Add eye whites and pupils to every base and archive the 0.9.9 milestone
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@@ -176,6 +176,11 @@ 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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**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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front of each. Both are fixed-colour (not tint slots), so they survive the role palettes.
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**Head gear fit.** Head gear is authored for the shipped Quaternius head:
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`HEAD_GEAR_SCALE = 0.64` (0.201 m base head against the 0.315 m procedural one) and
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`HEAD_GEAR_LIFT = 0.07` (its centre sits higher). The procedural fallback therefore wears slightly
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