Re-plan the Blender tracks around the local skills and a 3D model review
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@@ -28,7 +28,8 @@ The project should be developed in small, reviewable steps. Agents must keep pla
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`TODO.md` is the priority source. The active order is:
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1. unversioned development tracks (currently character development and local map development);
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1. unversioned development tracks (currently 3D model re-evaluation, character development and
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local map development);
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2. versioned release milestones, in version order;
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3. future/unversioned candidates and deferred work.
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@@ -36,6 +37,65 @@ Do not assign a version number to an unversioned track until its scope is accept
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release. When a version is assigned, it must be the next semantic version that matches the
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scope (major/minor/patch), not a placeholder.
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## Local Blender skills (development aid)
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The MIT `blender-skills` pack is installed locally at `.agents/skills/blender-skills/`
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(94 skills plus a shared `references/` folder). It is **gitignored on purpose**: it is not
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game content, not part of the build, tests, CI or release packages, and every contributor
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may or may not have it. Pi gates project `.agents/skills` behind project trust, so the
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trust prompt has to be accepted before the skills load; `/skill:blender-director` forces one.
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Use them when a task touches `tools/blender_assets.py`, `tools/npc_pipeline.py`,
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`tools/bake_ao.py`, `assets/models/blender/**`, or Blender-authored venue/prop geometry.
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### Routing
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Start with `blender-director` for anything multi-discipline, then load only the
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specialists the task needs:
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| Work | Skills |
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| --- | --- |
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| Plan/route a Blender task, reference photo match | `blender-director` |
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| Character mesh, face, hands, proportions | `character-artist`, `character-archetypes`, `retopology` |
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| Skeleton, weights, pose/contract rigging | `rigging` |
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| UV layout, texel density, UDIM | `uv-workflow` |
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| Bakery, atlas, normal/AO/ORM maps | `texture-workflow` |
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| PBR materials and shading | `materials` |
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| Screenshot-driven material/light iteration | `lookdev` |
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| Triangle/vertex budgets, naming, scene hygiene | `asset-optimization` |
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| LOD tiers and impostors | `lod-pipeline` |
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| Collision shapes and proxies | `collision-proxy` |
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| GLB export for Godot | `godot-export`, `export-pipeline` |
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| Gear, props, street furniture | `prop-artist`, `hard-surface` |
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| Trees, hedges, foliage cards | `vegetation-artist` |
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| Facades, venues, modular kits, dressing | `environment-artist`, `archviz`, `set-dressing`, `geometry-nodes` |
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| Lighting, framing, final render/composite | `lighting`, `camera-cinematography`, `rendering`, `compositing` |
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| Style direction (stylized / low-poly / realistic) | `stylized-style`, `lowpoly-style`, `realistic-style` |
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| Ship/no-ship review | `qa-review` |
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The same skills cover the local map track (procedural geometry, facade kits, OSM massing,
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splat reference renders) and the NPC roster work.
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### Project rules that override a skill
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1. **The project contract wins.** `npc_base` mesh node, the 13 contract bones at their rest
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positions, five tint slots, front on Blender −Y / Godot +Z, grounded feet, 8,000
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triangles / 8,000 glTF vertices per character, 1,500 per gear, 4,000 per prop. A skill
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may recommend another topology, naming or budget scheme; do not adopt it unless the
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change is explicitly planned and the contract, tests and docs are updated together.
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2. **There is no Blender MCP here.** The skills assume MCP tools; this project runs Blender
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as headless flatpak scripts (`tools/blender_assets.py`, `tools/npc_pipeline.py`). Translate
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MCP steps into script changes or CLI runs. Never add an MCP dependency to the build, CI or
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runtime.
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3. **CI stays offline and skill-free.** Skills are local guidance only; every gate must still
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work from a fresh checkout with committed `.glb`/`.png`/`.tres` files and Godot.
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4. **No new asset source without the licence gate.** Skills may suggest reference packs or
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generated meshes; ADR-0015 (CC0, or CC-BY with attribution in `CREDITS.md`) and the
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provenance rules in `docs/npc-model-sourcing.md` still apply.
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5. **Evidence, not vibes.** After a skill-informed change, run `blender_assets.py inspect`,
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`audit` and `fit` plus the relevant capture/smoke gates, and say in the handoff which
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skills informed the change and what the measurements were.
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## Required Workflow
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### 1. Start by Inspecting the Repository
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@@ -268,6 +328,8 @@ Before handing off work, an agent must run every check below that applies to the
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- Run automated tests.
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- Run formatting, linting, or type checks.
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- Start the game or application and perform a basic smoke test.
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- For 3D/Blender changes: `blender_assets.py inspect`, `audit` and `fit`, the relevant capture
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gate, and a note of which local skills informed the change.
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- Check that documentation and task status reflect the actual state.
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- Review the final diff for accidental changes or unfinished markers.
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