Roll out seven modular outfit bases: eleven distinct outfits across twelve roles
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@@ -130,6 +130,11 @@ canonical implemented-features list in `docs/development-status.md`.
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gear library. The procedural library + MakeHuman head stay in the tree as the tested fallback
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(`build --source procedural`), not in the shipped roster. Silhouette variety is the known
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regression — three meshes for twelve roles — and the modular part library is the `0.9.10` fix.
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- **Roster is eleven outfits over twelve roles (2026-11-06):** hoodie, Casual, Worker, Suit,
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Adventurer, Beach, Casual_2, Farmer, King, Punk (Swat is intaken but unused — it faces Godot −Z and
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every yaw attempt broke the skin). Per-family slot maps live in `QUATERNIUS_SOURCES`; a family
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that cannot paint a slot (Farmer has no hair) gets `patch_slots`, which buries a 4 cm triangle so
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the material survives the export and the contract holds.
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- **FBX modular parts need five fixes before they are a base (2026-11-06):** (1) every FBX file
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carries its own armature — keep one and repoint the meshes; (2) FBX adds `_end` leaf bones and a
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`neutral_bone` root, and **Godot refuses the GLB entirely** (`resource_format_binary` / missing
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