Raise the NPC character budget to 24k and refine the prototype neck
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@@ -1,6 +1,6 @@
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---
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name: gig-line-blender-asset-contract
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description: Use when adding, rebuilding, auditing or fixing any Gig Line Blender-authored character, NPC base, gear, prop or venue geometry. Covers the required 13 core bones (optional extra bones allowed), five tint slots, 16,000/16,000 character budgets, gear attach space, 256² texture/AO rules, headless flatpak Blender commands, optional MCP guidance, and the inspect/audit/fit/proportion/capture gates. Do not use for pure GDScript/UI work or release publishing.
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description: Use when adding, rebuilding, auditing or fixing any Gig Line Blender-authored character, NPC base, gear, prop or venue geometry. Covers the required 13 core bones (optional extra bones allowed), five tint slots, 24,000/24,000 character budgets, gear attach space, 256² texture/AO rules, headless flatpak Blender commands, optional MCP guidance, and the inspect/audit/fit/proportion/capture gates. Do not use for pure GDScript/UI work or release publishing.
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compatibility: Gig Line repository checkout. Godot 4.7.2 on PATH; Blender 5.2 LTS via the org.blender.Blender flatpak for build/bake/render. Audit, fit, inspect and proportion checks are stdlib-only.
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metadata:
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project: Gig Line
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@@ -51,8 +51,8 @@ and resolve the source of truth before editing assets.
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| Bones | The 13 required core bones: `Head`, `HipL/R`, `KneeL/R`, `ShoulderL/R`, `ElbowL/R`, `HandL/R`, `Spine`, `Neck`. Optional extra bones (fingers, face, toes) are allowed; they must not move the core rest positions or break animation proxies. |
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| Tint slots | `skin`, `cloth`, `pants`, `accessory`, `hair`. |
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| Orientation | Front is Blender −Y / Godot +Z; feet grounded near y = 0; metres. |
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| Character budget | **16,000 triangles / 16,000 glTF vertices** per character (`CHAR_MAX_TRIS`/`CHAR_MAX_VERTS`). |
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| Frozen fallback | `npc_base` remains the low-poly fallback; it shares the 16,000/16,000 cap but is not required to use it. Do not silently lower the cap. |
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| Character budget | **24,000 triangles / 24,000 glTF vertices** per character (`CHAR_MAX_TRIS`/`CHAR_MAX_VERTS`). |
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| Frozen fallback | `npc_base` remains the low-poly fallback; it shares the 24,000/24,000 cap but is not required to use it. Do not silently lower the cap. |
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| Gear budget | **1,500 triangles** per gear piece; authored in attach-point space. |
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| Prop budget | **4,000 triangles** per prop. |
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| Gear attach | Use the catalogued attach points; verify with `fit`. Runtime `GEAR_OFFSETS` (lanyard forward, firefighter helmet up) and `HAND_ITEM_FORWARD` are intentional, not asset-contract changes. |
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@@ -167,7 +167,7 @@ At minimum:
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- `npc_proportions.py` passes the stylized guide.
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- `npc_pipeline.py audit` passes if the base/textures changed.
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- texel density is inside the authored/fabric bands.
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- No character exceeds 16,000/16,000; gear/prop caps hold.
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- No character exceeds 24,000/24,000; gear/prop caps hold.
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- 24-NPC budget and Web/Compatibility path remain green.
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- Contract tests, headless suite, capture gates and docs check pass.
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- The diff contains only the intended assets, tools, tests and docs.
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@@ -59,7 +59,7 @@ skin, cloth, pants, accessory, hair
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| Asset | Limit |
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| --- | --- |
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| Character (library and base fallback) | 16,000 triangles / 16,000 glTF vertices |
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| Character (library and base fallback) | 24,000 triangles / 24,000 glTF vertices |
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| Gear piece | 1,500 triangles |
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| Prop | 4,000 triangles |
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| Library prop/venue total | must stay inside the venue tests and library budget |
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