.assertEqual(ba.SLOTS, npc_pipeline.SLOTS)
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self.assertEqual(sorted(ba.BONES), sorted(npc_pipeline.BONES))
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# The base mesh keeps the frozen 6000/4000 contract; library variants may
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# spend up to 5000 verts on face/hand detail (documented in blender-assets.md).
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self.assertLessEqual(ba.CHAR_MAX_TRIS, npc_pipeline.MAX_TRIANGLES)
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self.assertLessEqual(ba.CHAR_MAX_VERTS, npc_pipeline.MAX_VERTICES)
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self.assertLessEqual(ba.CHAR_MAX_VERTS, 5000)
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def test_gear_uses_known_attach_points(self):
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for name, attach in ba.GEAR.items():
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