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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@@ -129,7 +129,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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flat plane, so avoidance (not a baked mesh) routes guests around props. Placements live in
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`PROP_PLACEMENTS` with `placement_problems()` validation; variants come from `variant_for(index)`.
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`smoke_props.gd` must be windowed because the guard reads captured-mouse input.
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- **Blender asset library (v0.6.0, built + audited 2026-11-01, not integrated):**
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- **Blender asset library (v0.6.0, integrated 2026-11-01):**
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`tools/blender_assets.py` (`build`/`render` in Blender; `audit`/`sheet`/`list` stdlib) writes
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`assets/models/blender/{npc,npc_gear,props}/*.glb`, `manifest.json` (integration source of
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truth), sources in `assets/models/blender_src/` (`.gdignore`d), and review sheets
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@@ -143,6 +143,17 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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Fixed-colour detail materials carry a 4×4 texture because `_apply_outfit_materials()` sets
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`albedo_color = WHITE` on unknown slots. Cycles CPU render ≈ 3 s/asset; Godot import of the
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library is clean.
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**Integration:** `NpcAvatar.character_model_for()` selects a variant by role/seed; only the
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five contract slots are tinted (detail materials untouched; `npc_vest` keeps its fixed hivis
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vest, firefighter/guard get dark uniform tints). Gear is attached at head/back/chest/hand and
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falls back to primitives; `npc_hoodie` skips the extra hood gear. `WorldBuilder` prefers
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`assets/models/blender/props/` for the six replacements and the new street dressing, fits the
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same colliders/obstacles, and collects library emissives for `set_night_mode()`.
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`LIBRARY_TRIANGLE_BUDGET` = 60k (current ~27,986). Library props are excluded from
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`PROP_PLACEMENTS` only when they need dedicated slots (door/marquee/sedan/handrail/lantern).
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- **v0.6.0 remaining:** AO/ORM baking for the library props, higher-resolution environment
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textures with normal maps, the Forward+ desktop evaluation, then version 0.6.0 docs/release.
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Headless suite is 222/222 and Python tooling 68/68 after integration.
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- **Prop pipeline (done):** audit enforces 400 tris / 600 verts, ground contact, UV range, no
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degenerate tris, one material. `capture_prop_gallery.gd` writes `10-prop-gallery.png` (3x2 studio
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line-up, back row on a platform) and the `prop_gallery` catalogue entry compares it.
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