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 Delete the superseded docs/screens/head-review page and sheets.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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@@ -160,7 +160,7 @@ dependencies or replace the tools above.
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network/budget-dependent review aids, not deterministic CI gates.
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- `openrouter_judge.py` is an implementation detail imported by other tools.
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- `check_docs.py` and `export_venues.gd` are short, single-purpose commands;
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documenting them in this README and `docs/asset-tooling.md` is enough.
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documenting them in this README and `docs/assets/asset-tooling.md` is enough.
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- `npc_baseline.py`, `npc_proportions.py` and `three_up.py` are better included
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as references/steps inside the proposed asset or release skill than exposed as
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separate skills; fragmenting them would increase routing mistakes.
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@@ -4,7 +4,7 @@
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Everything here is modelled procedurally inside Blender (flatpak, headless) so
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the assets are reproducible from source. Outputs are staged for *later*
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integration: nothing in the game loads them yet (see
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`docs/blender-assets.md` for the integration contract).
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`docs/assets/blender-assets.md` for the integration contract).
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# build every asset (or --only name,name) -> assets/models/blender/**.glb
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flatpak run org.blender.Blender --background \
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@@ -1489,7 +1489,7 @@ def build_character(name, head="face"):
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# is 4 skinned meshes on the same 62-joint armature; the build joins them
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# **without welding** (a weld corrupts the skin weights), renames the upstream
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# materials onto the five tint slots, unwraps the degenerate source UVs and bakes
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# the arm-down rest. See docs/npc-model-sourcing.md for the measurements.
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# the arm-down rest. See docs/assets/npc-model-sourcing.md for the measurements.
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QUATERNIUS_SRC = SRC_DIR / "quaternius"
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@@ -1497,7 +1497,7 @@ QUATERNIUS_SRC = SRC_DIR / "quaternius"
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# (face, hair detail and hivis fabrics); anything not listed is kept too, so a
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# new upstream material shows up as an extra fixed-colour slot instead of
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# silently disappearing. The maps were derived from the per-material height bands
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# measured in docs/npc-model-sourcing.md.
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# measured in docs/assets/npc-model-sourcing.md.
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QUATERNIUS_SOURCES = {
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"casual": {
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"file": "Casual.glb",
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@@ -2605,7 +2605,7 @@ def build_gear(name):
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# procedural library's 0.315 m, and its centre sits 0.07 m higher, so the
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# head gear is scaled and lifted to match. The procedural fallback then
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# wears slightly small hats — cosmetic, and recorded in
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# docs/blender-assets.md.
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# docs/assets/blender-assets.md.
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centre = Vector((0.0, 0.0, HEAD_GEAR_LIFT))
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obj.data.transform(
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Matrix.Translation(centre)
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@@ -3,7 +3,7 @@
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#
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# Requirements:
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# - Godot 4.7.2 (or the version in project.godot `config/features`) on PATH,
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# with export templates installed (see docs/RELEASING.md).
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# with export templates installed (see docs/process/RELEASING.md).
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# - Run from the repository root.
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#
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# Produces:
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@@ -20,8 +20,8 @@ VERSION="$(grep -oP 'config/version="\K[^"]+' project.godot)"
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PLAYER_DOCS=(
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"CREDITS.md"
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"PRIVACY.md"
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"docs/accessibility.md"
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"docs/known-limitations.md"
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"docs/design/accessibility.md"
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"docs/design/known-limitations.md"
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)
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mkdir -p build
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# Presets now embed the PCK into a single binary; drop stale .pck leftovers.
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@@ -95,4 +95,4 @@ shasum -a 256 build/*"${VERSION}"* > "build/SHA256SUMS-${VERSION}.txt"
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cat "build/SHA256SUMS-${VERSION}.txt"
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echo ""
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echo "Upload to: https://git.allucanget.biz/zwitschi/security-game/releases"
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echo "See docs/RELEASING.md for the full release checklist."
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echo "See docs/process/RELEASING.md for the full release checklist."
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@@ -16,7 +16,7 @@ path must be absolute):
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python3 tools/npc_pipeline.py palette # derive outfit colours -> palette.json
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python3 tools/npc_pipeline.py audit
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Contract (frozen in ADR-0013 and docs/blender-assets.md):
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Contract (frozen in ADR-0013 and docs/assets/blender-assets.md):
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* scene root "Rig" with a skinned mesh and an armature
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* bones: Head, HipL/R, KneeL/R, ShoulderL/R, ElbowL/R, HandL/R
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@@ -1,7 +1,7 @@
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"""Keep the 3D model review scorecard honest.
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Every catalogue asset (characters, gear, props) must have a row in
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`docs/3d-model-review.md`, and the character rows must carry a verdict. This does
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`docs/assets/3d-model-review.md`, and the character rows must carry a verdict. This does
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not judge the art; it only fails when an asset is added or renamed without being
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reviewed, which is how a scorecard silently rots.
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"""
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@@ -13,7 +13,7 @@ from pathlib import Path
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import blender_assets as model
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ROOT = Path(model.__file__).resolve().parent.parent
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REVIEW = ROOT / "docs" / "3d-model-review.md"
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REVIEW = ROOT / "docs" / "assets" / "3d-model-review.md"
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def catalogue_names() -> set[str]:
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