Clear the firefighter helmet brim from the brow
The face pass added a brow ridge; lift the helmet mesh 2 cm so the brim sits above the eyes. Cap and hood were rendered on their characters and leave the brow/ears and face readable. Rebuild and re-bake the helmet; Python 87/87.
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@@ -25,8 +25,11 @@ live in `tools/blender_assets.py` (`_build_gear()`), the contract in `docs/blend
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moved it outboard (centre x=0.292); the body's inner face is now 0.262 m, clearing the coat
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(0.225) by 0.037 m and the dress (0.260) by 0.002 m. The strap's lower attach points sit on
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the same outboard line. `fit` now measures the bag body separately from the torso strap.
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- [ ] Same pass for `cap`/`beanie`/`hood`/`firefighter_helmet`: they must not clip the new
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brow/ear geometry, and `hood` must still leave the face readable for hoodie avatars.
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- [x] Same pass for `cap`/`beanie`/`hood`/`firefighter_helmet`: rendered the cap (vest), hood
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(hoodie), and firefighter helmet on their characters. Cap and hood clear the brow/ears and
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the hood leaves the face readable; the helmet brim sat on the brow, so the whole helmet was
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lifted 2 cm and rebuilt/re-baked. Beanie uses the same capped-shell sizing as the cap and is
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currently unused; it is covered by the upcoming headgear regression check.
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- [ ] Rebuild the gear (`build`) and re-bake AO (`tools/bake_ao.py`), then
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`godot --headless --path . --import`.
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- [ ] Add a regression test: `tools/test_blender_assets.py` checks the glasses width against the
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