Add the external-mesh adapt intake command for the MakeHuman pipeline
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@@ -1109,7 +1109,6 @@ Completed 2026-11-01. The follow-ups left over after the texture/skyline adoptio
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Completed 2026-11-01.
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### Storage restructure
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- [x] Decide the canonical runtime image root (`assets/images/` for UI/scene art): recorded in
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@@ -1119,21 +1118,18 @@ Completed 2026-11-01.
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- [x] Re-run `godot --headless --path . --import` to regenerate `.import` sidecars after any move.
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- [x] Confirm `.gitignore` still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout; Blender `.blend` sources are now untracked and ignored.
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### Documentation path updates
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- [x] Update `README.md` paths (screen-designs section, confirmed-assets links, the `assets/images/scenes` resize example).
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- [x] Update `docs/architecture.md`, `PLAN.md`, and ADR references: docs/screens/designs/ is now explicitly the reference-only snapshot; runtime art lives in assets/images/ (ADR-0014).
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- [x] Update `tools/screen_designs.py` docstrings and mark the old paths in `DONE.md` as historical.
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### Code path updates
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- [x] Point `tools/screen_designs.py generate` at the new design output path and keep `compare`/`judge` reading the right locations.
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- [x] Update GDScript `preload()` paths if game textures move (no runtime material/model textures moved; UI art added under assets/images/).
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- [x] Update capture output directories if captures relocate (none did; QA captures stay in docs/screenshots/).
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### Load proposed interfaces + scene art from disk
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- [x] Add a central UI/scene art loader (e.g. `src/game/ui/art.gd`) that loads the mockup-derived images from the new runtime root, with a procedural fallback when a file is missing.
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@@ -1144,19 +1140,16 @@ Completed 2026-11-01.
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- [x] Wire the wand popup to `wand_screening` art.
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- [x] Style the radial menu and finish the remaining HUD chrome against their reference images.
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### Verify against the mockups
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- [x] Regenerate the staged captures and run `screen_designs.py compare` (11 good, 0 bad; verified in a clean HEAD worktree).
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- [x] Run `screen_designs.py judge` and clear every `diff` verdict (7 match, 4 review, 0 diff).
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- [x] Add the capture + compare step as a repeatable smoke so drift is caught early (`tools/check_screenshots.sh`).
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## Fix mouse movement bug
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- [x] Investigate why mouse input is not being captured or processed correctly in the game window (fixed: `_start_shift()` now calls `_refresh_freeze()`).
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## Improve in-game pop-ups
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- [x] Improve the visual appearance of in-game pop-ups (start/pause/settings/review/radio/wand/inspection art, buttons, palette, icons, text).
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@@ -1943,7 +1936,6 @@ Compatibility/Web parity, deterministic assets and offline CI.
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carry the texture results; the 0.9.5 section moved to `DONE.md` after the
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release build.)
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Completed 2026-11-02: all 0.9.5 texture and material checks are closed. The NPC
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base and eight library characters use 256² maps, cloth/pants use the 4× fabric
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weave without baked-AO blotches, the Walk of Fame band uses the paver/terrazzo
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@@ -2022,7 +2014,6 @@ target paths and leave a clean release-candidate handoff.
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- [x] Exit: combined build is functionally green, visually reviewed, performance
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measured and ready for the 0.10.0 content-lock/playtest phase.
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Completed 2026-11-03: the 0.9.6 integration checkpoint is closed. The current
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asset set re-imported and passed `blender_assets.py audit`/`fit` and
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`npc_pipeline.py audit`; the full suite is 263/263 with 101/101 Python tests and
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