Reorganize docs into category folders and drop the retired head-review page
Group the top-level docs into docs/project, docs/design, docs/assets and docs/process, each with its own README index. Delete the superseded docs/screens/head-review page and sheets. Rewrite every markdown link, absolute docs path and tool/test reference to the new locations, fix the pre-existing broken anchors and remove the dead Joke Shop photo-board link. check_docs OK, Python tooling 167/167.
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@@ -16,7 +16,7 @@ been cleared for public distribution.
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## 3D characters, gear and props
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The local MakeHuman head prototype uses the CC0 MakeHuman/MPFB base mesh
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(see [`docs/makehuman-head-review.md`](docs/makehuman-head-review.md)); it is a
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(see [`docs/assets/makehuman-head-review.md`](docs/assets/makehuman-head-review.md)); it is a
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development prototype, not a shipped character.
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The character, gear and prop library is generated by project-owned scripts
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@@ -53,7 +53,7 @@ CC0 1.0). It is cut, retopologised and re-weighted by project scripts; the expor
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character GLBs remain project assets. The development source files were removed
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from `tmp/` after the 2026-11-05 pivot to Quaternius. The head is retained as a
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tested fallback, not the active NPC base. See ADR-0017 and
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`docs/npc-model-sourcing.md`.
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`docs/assets/npc-model-sourcing.md`.
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### Quaternius NPC base source
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@@ -61,7 +61,7 @@ The active NPC base migration uses **Quaternius Ultimate Modular Characters** an
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**Ultimate Modular Women** (CC0 1.0, <https://quaternius.com/>). The three
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researched GLBs are development inputs and are not shipped directly; the baked,
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retargeted character GLBs are project assets. See ADR-0017 and
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`docs/npc-model-sourcing.md` for the decision, source hashes and rollout status.
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`docs/assets/npc-model-sourcing.md` for the decision, source hashes and rollout status.
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The venue geometry is authored procedurally in `src/game/world_builder.gd` as a
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stylized reconstruction. The Joke Shop is a fictional stand-in for the real
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@@ -118,7 +118,7 @@ reference more directly, its attribution and licence must be added here.
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All runtime audio is procedural (crowd bed, radio crackle and interface cues).
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There are no external audio files, so there is no separate music/SFX licence to
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clear. See `docs/accessibility.md` for caption and volume behaviour.
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clear. See `docs/design/accessibility.md` for caption and volume behaviour.
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## Third-party names
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