Roll out seven modular outfit bases: eleven distinct outfits across twelve roles
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@@ -310,6 +310,30 @@ The pack itself is never committed. Only the composed bases are, with their SHA-
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| Base | Source family | SHA-256 | Used by |
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| --- | --- | --- | --- |
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| `Suit.glb` | Suit | `674f2a63…` | `npc_coat` |
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| `Adventurer.glb` | Adventurer | `062caf69…` | `npc_crowd_c` |
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| `Beach.glb` | Beach | `81c69837…` | `npc_crowd_a` |
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| `Casual_2.glb` | Casual_2 | `fe4edb73…` | `npc_jacket` |
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| `Farmer.glb` | Farmer | `b9b67058…` | `npc_crowd_b` (hair slot patched) |
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| `King.glb` | King | `85aae2a0…` | `npc_dress` |
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| `Punk.glb` | Punk | `56993274…` | `npc_hoodie` (the mohawk is the `Red` material) |
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| `Swat.glb` | Swat | `43659684…` | **not used** — authored facing the other way; see below |
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The roster therefore runs **eleven distinct outfits across twelve roles** (the worker base serves
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`npc_vest`, `npc_firefighter`, `npc_guard` and `npc_crowd_d`).
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### Open: the Swat base faces backwards
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`Swat.glb` is authored facing Godot −Z. Rotating the exported base about world Z rotates the skin
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with the armature node and the character renders headless, and rotating the mesh as well collapses
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it into a spike; the reliable fix is to yaw the four FBX parts *before* the join and re-bake. Until
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then `npc_guard` stays on the worker base.
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### Slots a family cannot paint
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`Farmer` has no hair shell and `Swat`/`SpaceSuit` have neither hair nor skin. The audit and the
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runtime both need the five slots as *used* materials, so `patch_slots` buries a 4 cm triangle
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inside the skull or the pelvis for each missing slot (`_patch_missing_slots`). It is invisible, it
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keeps the material in the export, and it means a helmeted head still satisfies the contract.
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## Contract mismatch
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