Refit the tourist backpack and photo prop
Hide the tourist photo-pose bag outside camera poses, flatten the backpack straps onto the chest, rebuild the gear GLB/AO and publish the before/after NPC sheet.
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@@ -66,8 +66,10 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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crowd). It uses a fixed orbit camera, mid-grey studio backdrop, key/fill lights, no HUD/crowd/animation;
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raw frames stay in `tmp/`, and `tools/npc_baseline.py sheet` builds the committed
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`sheet_npc_baseline.jpg`. Criteria and measurements are in `docs/npc-visual-review.md`. The first
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ranked gaps are: tourist photo prop duplicates the backpack silhouette; shallow/faceted face;
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backpack straps read as rigid bars. No model/GLB changes were made in the baseline step.
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ranked gaps were: tourist photo prop duplicates the backpack silhouette; shallow/faceted face;
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backpack straps read as rigid bars. The tourist prop now hides outside photo/film poses and the
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backpack straps were refit as flat forward bands (GLB + AO rebuilt); the face remains P1. Before/
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after sheet: `sheet_npc_baseline_compare.jpg`.
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- **UI flow smoke (2026-11-02):** `smoke_ui_flows.gd` boots the real scene and
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exercises inspection allow/deny, normal vs emergency radio, Help filtering,
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wand allow/deny and review return-to-menu. Keep this smoke in the 0.9.6
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@@ -741,7 +743,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- Venue `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
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- Access loadout is implemented; do not re-fix `override_access` as if it were still unread.
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- `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`.
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- Headless suite is **261/261**; Python tooling is **99/99**; screenshot compare is **21 good / 0 bad** and the automatic judge is **21/21 match, 0 diff**. Remaining visual follow-ups are in `TODO.md`.
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- Headless suite is **262/262**; Python tooling is **99/99**; screenshot compare is **21 good / 0 bad** and the automatic judge is **21/21 match, 0 diff**. Remaining visual follow-ups are in `TODO.md`.
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- Typed spawn signal extra args: handlers must accept the 4th `event: Dictionary` or Godot will not call them (`test_shift_coordinator_runs_a_shift` failed until `_on_spawn` took four args).
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- GDScript inference trap that broke the main scene: a `var` typed as a base class
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(`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a
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