Audit prop budgets and add a prop-gallery art check

- audit_glb decodes geometry: 400 tris / 600 verts budget, degenerate
  triangles, UV range, ground contact, one material; newspaper box parts moved
  to sit on y=0
- capture_prop_gallery.gd renders the six props on a studio backdrop; new
  prop_gallery catalogue entry + AI mockup (compare 10 good, judge match 0.90)
- headless test that instances share the imported atlas material
- README documents the gallery capture and budget; TODO props pipeline section
  moved to DONE
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zwitschi committed 2026-11-01 10:27:27 +01:00
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@@ -5,20 +5,8 @@ suite **187/187** plus **53** Python tooling tests; the session, PLAN-verb, crow
timeline, audio, scenario-content, props, and windowed focus/radial smokes pass. Anonymous
downloads are enabled on the host.
The sections below are the rest of the presentation pass: prop pipeline checks, NPC characters,
and player movement. Each task is meant to be a small, reviewable slice with its own verification.
## Better Props
### Pipeline and checks
- [ ] Extend `audit_glb()` with a triangle budget, degenerate-triangle test, `TEXCOORD_0` inside
the atlas, minimum-y ≈ 0, and a material-count check per prop.
- [ ] Add a `prop_gallery` capture to `capture_screenshots.gd` (each prop close-up on a plain
backdrop) and wire it to `screen_designs.py` so prop regressions show up in `compare`.
- [ ] Verify all prop instances share their imported material (no per-instance duplication) and
keep a documented triangle/vertex budget in the pipeline docstring.
- [ ] Update the README prop list and the `model_pipeline.py` catalogue docs when new props land.
The sections below are the rest of the presentation pass: NPC characters and player movement.
Each task is meant to be a small, reviewable slice with its own verification.
## Better NPC Characters