Remove every hat except the firefighter helmet, drop the performer cone, rewrite the review page
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@@ -6,6 +6,15 @@ Semantic Versioning.
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## [Unreleased]
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### Changed
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- Removed every hat and hood from the NPC roster: the firefighter helmet is the only head gear
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left, so no character hides its face behind a cap. The street performer no longer wears the
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cone hat and carries the baton and board in the hands instead.
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- Fixed the modular Worker characters: the guard, delivery, firefighter and crowd roles had holes
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in the torso and an open crown, a continuous unibrow and no visible eyes. They now have a closed
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torso, hair, two eyebrows and two eyes.
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## [0.9.9] — 2026-11-06
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### Changed
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@@ -890,8 +890,11 @@ gear) and 5 (head gear on the skull).
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- [x] Worker roles (vest, firefighter, guard, crowd_d) had **no visible eyes**: the Worker's own
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quads sit inside the head. The hoodie's eye pair is now transplanted with a 4 mm forward
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offset, so all four roles show two eyes and two brows (owner request).
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- [x] Owner: every hat/head item moves up. `GEAR_OFFSETS` now lifts the cap, hood and beanie by
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0.07 m on top of the shared head-gear lift; the firefighter helmet is deliberately unchanged.
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- [x] Owner: remove **all** hats except the firefighter helmet, and remove the performer cone.
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Caps and hoods are gone from `ACCESSORIES`, the per-character gear list and the primitive
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fallbacks; the performer keeps only the baton and board in hand. The head-gear lift/scale
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compensation those hats needed is deleted with them, so `firefighter_helmet` is the only
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head item and no role can hide its face.
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- [x] Worker faces: the dark "unibrow" band turned out to be the **cap brim** sitting on the brow,
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not head geometry. `HEAD_GEAR_LIFT` went 0.07 → 0.103 (the gear is authored around the head
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*centre* at 1.62, the Quaternius head centre is 1.69) and `GEAR_SCALE` grows the cap/hood so
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@@ -900,8 +903,9 @@ gear) and 5 (head gear on the skull).
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helmet dome covers the hair, and the cap reads as a cap rather than a visor.
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- [ ] The eyes are single-colour quads on every base; a light sclera + pupil texture on the `Eye`
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slot would finish the face at portrait distance.
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- [ ] The raised caps now hover slightly above the hair shell with a visible gap; either shrink
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the hair or fit the cap crown to it.
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- [x] Owner review page re-created for the second pass:
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[`docs/npc-visual-review.md`](docs/npc-visual-review.md), with the hat/head-item table and a
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refreshed eight-row checklist.
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- [-] Arm/torso intersection on `npc_dress`/`npc_jacket`/`npc_crowd_a`/`npc_crowd_d`: the baked
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rest now aims the upper arm 7° out from vertical. Verified clear on the `casual` base; a
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light clip remains on `worker`, so this needs either a wider angle or a per-base shoulder
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Before Width: | Height: | Size: 155 KiB After Width: | Height: | Size: 155 KiB |
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Before Width: | Height: | Size: 62 KiB After Width: | Height: | Size: 62 KiB |
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Before Width: | Height: | Size: 198 KiB After Width: | Height: | Size: 209 KiB |
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Before Width: | Height: | Size: 217 KiB After Width: | Height: | Size: 214 KiB |
@@ -1,14 +1,44 @@
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# NPC roster visual review — 0.9.9 signoff
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# NPC roster visual review — 0.9.9
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**Status: awaiting owner visual signoff.** This page is the single review point for the
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Quaternius roster swap that shipped in 0.9.9
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([ADR-0017](adr/0017-quaternius-npc-base.md), [ADR-0018](adr/0018-quaternius-stage2-runtime-rig.md)).
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Every character name the game ships is captured here at gameplay distance, in three studio views,
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and in the three animation poses the runtime drives.
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**Status: revised after owner feedback; awaiting a second signoff.** This page is the single
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review point for the Quaternius roster in
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[ADR-0017](adr/0017-quaternius-npc-base.md) and
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[ADR-0018](adr/0018-quaternius-stage2-runtime-rig.md). Every character name the game ships is
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captured here at gameplay distance, in two studio views, and in the three animation poses the
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runtime drives.
