Integrate the Blender character, gear and prop library
NpcAvatar - select one of 8 library character variants by role/seed (with npc_base and the procedural rig as fallbacks), keep Rig/Head and the existing bone animation - tint only skin/cloth/pants/accessory/hair; fixed detail materials keep their colour, npc_vest keeps its hi-vis vest, firefighter/guard use dark uniform tints - attach caps, hoods, helmets, backpacks, SCBA tanks, lanyards and hand items at the documented head/back/chest/hand points (primitive fallbacks retained) WorldBuilder - prefer assets/models/blender/props/ for the six replacements and the new street dressing (street lamp/tree, palms, planters, A-frame, cone, barrier, stanchion, podium, handrail, wall lantern, double door, marquee, sedan) - fit the same colliders/navigation obstacles and keep the placement validator; collect library emissives (bulbs, marquee face, wall lanterns, door LED, sedan lights) for set_night_mode() - add a library triangle counter + 60k budget check (current ~27,986); toggle prop gallery to the library models; fix the marquee label placement Tests/smoke - character selection/gear attach/fixed-material tint tests; library prop load, emissive and triangle-budget tests; smoke_props routes a guest around a stanchion in open sidewalk (the old bench route is now crowded by trees) - headless 222/222, Python 68/68, all smokes pass, compare 11 good / 0 bad Docs: TODO Phase 3.5 moved to DONE, README/architecture/blender-assets/plan describe the integrated runtime, MEMORY records the integration rules.
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@@ -830,3 +830,33 @@ Completed 2026-11-01 (post-v0.5.0, pre-v0.6.0). Headless suite **209/209**.
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`-basis.z`), so noticed NPCs still look at the guard with the fixed facing.
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- [x] Added `test_yaw_faces_the_movement_direction`; recaptured the targeting screenshot to
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confirm NPCs now show their back only when walking away.
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## Blender Asset Library Integration
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Completed 2026-11-01 (v0.6.0 work). Headless **222/222**, Python **68/68**, all windowed/headless
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smokes pass, `compare` **11 good / 0 bad**. AO/ORM baking remains in Phase 4.
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- [x] Committed the audited library (8 characters, 18 gear, 20 props), generator, `.blend`
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sources, manifest, review sheets, and integration notes.
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- [x] `NpcAvatar` selects a character variant by role/seed (`npc_casual`, `npc_jacket`,
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`npc_coat`, `npc_vest`, `npc_dress`, `npc_hoodie`, `npc_firefighter`) with `npc_base` and
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the procedural rig as fallbacks; the choice is recorded in `character_model`.
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- [x] Only the five contract slots (`skin`, `cloth`, `pants`, `accessory`, `hair`) are tinted;
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fixed detail materials keep their authored colour. `npc_vest` keeps its fixed hi-vis vest,
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and firefighter/guard use dark uniform tints.
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- [x] Library gear replaces the procedural accessories and hand items at the documented
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`head` / `back` / `chest` / `hand` attach points (cap, hood, helmet, backpack, SCBA tank,
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lanyard, phone, cup, clipboard, umbrella, camera, sign, flashlight, wand, radio), with the
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primitive path retained as fallback.
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- [x] `WorldBuilder` loads the Blender replacements (`bollard`, `bench`, `trash_bin`,
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`planter_box`, `newspaper_box`, `fire_hydrant`, `street_lamp`, `street_tree`,
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`traffic_cone`) and places the new dressing (`palm_tree`, `round_planter`, `a_frame_sign`,
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`crowd_barrier`, `stanchion`, `security_podium`, `handrail`,
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`double_door`, `marquee`, `sedan`, `wall_lantern`) with colliders/avoidance and placement
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validation.
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- [x] Library emissive surfaces (lamp bulbs, marquee bulbs/sign face, wall lanterns, door LED,
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sedan lights) are collected and driven by `set_night_mode()`.
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- [x] Added a library triangle counter and 60k triangle budget check; the current set is
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~27,986 triangles. NPC budget smoke: 16 avatars = 112 meshes at ~6.9 ms.
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- [x] Recaptured the README/catalogue screenshots (including the prop gallery from the library
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models) and fixed the marquee text placement.
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