Extract per-venue geometry specs into WorldBuilder
Add the Hollywood, Joke Shop and TV Studio tables for facade, window, stair, street, nav, guard-spawn and feature data. Unknown ids fall back to the boulevard. Use the specs for the core dimensions and gates, with a headless test for the distinct venue data. Headless 230/230.
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@@ -246,6 +246,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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helmet is lifted 2 cm above the brow. `test_npc_character` guards head/back gear in Godot.
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Blender's GLB export is byte-nondeterministic for unchanged assets (padding/index order), so do
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not commit a full no-op rebuild; rebuild only the assets whose geometry changed.
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- **Venue geometry (v0.6.1):** `WorldBuilder.VENUE_SPECS` is the per-venue table; `WorldBuilder.new(root, id)` / `set_venue()` select it, unknown ids fall back to `hollywood_building`. Dimensions, window/pilaster rows, stairs, street, nav bounds, guard spawn and feature flags are read from the spec. Joke Shop and TV Studio currently use empty `prop_placements`; bespoke alley/studio dressing and the `GameManager` rebuild-on-venue-switch are follow-ups.
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- **Portrait capture:** `capture_realism.gd` faces the **Rig** toward the camera (using the
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inverse look direction) and hides the blue `FocusCircle`; the old code used the wrong yaw and
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left the focus disc over the face. An explicit `--portrait-type=N` now overrides the hooded
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