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Until this page is signed off, the roster swap is reversible: the procedural library and the
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MakeHuman head are still in the tree and still pass `audit`, `inspect`, `npc_proportions` and the
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tests (`build --source procedural`).
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## What changed since the first review
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The first pass was signed off **with follow-ups** and rejected three checklist rows: faces at
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portrait distance, hands and hand-held gear, and head gear on the skull. The body findings were
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all build defects, not art. This revision covers what was fixed and what is still open.
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| Owner finding | Cause | Status |
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| --- | --- | --- |
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| `npc_guard` holes in the upper body | the build **deleted** the `Worker_Vest` material, and on the modular Worker the vest *is* the torso | fixed — the vest is the `cloth` slot, nothing is deleted |
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| `npc_firefighter`, `npc_crowd_d` broken shoulders | same, plus the deleted `Worker_Yellow` hat was the skull crown | fixed — the crown stays and takes the `hair` tint |
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| one unibrow on `npc_guard`, `npc_vest`, `npc_crowd_d` | the Worker's `Eyebrows` is one bar across the face and its eye quads are oversized | fixed — the bar is cut, the hoodie's brows are transplanted 20 mm above the eye line |
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| Worker roles had **no visible eyes** | the Worker's own eye quads sit inside the head | fixed — the hoodie's eye pair is transplanted with a 4 mm forward offset |
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| arms intersecting the body on `npc_dress`, `npc_jacket`, `npc_crowd_a`, `npc_crowd_d` | the baked rest aimed the upper arm straight down, which fails on the narrow bases | reduced — the arm rests 7° out from vertical (mesh width 0.180 → 0.220 on `casual`, 0.228 → 0.262 on `hoodie`) |
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| head gear did not sit on the skull | gear is authored around the procedural head centre (1.62); the Quaternius head centre is 1.69 | **resolved by removal** — see below |
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| performer cone swallowed the head | a 0.44 m cone authored for the old body | removed — the performer carries a baton and board in the hands |
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## Hats and head items
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**The firefighter helmet is the only head gear in the roster.** Caps, hoods and the performer cone
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were removed from the role table, the per-character gear list and the performer props, so no
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character can hide its face behind a hat. That also retired the head-gear lift/scale compensation
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the caps needed on the Quaternius head.
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| Role | Head gear | Body / hand items |
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| --- | --- | --- |
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| `npc_firefighter` | firefighter helmet | SCBA tank, flashlight |
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| `npc_influencer` | none | sunglasses, shoulder bag, phone |
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| `npc_tourist` | none | backpack, camera |
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| `npc_authorized_guest` | none | lanyard |
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| `npc_performer` | none | baton and board **in the hands** |
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| `npc_protester` | none | pole and sign **in the hands** |
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| every other role | none | role tint only |
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## 1. Full-body roster (12 roles)
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@@ -18,133 +48,87 @@ One tile per shipped character, neutral studio, camera at 4.2 m.
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## 2. Front and profile per role
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Front row set, then profile. Use this to judge the silhouette, the head size and the gear placement
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without perspective hiding anything.
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Front set, then profile. Use this for silhouette, head size and gear placement without perspective
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hiding anything.
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## 3. Animation poses (idle / sit / walk contact)
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Six representative roles × three poses, driven by the real `_animate()` path with the FSM frozen.
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Check: arms hang instead of holding an A-pose, the seated pose puts the forearms on the thighs and
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keeps the shins down, the walk contact keeps limbs in contralateral opposition, and no limb
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pinches or detaches at the shoulder, elbow, hip or knee.
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## 4. Crowd distance (8 m)
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## 3. Crowd distance (8 m)
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The distance the player actually sees a passer-by from the sidewalk.
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## 4. Animation poses (idle / sit / walk contact)
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Six roles × three poses, driven by the real `_animate()` path with the FSM frozen. Check that arms
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hang instead of holding an A-pose, the seated pose puts the forearms on the thighs with the shins
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down, walk contact keeps contralateral opposition, and nothing pinches or detaches at the shoulder,
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elbow, hip or knee.
