Prototype a more realistic face on npc_casual (higher subdivision, brow ridge, both lids, fuller lip)
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@@ -128,6 +128,10 @@ canonical implemented-features list in `docs/development-status.md`.
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all local lights use `1.0`.
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- glTF `baseColorFactor` is LINEAR — writing sRGB makes props pastel; `srgb_to_linear()` is applied
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in `build_glb`. A new/changed `.glb` needs `godot --headless --import` before `load()` sees it.
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- **Rebuilding a character GLB also requires re-baking its AO** (`tools/bake_ao.py -- --only
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<name>`). `blender_assets.py build` writes the GLB only; the old `<name>_ao.png` then maps onto
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the new geometry and produces large dark cheek/jaw blotches. Bake the AO, re-import, and refresh
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the stale `.godot` cache (scratch-copy import) before judging a face/body change.
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- `Save.SETTINGS_FILE` is declared and unused; settings persist through
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`load_settings()`/`save_settings()`.
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- Crowd reactions emit `event_bus.crowd_changed`; `GameManager._connect_crowd()` must reconnect
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