Wire the crowd variants into per-role pools and verify every seed resolves
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@@ -639,8 +639,12 @@ must inherit the reviewed face/hand/gear baseline instead of multiplying whateve
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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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- [x] Per-role pools: `character_model_for()` now picks from `CHARACTER_POOLS` by seed — the
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routine crowd roles gain the crowd variants (tourist → casual/crowd_a/crowd_d,
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confused_visitor → casual/crowd_b, intoxicated → casual/crowd_c) while the special roles
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keep their existing alternation (guest ⅓ jacket, trespasser/threat ½ hoodie). The test
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now checks seed-stability plus that every pool entry resolves to a committed GLB
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(277/277).
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- [ ] Rebuild and verify gear fit for every new variant (`blender_assets.py fit` plus the runtime
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gear checks) and re-run `inspect` on the four new GLBs.
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- [ ] Build the crowd-variety reference board (licensed street-crowd photos plus AI proposals) and
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