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## Signoff checklist
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Tick each row. Anything you reject is a concrete task rather than an opinion, so it can go
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straight into `TODO.md`.
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Tick a verdict per row. A rejected row becomes a concrete `TODO.md` task, not an opinion.
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| # | Question | Verdict |
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| --- | --- | --- |
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| 1 | Do the twelve characters read as distinct people at 8 m? | [x] yes [ ] no |
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| 2 | Is the head size right for the body (no bobblehead, no pinhead)? | [x] yes [ ] no |
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| 3 | Do the faces hold up at portrait distance? | [ ] yes [x] no |
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| 4 | Do the hands and the hand-held gear (camera, cup, clipboard, sign) read correctly? | [ ] yes [x] no |
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| 5 | Does the head gear (cap, hood, sunglasses, firefighter helmet) sit on the skull? | [ ] yes [x] no |
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| 6 | Are the role outfits believable for a Hollywood-boulevard shift (tourist, delivery, guard, responder)? | [x] yes [ ] no |
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| 7 | Are the seeded tint palettes acceptable, or too pastel/saturated? | [x] yes [ ] no |
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| 8 | Do the seated and walking poses hold up? | [x] yes [ ] no |
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| 1 | Do the twelve characters read as distinct people at 8 m? | ☐ yes ☐ no |
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| 2 | Is the head size right for the body (no bobblehead, no pinhead)? | ☐ yes ☐ no |
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| 3 | Do the faces hold up at portrait distance — brows, eyes, mouth, hair? | ☐ yes ☐ no |
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| 4 | Do the hands and the hand-held items (camera, clipboard, board, baton) read correctly? | ☐ yes ☐ no |
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| 5 | Is the firefighter helmet the only head gear, and does it sit correctly? | ☐ yes ☐ no |
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| 6 | Are the role outfits believable for a Hollywood-boulevard shift? | ☐ yes ☐ no |
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| 7 | Are the seeded tint palettes acceptable, or too pastel/saturated? | ☐ yes ☐ no |
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| 8 | Do the seated and walking poses hold up? | ☐ yes ☐ no |
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**Signoff:** [ ] approved as shipped [x] approved with the follow-ups below [ ] rejected
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**Signoff:** ☐ approved as shipped ☐ approved with the follow-ups below ☐ rejected
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## Issues visible in the captures
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## Still open
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The first review pass found three body defects. All three came from the build pipeline,
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not the art, and all three are addressed in the second pass (2026-11-06):
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Recorded as tasks in `TODO.md` under **Owner review findings**:
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| Finding | Cause | Status |
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| --- | --- | --- |
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| `npc_guard` has holes in the upper body | the build **deleted** the `Worker_Vest` material, and on the modular Worker the vest *is* the torso | **fixed** — the vest is now the `cloth` slot, tinted per role; nothing is deleted |
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| `npc_firefighter`, `npc_crowd_d` have a broken shoulder/upper-body area | same cause, plus the deleted `Worker_Yellow` hat was the crown of the skull, leaving the head open | **fixed** — the hat/crown stays in the mesh and only the part above z 1.65 takes the `hair` tint |
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| `npc_guard`, `npc_vest`, `npc_crowd_d` have one big unibrow | the Worker's `Eyebrows` material is one continuous bar, and no other upstream head has brows that fit this mesh | **replaced** — the bar is cut out and the hoodie's two brows are transplanted onto the Worker head, lifted above the eye quads |
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| `npc_dress`, `npc_jacket`, `npc_crowd_a`, `npc_crowd_d` arms intersect the body | the baked rest aimed the upper arm straight down, which works on the wide bases but not the narrow ones | **reduced** — the arm now rests 7° out from vertical (mesh width 0.180 → 0.220 on `casual`, 0.228 → 0.262 on `hoodie`); a light clip remains on the `worker` bases |
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1. **Eyes have no whites.** Every base uses single-colour quads, so eyes read as dark rectangles at
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portrait distance. A light sclera plus pupil on the `Eye` slot would finish the face.
