Add eye whites and pupils to every base and archive the 0.9.9 milestone
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@@ -157,6 +157,10 @@ canonical implemented-features list in `docs/development-status.md`.
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donor material renamed to the freed name lands as `Eye.001` and every `m.name == "Eye"` rule
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silently misses it. Purge the datablocks (`bpy.data.materials.remove(m)` when `m.users == 0`) or
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match on `_base_name()`.
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- **A duplicated detail face has to be offset along its own normal.** Copying the eye quad into a
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pupil and nudging it in world `-Y` vanished: the eye plane is tilted, so the "front" nudge went
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backwards and the pupil sat inside the sclera. Offsetting along `face.normal * 0.0032` fixed it.
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Also scale the depth axis when shrinking a copy, or it flattens onto the parent plane.
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- **Blender node colours are linear; Godot tonemaps them.** A mouth lip at `0.16` linear rendered as
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salmon/mauve. Divide by roughly 3–4 versus the intended sRGB value: the hair uses 0.027 linear,
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the lip 0.055/0.018/0.02.
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