Raise character limits and document optional Blender MCP
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@@ -58,9 +58,15 @@ canonical implemented-features list in `docs/development-status.md`.
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36 venue/difficulty/phase cells, seeds 1–100, and access/emergency error rates. Gotcha:
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`_read_npc_truth()` is type-derived, not behaviour-derived; the emergency-fairness review must
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account for that oracle mismatch.
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- **Character mesh cap:** eight library variants use 8,000 tris / 8,000 glTF vertices
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(`CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in `tools/blender_assets.py`); the frozen `npc_base` fallback
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keeps 6,000/4,000. Measure after any geometry change; never silently lower the cap back to 5,000.
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- **Blender MCP is optional (2026-11-04):** setup and safe part workflow are in
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`docs/blender-mcp.md`. The headless flatpak scripts remain authoritative; MCP is
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never a build/CI/test/runtime dependency, and anything MCP touched must pass the
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CLI audit/fit gates.
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- **Character mesh cap (2026-11-04):** all characters use 16,000 tris / 16,000 glTF vertices
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(`CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in `tools/blender_assets.py`; `npc_pipeline.MAX_TRIANGLES`/
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`MAX_VERTICES`). The required 13 core bones stay, optional extra bones are allowed, and the
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low-poly `npc_base` fallback remains the shipped fallback. Measure the 24-NPC/Web budget after
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any geometry change; never silently lower the cap without a new decision.
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- **Engine baseline:** Godot 4.7.2 stable (official editor `~/.local/bin/godot`). The system's
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`godot-runner` cannot load arbitrary project paths (compiled without path overrides); use the
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official editor binary.
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