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2. **Arms still graze the torso on the `worker` base** — the 7° rest tilt cleared the `casual` base
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but not this one.
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3. **The `npc_vest` clipboard is oversized** on the shorter Quaternius arm.
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4. **Roster variety is three meshes for twelve roles.** Tint and gear carry the difference; the
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modular part library (hair, outfits) is the fix.
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5. `npc_dress` and `npc_hoodie` have no coat or dress geometry — they are the `casual`/`hoodie`
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bases with a matching tint.
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Follow-up pass (same day) went further on the Worker head, which still read as a hard hat under
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the bare tint:
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| Finding | Fix |
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| --- | --- |
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| crown still shaped like a hard hat | the hoodie's **hair** is transplanted onto the Worker head and the hat faces above the collar are cut away, so guard/responder/crowd_d have hair |
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| the dark bar was the Worker's *eye* quads, not only the brow bar | the eye quads are removed too; the face now reads brows + moustache |
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| performer cone swallowed the head, and the performer/protester props floated beside the body | `_add_props()` now parents carried props to the hand proxies and the cone shrank from a 0.44 m to a 0.25 m base |
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Third pass traced the remaining "black bar across the eyes" to the **cap brim**, not to head
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geometry: head gear is authored around the procedural head centre (1.62) but the Quaternius head
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centre sits at 1.69, so every cap sat 7 cm low with its brim across the brows. `HEAD_GEAR_LIFT`
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is now 0.103 and `GEAR_SCALE` grows the cap/hood to clear the 0.228 m hair shell. The vision judge
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confirms on `npc_guard`: no bar or visor, eyes and brows separately visible, the cap sits on the
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head, no holes.
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Re-verified after the fix with the sheets below and the vision judge: no holes or missing geometry
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on any of the three Worker-based roles.
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**Still open** — checkpoint row 4 (hand-held gear) and the list below: the eye quads have no
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whites, the `npc_vest` clipboard is oversized on the shorter arm, and the arms still graze the
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torso on the `worker` base.
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Found by user:
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1. npc_firefighter, npc_guard and npc_crowd_d have errors in the body:
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- npc_guard has "holes" in upper body
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- npc_firefighter and npc_crowd_d have buggy shoulder and upper body area
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2. npc_guard, npc_vest and npc_crowd_d have one large unibrow: use other character's eyebrow geometry instead.
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3. npc_dress, npc_jacket, npc_crowd_a and npc_crowd_d arms are too close and intersecting the body
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Found while building this page; none blocks the swap, all are queued in `TODO.md`:
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1. **`npc_dress` wears the performer cone hat plus the protest sign** because the performer props
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are procedural and scaled for the old body. The dress itself has no geometry anymore — the role
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is the `casual` base with a dress tint.
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2. **`npc_coat` and `npc_hoodie`** are the hoodie base with a coat/hood tint; the raised hood and
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the long coat silhouette are gone.
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3. **The `npc_vest` clipboard** reads oversized at 0.23 × 0.31 m on the shorter Quaternius arm.
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4. **The firefighter helmet brim** is 1.55× the head width — realistic for the helmet, but it reads
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as a wide-brim hat next to the small head.
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5. **Skin and cloth read pale** on the `hoodie` and `worker` bases; the seeded palette was tuned
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against the procedural library's darker cloth.
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6. **Roster variety is three meshes for twelve roles.** Tint and gear carry the difference; the
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modular part library is the fix.
