Add the hair part library and give the roster three silhouettes
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@@ -176,6 +176,12 @@ colour texture. The current `_apply_outfit_materials()` sets
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`albedo_color = WHITE` on any slot it does not recognise, and these keep their
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colour through that. When integrating, tint only the five contract slots.
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**Hair part library.** Each base ships one hair shell and the build reshapes it in place
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(`QUATERNIUS_HAIR_PARTS`): `short` is identity, `buzz` squashes toward the hairline, `long` stretches
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from the crown. The role picks the style through `CHARACTERS[...]["hair"]`, and the T-pose cache is
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keyed on it. `bald` is only allowed on the `casual` and `hoodie` bases, where the skin closes the
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skull; the modular Worker's head stops at the hairline, so removing its hair would open the crown.
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**Face detail.** None of the three Quaternius heads ships a mouth or eye whites, so the build adds
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both: `_add_quaternius_mouth()` places a lip block on the measured skin surface, and
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`_add_quaternius_eye_whites()` renames the eye quads to `sclera` and adds a shrunken `pupil` copy in
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