Pass the pre-build NPC review gate
Full build / Import + headless tests (push) Successful in 34s
Full build / Full desktop build + optional release (push) Skipped

- Add a review harness that stages all eight library characters at portrait, conversation and crowd distance on both maps in day and night.
- Fix the final-context lanyard badge and firefighter helmet fit with runtime attach offsets; the asset-space gear contract is unchanged.
- Record the gate sign-off, refresh the gallery, and move the completed review to DONE.
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Gig Line Dev committed 2026-11-02 14:32:10 +01:00
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@@ -1624,3 +1624,39 @@ Completed: the venue menu now has Day and Night Hollywood rows; the night row ru
**Exit:** both promoted maps are audited, optimized and visually aligned with their reference sets, with day/night Hollywood variants exposed in the venue menu.
Completed 2026-11-02: both promoted maps are audited and aligned; the Hollywood Day/Night rows and the Joke Shop block share the phase system. Map 1 is 58,884 triangles / 409 meshes; Map 2 is 22,680 / 454. The map tests, screen captures and docs are green.
## Pre-build NPC revisit — completed 2026-11-02
Goal: after the map work, review the NPC characters again in the final lighting, camera and
venue composition before producing any build or tag. This is a gate, not a second full model
redesign.
### Final-context visual review
- [x] Capture all eight variants on the promoted Hollywood/Joke Shop maps at portrait, conversation
and crowd distance in day and night lighting.
- [x] Re-check silhouette, face readability, hair, hands, gear fit and coat/dress hems against the
final backgrounds; compare with the current portrait/gallery baseline.
- [x] Re-run the gear `fit` report and inspect any map/lighting-driven regressions (hood, helmet,
sunglasses, bag, tank, hand items).
### Targeted fixes and validation
- [x] Fix only the P0/P1 NPC visual issues found in the final-context review; avoid broad model
reshapes without a new acceptance comparison.
- [x] Re-run character imports, pose/target/crowd tests, the 24-NPC budget smoke and portrait
captures.
- [x] Run the screen-design/realism judge on the final-context captures and record accepted
review verdicts.
### Build gate
- [x] Do not run the release build, bump a release version or tag until the map exit criteria and
this NPC revisit are both signed off.
- [x] Record the sign-off in `docs/development-status.md` and `MEMORY.md`, then hand off to the
postponed integration/build milestone.
**Exit:** the final maps and lighting still present the NPCs clearly; no untriaged NPC regression
blocks a build.
Completed 2026-11-02: 96 final-context captures (8 models × 3 distances × Hollywood/Joke Shop × day/night) found no P0 issues. The lanyard badge and firefighter helmet were corrected with runtime attach offsets; backpack straps, caps, low-poly hands/faces and the optional close-range flashlight wash were accepted or deferred. The 24-NPC budget is 6.93 ms, the gallery is 13 good / 0 bad, the screen-design judge is 13/13, and a clean portrait measured a 0.732 vision gap against the photoreal concept. No build, version bump or tag was created.