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## Measured facts for this build
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## Measured facts
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| Metric | Value |
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| --- | --- |
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| Characters | 12, all on the Quaternius 62-joint rig |
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| Triangles per character | 4,458 (`worker` minus vest) … 6,424 (`casual`) |
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| Triangles per character | 4,458 (worker, before the head transplant) … 6,424 (`casual`) |
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| glTF vertices per character | 9,370 … 13,440 |
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| Budget | 24,000 tris / 24,000 verts per character |
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| Tint slots | `skin`, `cloth`, `pants`, `hair`, `accessory`, plus fixed detail |
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| Texel density | 73–74 px/m on the 256² maps |
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| Height | 1.817–1.881 m |
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| 24-NPC frame budget | 160,608 tris, 0.84 ms average frame (budget 50 ms) |
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| Height | 1.82–1.88 m |
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| 24-NPC frame budget | 174,976 tris, 0.85 ms average frame (budget 50 ms) |
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| Gates | `inspect` clean, `audit` 12/12, `fit` OK, Godot 278/278, Python 167/167 |
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## Reproducing the captures
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```sh
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godot --path . --script res://src/test/capture_npc_baseline.gd -- --out=res://tmp/npc-signoff
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godot --path . --script res://src/test/capture_npc_pose.gd -- --out=res://tmp/npc-signoff-pose \
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--pose=idle # repeat for sit and walk_contact
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godot --path . --script res://src/test/capture_npc_pose.gd \
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--out=res://tmp/npc-signoff-pose --pose=idle # repeat for sit and walk_contact
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```
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## Superseded
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## History
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This page previously carried the **0.9.4 procedural library** baseline (eight hand-built
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characters, the face/hand/neck fixes, the 13-core proportion audit). That mesh no longer ships, so
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the text is retired; the comparison sheets stay in `blender_previews/` as history:
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The page previously carried the 0.9.4 **procedural library** baseline (eight hand-built characters,
|
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the face/hand/neck fixes, the 13-core proportion audit). That mesh no longer ships; its comparison
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sheets stay in `blender_previews/` as records:
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`sheet_npc_baseline_compare-p1.jpg`, `-body.jpg`, `-torso.jpg`, `-face-detail.jpg`,
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`sheet_npc_hands_compare.jpg`, `sheet_npc_hands_grip_compare.jpg`.
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The current source evaluation and per-character build table live in
|
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[`npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap`](npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap);
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the face options that led to the full swap are in
|
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Per-character sources and build steps are in
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[`npc-model-sourcing.md`](npc-model-sourcing.md); the face options that led to the full swap are in
|
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[`screens/npc-face-gate/`](screens/npc-face-gate/README.md).
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@@ -154,15 +154,17 @@ const HAIR_COLORS := [Color(0.12, 0.1, 0.08), Color(0.35, 0.22, 0.12), Color(0.5
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## Which small accessory a role wears. This is look-only: the player must still
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## read intent from behaviour, never from the archetype name (ADR-0010).
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## Only the responder wears head gear: the firefighter helmet. Everything else
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## is a body or hand item, so no role can grow a hat that hides the face.
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const ACCESSORIES := {
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Rules.NpcType.AUTHORIZED_STAFF: "cap",
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Rules.NpcType.RESPONDER: "cap",
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Rules.NpcType.DELIVERY: "cap",
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Rules.NpcType.AUTHORIZED_STAFF: "none",
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Rules.NpcType.RESPONDER: "none",
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Rules.NpcType.DELIVERY: "none",
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Rules.NpcType.TOURIST: "backpack",
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Rules.NpcType.INFLUENCER: "sunglasses",
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Rules.NpcType.TRESPASSER: "hood",
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Rules.NpcType.VIOLENT_THREAT: "hood",
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Rules.NpcType.MENTAL_CRISIS: "hood",
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Rules.NpcType.TRESPASSER: "none",
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Rules.NpcType.VIOLENT_THREAT: "none",
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Rules.NpcType.MENTAL_CRISIS: "none",
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Rules.NpcType.AUTHORIZED_GUEST: "lanyard",
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Rules.NpcType.PERFORMER: "none",
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Rules.NpcType.PROTESTER: "none",
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@@ -178,22 +180,6 @@ const BLENDER_GEAR_DIR := "res://assets/models/blender/npc_gear/"
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const GEAR_OFFSETS := {
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"lanyard": Vector3(0, 0, 0.04),
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"firefighter_helmet": Vector3(0, 0.03, 0),
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# The Quaternius head wears a 0.24 m hair shell that stands ~3.5 cm above the
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# cap crown, so the cap sinks into the hair and only its brim shows. Lift the
