Intake the modular outfit pack and ship the Suit base for npc_coat
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@@ -130,6 +130,17 @@ canonical implemented-features list in `docs/development-status.md`.
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gear library. The procedural library + MakeHuman head stay in the tree as the tested fallback
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(`build --source procedural`), not in the shipped roster. Silhouette variety is the known
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regression — three meshes for twelve roles — and the modular part library is the `0.9.10` fix.
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- **FBX modular parts need five fixes before they are a base (2026-11-06):** (1) every FBX file
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carries its own armature — keep one and repoint the meshes; (2) FBX adds `_end` leaf bones and a
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`neutral_bone` root, and **Godot refuses the GLB entirely** (`resource_format_binary` / missing
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`.scn`) until they are stripped to the 62 joints; (3) bake object transforms before export or the
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glTF node transforms change the rest pose and the head renders several times too large;
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(4) the pack reuses one fabric material for jacket and trousers — copy it per leg mesh
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(`*_legs`) so the slot map can send it to `pants`; (5) imported parts share seams, so dissolve
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and drop zero-area triangles or the audit fails.
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- **`tmp/` needs a `.gdignore`.** Godot scans the project tree, so a downloaded asset pack under
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`tmp/quaternius-intake/` gets imported (it flooded the import log and broke `--import` for the
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rest of the project). An empty `tmp/.gdignore` stops it; capture output there is unaffected.
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- **Modular part intake is a one-time manual download (2026-11-06, owner):** the upstream pack is a
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Google Drive folder, so the owner downloads it once into the gitignored
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`tmp/quaternius-intake/` and `tools/quaternius_parts.py` does the rest
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