Close the NPC gear-fit section
Move the completed gear section to DONE.md and record the hooded-portrait follow-up. An explicit --portrait-type now overrides the hooded-subject skip, though the day roster has no types 5-7 yet. Headless 229/229.
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@@ -246,6 +246,10 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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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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- **Portrait capture:** `capture_realism.gd` faces the **Rig** toward the camera (using the
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inverse look direction) and hides the blue `FocusCircle`; the old code used the wrong yaw and
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left the focus disc over the face. An explicit `--portrait-type=N` now overrides the hooded
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skip, but the day roster spawns none of types 5-7, so a hooded close-up is deferred.
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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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