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||||
# cap and hood onto the hair; sunglasses stay at the eye line.
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||||
# Owner: every hat and head item moves up; the firefighter helmet keeps its fit.
|
||||
"cap": Vector3(0, 0.07, 0),
|
||||
"hood": Vector3(0, 0.07, 0),
|
||||
"beanie": Vector3(0, 0.07, 0),
|
||||
}
|
||||
## The hat geometry is authored around the 0.315 m procedural head and scaled to
|
||||
## 0.64 in the Blender build to match the 0.20 m Quaternius skull. That fits the
|
||||
## skull but not the 0.228 m hair shell on top of it, so a cap sinks into the hair
|
||||
## and only its brim shows. These scale the head-gear node instead of the mesh.
|
||||
const GEAR_SCALE := {
|
||||
"cap": 1.22,
|
||||
"hood": 1.12,
|
||||
"beanie": 1.22,
|
||||
}
|
||||
## Hand gear is authored around the wrist proxy. The palm sits ~4 cm in front
|
||||
## of that origin, so without this offset the first phone/flashlight versions
|
||||
@@ -824,8 +810,6 @@ func _attach_gear(gear_name: String) -> bool:
|
||||
node.position += GEAR_OFFSETS[gear_name]
|
||||
if str(GEAR_ATTACH[gear_name]) == "hand":
|
||||
node.position += HAND_ITEM_FORWARD
|
||||
if GEAR_SCALE.has(gear_name):
|
||||
node.scale = Vector3.ONE * float(GEAR_SCALE[gear_name])
|
||||
_detail_nodes.append(node)
|
||||
var ao := Materials.load_ao(BLENDER_GEAR_DIR + gear_name + "_ao.png")
|
||||
for child in node.find_children("*", "MeshInstance3D", true, false):
|
||||
@@ -837,30 +821,20 @@ func _attach_gear(gear_name: String) -> bool:
|
||||
func _add_character_gear() -> void:
|
||||
match character_model:
|
||||
"npc_firefighter":
|
||||
# The only head gear in the roster.
|
||||
_attach_gear("firefighter_helmet")
|
||||
_attach_gear("scba_tank")
|
||||
"npc_guard":
|
||||
_attach_gear("cap")
|
||||
"npc_vest":
|
||||
_attach_gear("cap")
|
||||
"npc_dress":
|
||||
_attach_gear("shoulder_bag")
|
||||
|
||||
## Small role accessory: cap, hood, backpack, sunglasses or a staff lanyard.
|
||||
## Small role accessory: backpack, sunglasses or a staff lanyard. No hats: the
|
||||
## firefighter helmet is the only head gear in the roster.
|
||||
func _add_accessory(kind: String, shirt: Color) -> void:
|
||||
if character_model == "npc_firefighter":
|
||||
return
|
||||
if character_model == "npc_hoodie" and kind == "hood":
|
||||
# The hoodie variant already models the hood up.
|
||||
return
|
||||
if _attach_gear(kind):
|
||||
return
|
||||
match kind:
|
||||
"cap":
|
||||
_detail(_add_sphere(_head, 0.175, Vector3(0, 0.12, 0), shirt.darkened(0.15), "cloth"))
|
||||
_detail(_add_box_mesh(_head, Vector3(0.30, 0.03, 0.16), Vector3(0, 0.10, 0.16), shirt.darkened(0.22), "cloth"))
|
||||
"hood":
|
||||
_detail(_add_sphere(_head, 0.205, Vector3(0, 0.03, -0.03), Color(0.16, 0.16, 0.18), "cloth"))
|
||||
"backpack":
|
||||
_detail(_add_box_mesh(_rig, Vector3(0.34, 0.42, 0.16), Vector3(0, 1.06, -0.24), Color(0.24, 0.28, 0.36), "cloth"))
|
||||
_detail(_add_box_mesh(_rig, Vector3(0.30, 0.06, 0.02), Vector3(0, 1.24, -0.33), Color(0.42, 0.44, 0.5), "cloth"))
|
||||
@@ -980,19 +954,9 @@ func _add_props(npc_type: int) -> void:
|
||||
Rules.NpcType.DELIVERY:
|
||||
_add_box_prop(_rig, Vector3(0.34, 0.26, 0.28), Vector3(0.0, 1.02, 0.3), Color(0.55, 0.4, 0.25))
|
||||
Rules.NpcType.PERFORMER:
