Pass the pre-build NPC review gate
- 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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@@ -7,7 +7,7 @@ see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these
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Baseline: **v0.9.1** (2026-11-02). Three playable venues, tutorial/campaign/checkpoint resume,
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difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete
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escalation/access/radio loop, shift review, the Blender asset library, 255 headless + 97 Python
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escalation/access/radio loop, shift review, the Blender asset library, 256 headless + 97 Python
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tests, a clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong
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release-candidate foundation, not yet a 1.0 product.
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@@ -44,44 +44,10 @@ release-candidate foundation, not yet a 1.0 product.
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| Documentation | Architecture/ADR/status/roadmap ownership established | Final README/changelog/status/TODO/smoke-checklist sign-off and known-limitations page | Docs drift at launch | 0.9.5 / 0.10.0 |
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| Post-launch | Stable 0.9 feature set | Live replay, more venues, VO/music, image-to-mesh props and seasonal content | Scope creep before launch | Post-1.0 |
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**Current priority:** map optimization is complete (moved to `DONE.md` on 2026-11-02);
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the active gate is the **pre-build NPC revisit**, then the postponed
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UI/NPC-detail/texture patches and integration/release-candidate work. No build or
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tag until the NPC gate is signed off.
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## Pre-build NPC revisit
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Goal: after the map work, review the NPC characters again in the final lighting, camera and
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venue composition before producing any build or tag. This is a gate, not a second full model
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redesign.
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### Final-context visual review
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- [ ] Capture all eight variants on the promoted Hollywood/Joke Shop maps at portrait, conversation
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and crowd distance in day and night lighting.
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- [ ] Re-check silhouette, face readability, hair, hands, gear fit and coat/dress hems against the
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final backgrounds; compare with the current portrait/gallery baseline.
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- [ ] Re-run the gear `fit` report and inspect any map/lighting-driven regressions (hood, helmet,
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sunglasses, bag, tank, hand items).
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### Targeted fixes and validation
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- [ ] Fix only the P0/P1 NPC visual issues found in the final-context review; avoid broad model
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reshapes without a new acceptance comparison.
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- [ ] Re-run character imports, pose/target/crowd tests, the 24-NPC budget smoke and portrait
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captures.
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- [ ] Run the screen-design/realism judge on the final-context captures and record accepted
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review verdicts.
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### Build gate
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- [ ] Do not run the release build, bump a release version or tag until the map exit criteria and
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this NPC revisit are both signed off.
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- [ ] Record the sign-off in `docs/development-status.md` and `MEMORY.md`, then hand off to the
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postponed integration/build milestone.
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**Exit:** the final maps and lighting still present the NPCs clearly; no untriaged NPC regression
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blocks a build.
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**Current priority:** map optimization and the **pre-build NPC revisit** are
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complete (both moved to `DONE.md` on 2026-11-02). The postponed 0.9.2/0.9.3/0.9.4
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UI, NPC-detail and texture patches, then 0.9.6 integration and the 0.10.0 release
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candidate, are next. No release build, version bump or tag has been produced.
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## Postponed — Patch 0.9.2 — Dialog, button and UI polish
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