Consolidate architecture docs and add the v1.0.0 roadmap
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Make architecture the canonical system/data-flow source, add explicit
documentation ownership and consolidation rules, and mark the old graphics plan
historical. Fix stale README/status/Blender/release claims. Add a full gap
register and milestone roadmap from v0.8 through v1.0.0, including onboarding,
content depth, accessibility/localization, performance, release/legal blockers
and non-blocking future ideas.
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zwitschi committed 2026-11-01 20:04:47 +01:00
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# Blender asset library
Architecture context: the asset contracts and fallback path are summarized in
[`architecture.md`](architecture.md#content-and-asset-pipeline-architecture).
Status: built, audited, and integrated (2026-11-01). `NpcAvatar` selects the
character variants and attaches the gear; `WorldBuilder` loads the prop library
with colliders and phase-driven emissives. See the Phase 3.5 integration in
@@ -159,10 +162,10 @@ exactly these points, which gives a quick visual check of the convention.
| `marquee` | the procedural marquee | 6 m canopy and sign box; emissive `bulb` + `sign_face`. Overlay the text with the existing `Label3D` |
| `sedan` | new (studio arrival) | 4.6 m; emissive `headlight`, red tail lamps |
Props use plain PBR factors (base colour, roughness, metallic, emission) and
have no textures. They are not yet AO-baked; that is still a Phase 4 task.
Emissive materials are always on in the GLB. The integration should tie them to
`WorldBuilder.set_night_mode()`.
Props use plain PBR factors (base colour, roughness, metallic, emission) plus
the committed 256² baked AO maps (`<name>_ao.png`) wired by `WorldBuilder`;
emissive materials are tied to `WorldBuilder.set_night_mode()`. Characters
carry baked AO and the shared neutral material maps described above.
## Checks