Bake library AO and lift environment textures
Phase 4 of the v0.6.0 graphics plan: - tools/bake_ao.py bakes 256² AO maps for every Blender character/gear/prop (Cycles, existing UVs) next to each GLB; Materials.apply_ao() wires the red channel into character slots, gear, and props. Compatibility has no SSAO. - Regenerated brick/concrete/asphalt at 1024² with OpenRouter, derived tangent normal maps via tools/make_normal_maps.py, and wired them through SurfaceMaterials.textured() without changing UV scales. - Evaluated Forward+: boots on desktop Vulkan, but the renderer is project-wide and Web must stay GL Compatibility; v0.6.0 keeps Compatibility (decision in MEMORY/plan). A desktop-only override is deferred. - Recaptured screenshots; compare 11 good / 0 bad. Fixed marquee text alignment. - Tests: baked AO maps exist for all 46 assets; prop/character AO material checks; headless 222/222, Python 69/69, all smokes pass. - Version 0.6.0; ADR-0013 accepted; README/architecture/blender-assets/plan and TODO/DONE updated.
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@@ -229,8 +229,14 @@ func test_skinned_outfit_tints_the_material_slots() -> bool:
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var a := TestUtils.check(found == 5, "five material slots stay separate")
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var b := TestUtils.check(tinted == found, "every slot carries the outfit tint")
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var c := TestUtils.check(outfit["shirt"] != Color.WHITE, "seed gives a non-white outfit")
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var ao_ok := false
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for index in mi.mesh.get_surface_count():
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var material := mi.get_surface_override_material(index) as StandardMaterial3D
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if material != null and material.ao_enabled and material.ao_texture != null:
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ao_ok = true
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var d := TestUtils.check(ao_ok, "character slots carry the baked AO map")
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avatar.free()
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return a and b and c
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return a and b and c and d
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func test_forced_fallback_still_builds_the_procedural_rig() -> bool:
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var profile := NpcProfile.new()
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