Add the four crowd-variety characters and extend the baseline to twelve
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@@ -631,14 +631,14 @@ must inherit the reviewed face/hand/gear baseline instead of multiplying whateve
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accessory; no clothing that labels the NPC's behaviour). (`npc_crowd_a` bun/slim/sunglasses,
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`npc_crowd_b` bald/broad/beard/shoulder bag, `npc_crowd_c` coat/umbrella, `npc_crowd_d`
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hood/cup; prototype sheet committed.)
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- [ ] Re-derive the four approved specs against the re-evaluated character baseline (face, hands,
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proportions, gear offsets) so the new variants do not reintroduce the gaps the review found.
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- [ ] Generate the four variants through the assisted pipeline (procedural generator → `inspect` →
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`audit`/`fit`) and capture the result before committing any of them.
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- [ ] Add the four approved specs to `CHARACTERS`, build and commit their GLBs/AO maps, and
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update the manifest with roles and tint data. Build only the new assets, never a no-op full
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rebuild, and remember that `export_filter="all_resources"` packs committed GLBs into the
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next release build: keep this off `main` until after the 0.10.0 tag or accept the size.
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- [x] Re-derive the four specs against the new baseline: the four crowd entries inherit the
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realistic face (`seg=24/rings=16`) and the reviewed hand/gear offsets automatically because
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they share `_face`/`_hands_and_shoes`/`GEAR_ATTACH`.
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- [x] Generate the four variants: built via `blender_assets.py build`, AO re-baked, `audit` clean
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(4,734–5,814 tris), `inspect` clean, proportions pass.
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- [x] Add the four specs to `CHARACTERS`, commit their GLBs/AO maps and manifest roles/tint data.
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(Note: this adds ~2 MB to the next release build via `export_filter=all_resources` — accepted
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for the crowd-variety roster.)
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- [ ] Replace the fixed `character_model_for()` mapping with deterministic per-role pools and add
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tests for repeatability and duplicate avoidance (`godot-export` contract check included).
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- [ ] Rebuild and verify gear fit for every new variant (`blender_assets.py fit` plus the runtime
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