|
||||
# The cone is sized to the shipped head (0.20 m wide) and sits on the
|
||||
# crown; at the old 0.44 m base it swallowed the whole head.
|
||||
var hat := _material(Color(0.85, 0.2, 0.25))
|
||||
var cone := MeshInstance3D.new()
|
||||
var cm := CylinderMesh.new()
|
||||
cm.top_radius = 0.012
|
||||
cm.bottom_radius = 0.125
|
||||
cm.height = 0.24
|
||||
cone.mesh = cm
|
||||
cone.material_override = hat
|
||||
cone.position = Vector3(0, 0.15, 0)
|
||||
_head.add_child(cone)
|
||||
# Hat in one hand and a small board in the other: the performer plays
|
||||
# No cone on the head: the performer plays the sidewalk with a board in
|
||||
# one hand and a baton in the other, so the face stays readable.
|
||||
# Baton in one hand and a small board in the other: the performer plays
|
||||
# to the sidewalk once at the waypoint. Both ride the hand proxies, so
|
||||
# they follow the arm instead of floating beside the body at a fixed
|
||||
# rig offset (which is what the old -0.46 m placement did).
|
||||
|
||||
@@ -326,7 +326,7 @@ func _gear_bounds(node: Node3D) -> AABB:
|
||||
return box
|
||||
|
||||
func test_head_and_back_gear_clear_the_body_silhouette() -> bool:
|
||||
const HEAD_WIDTH := 0.315
|
||||
const HEAD_WIDTH := 0.201
|
||||
const WIDEST_BODY_RADIUS := 0.26
|
||||
var problems: Array[String] = []
|
||||
var seen := {}
|
||||
@@ -362,7 +362,9 @@ func test_head_and_back_gear_clear_the_body_silhouette() -> bool:
|
||||
problems.append("%s only reaches %.3f m (body %.3f)" % [
|
||||
name, maxf(outer_x, outer_z), WIDEST_BODY_RADIUS])
|
||||
avatar.free()
|
||||
for required in ["head:sunglasses", "head:firefighter_helmet", "head:cap",
|
||||
# The firefighter helmet is the only head gear in the roster; caps and hoods
|
||||
# were removed so no role can hide its face.
|
||||
for required in ["head:sunglasses", "head:firefighter_helmet",
|
||||
"back:shoulder_bag", "back:backpack", "back:scba_tank"]:
|
||||
if not seen.has(required):
|
||||
problems.append("missing %s" % required)
|
||||
|
||||
@@ -65,12 +65,14 @@ func test_outfit_varies_across_seeds() -> bool:
|
||||
return a and b
|
||||
|
||||
func test_accessories_follow_the_role() -> bool:
|
||||
# No hats: the firefighter helmet is the only head gear, so responders and
|
||||
# trespassers carry body accessories instead of a cap or hood.
|
||||
var a := TestUtils.check_eq(
|
||||
NpcAvatar.outfit_for(Rules.NpcType.RESPONDER, 5)["accessory"], "cap",
|
||||
"responders wear a cap")
|
||||
NpcAvatar.outfit_for(Rules.NpcType.RESPONDER, 5)["accessory"], "none",
|
||||
"responders wear no hat")
|
||||
var b := TestUtils.check_eq(
|
||||
NpcAvatar.outfit_for(Rules.NpcType.TRESPASSER, 5)["accessory"], "hood",
|
||||
"trespassers wear a hood")
|
||||
NpcAvatar.outfit_for(Rules.NpcType.TRESPASSER, 5)["accessory"], "none",
|
||||
"trespassers wear no hood")
|
||||
var c := TestUtils.check_eq(
|
||||
NpcAvatar.outfit_for(Rules.NpcType.AUTHORIZED_GUEST, 5)["accessory"], "lanyard",
|
||||
"guests wear a lanyard")
|
||||
|
||||