Stage the Blender character/gear/prop library
Commit the finished generator output from the parallel Blender pass: 8 skinned NPC variants, 18 gear pieces, and 20 props under assets/models/blender/, editable sources (gdignored), manifest, review sheets, and the integration notes in docs/blender-assets.md. - audit: all 46 assets clean (characters 3,788-4,640 tris, under 6000/4000) - tests: Python manifest/audit contract and Godot import/bone/slot/ground checks - docs: README library section, architecture/plan references, TODO Phase 3.5 status, MEMORY integration rules - .gitignore: per-asset preview PNGs, extracted GLB textures, blend1 backups Nothing in the game loads the library yet; integration follows." && git log --oneline -1
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@@ -413,7 +413,7 @@ existing AI tools remain the source of art direction for fabric textures, palett
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screen-design compare/judge gate.
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The library targets 8 character variants (casual, jacket, coat, vest, dress, hoodie, firefighter,
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guard), 18 gear pieces, and 22 props — including replacements for the current generated street
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guard), 18 gear pieces, and 20 props — including replacements for the current generated street
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furniture, lamps, trees, doors, marquee, and a venue car. Integration must preserve the
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`Rig/Head` focus anchor, seed-driven outfit determinism, collider/navigation footprints, and the
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frame budget measured by `smoke_npc_budget.gd`. See
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