Commit Graph
4 Commits
Author SHA1 Message Date
zwitschi a290fe83c8 Lift and scale head gear for the Quaternius head so the cap stops reading as a visor
Full build / Import + headless tests (push) Successful in 43s
Full build / Full desktop build + optional release (push) Skipped
2026-11-06 15:00:43 +01:00
zwitschi a6ccd86f85 Swap the full 12-character roster onto the CC0 Quaternius bases
Full build / Import + headless tests (push) Successful in 40s
Full build / Full desktop build + optional release (push) Skipped
2026-11-06 13:56:30 +01:00
zwitschi bbf4693475 Narrow the sunglasses and fix portrait-type parsing
Move the hinges to +/-0.075 (0.035 box), arms to +/-0.098, and lenses to a
0.024 m radius while keeping the lens plane in front of the eyes. Rebuild the
GLB and AO; fit now measures 0.202 m total width (0.64x head). capture_realism
now parses the documented --portrait-type option instead of ignoring it.
Python tooling 87/87; headless 228/228.
2026-11-01 17:56:10 +01:00
zwitschi d513e0b82c Stage the Blender character/gear/prop library
Commit the finished generator output from the parallel Blender pass:
8 skinned NPC variants, 18 gear pieces, and 20 props under
assets/models/blender/, editable sources (gdignored), manifest, review sheets,
and the integration notes in docs/blender-assets.md.

- audit: all 46 assets clean (characters 3,788-4,640 tris, under 6000/4000)
- tests: Python manifest/audit contract and Godot import/bone/slot/ground checks
- docs: README library section, architecture/plan references, TODO Phase 3.5
  status, MEMORY integration rules
- .gitignore: per-asset preview PNGs, extracted GLB textures, blend1 backups

Nothing in the game loads the library yet; integration follows." && git log --oneline -1
2026-11-01 14:33:30 +01:00