Raise the character mesh budget to 8000
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@@ -48,12 +48,13 @@ MANIFEST = OUT_DIR / "manifest.json"
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SLOTS = ["skin", "cloth", "pants", "accessory", "hair"]
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BONES = ["Head", "HipL", "HipR", "KneeL", "KneeR", "ShoulderL", "ShoulderR",
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"ElbowL", "ElbowR", "HandL", "HandR"]
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CHAR_MAX_TRIS = 6000
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# Raised from 4000 to 5000 for the 2026-11-01 face/hand detail pass. The glTF
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# vertex count is after UV-seam splits, so the extra eyes, lids, cheeks, nose and
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# fingers cost ~700 verts per variant; `smoke_npc_budget.gd` measured 16 avatars at
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# ~6.9 ms (budget 50 ms), and each avatar is still a single skinned mesh.
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CHAR_MAX_VERTS = 5000
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# The eight library variants may use more geometry than the frozen npc_base
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# fallback (6000 tris / 4000 verts). Raised to 8000/8000 on 2026-11-02 so the
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# remaining face, hand-grip and clothing work is not forced to replace detail.
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# The glTF vertex count is after UV-seam splits; each avatar is still one
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# skinned mesh, and `smoke_npc_budget.gd` must confirm the 24-NPC frame time.
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CHAR_MAX_TRIS = 8000
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CHAR_MAX_VERTS = 8000
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GEAR_MAX_TRIS = 1500
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PROP_MAX_TRIS = 4000
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