Close and archive the 0.9.9 milestone, record that the upstream clips stay unused, and harden the fallback test
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@@ -36,8 +36,10 @@ option 2). The mesh is not proportion-warped: it keeps its source LOD (3,199 wel
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- `NpcAvatar` maps the Quaternius joint names instead of the 13-core names.
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- Gear attach points are re-derived from the Quaternius skeleton (hip ≈0.87, shoulder ≈0.148/1.39,
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wrist ≈0.99, knee ≈0.52).
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- The Quaternius Idle and Walk clips are used directly — they are authored for the 62-joint rig,
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so no retargeting pass is needed. Combat/gun/sword clips stay unused.
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- The 24 upstream clips ship as authoring reference only and are **not played at runtime**.
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`NpcAvatar._animate()` drives the proxy pivots and `_sync_skeleton()` writes the bone poses, which
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is what the FSM already needed for sitting, raising a hand and turning the head. Playing the clips
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would replace that state machine rather than supplement it; revisiting this needs its own ADR.
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Option 1 (keep the 13-core names with Quaternius rest positions) is rejected in favour of the
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full source rig.
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@@ -28,8 +28,9 @@ and the active order/gaps in [`TODO.md`](../TODO.md).
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`npc_proportions.py` pass for the committed library.
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- 24-NPC smoke: 168 meshes, 152,464 triangles, 6.94 ms (50 ms budget).
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- Screenshot gate: 21 good / 0 bad; screen-design judge 21/21 match.
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- Release baseline: v0.9.8 is published; the 0.10.0 release candidate remains
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gated on external playtest, legal/storefront, signing and platform-matrix work.
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- Release baseline: **v0.9.9** is published (Quaternius roster, accepted by the owner on
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2026-11-06); the 0.10.0 release candidate remains gated on external playtest, legal/storefront,
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signing and platform-matrix work.
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## Known gaps
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