Wire the skinned model from ADR-0013 into NpcAvatar:
- _build_skinned_body() instantiates the imported npc_base.glb, binds the 14
armature bones, and keeps the procedural _build_body() as the offline
fallback (use_skinned_model can force it in tests)
- outfit_for()/layer_for() tint the five material slots through the new
SurfaceMaterials.npc_slot(); accessories and hand items attach under Rig/Head
- the existing limb pivots (Hip/Knee/Shoulder/Elbow/Hand + Head marker) keep the
old animation math; _sync_skeleton() copies their rotations to bones. Bone
pose rotation is absolute local orientation, so it is composed with the rest
basis (otherwise the whole body snaps into a broken pose)
- skinned rigs scale uniformly (non-uniform parent scale shears the skin) and
keep Rig/Head for the focus cone, nametag, and reaction tag
- commit the editable npc_base.blend plus a .gdignore: Godot's editor otherwise
tries to import the blend and hangs during --import
- npc_pipeline audit tests (contract, textures, clean GLB, committed source)
Verification: headless 212/212, Python tooling 60/60, NPC budget 16 avatars =
144 meshes at ~6.9 ms, movement/focus/props smokes pass, compare 11 good / 0 bad.
TODO Phases 0-3 checked; environment lift and release remain.
asset_pipeline generate gains --variants N (saved as <stem>-1..N.png). .gitignore now excludes assets/models/concepts, assets/models/npc, assets/textures/npc/ai, and raw assets/textures/ai outputs; only game_ready and the game-facing NPC maps/models stay tracked.
- Mark cache-timeout fix verified (run 1090: zero CacheService lines,
54/54 tests, job succeeded)
- Ignore .gitea/logs/ (runner writes logs into the checkout)
- Leave collaborator's radio-easter-egg changes in the working tree
(strings.en.json, game_manager.gd) uncommitted for review
- Fix LATE shift phase (start 700s) so the violent-threat event is reachable
- Add PROTESTER archetype (rules, profile, colors, events in public venues)
- Add CALL_SOMEONE reaction (FSM -> ARGUING, influencer/trespasser/protester weights)
- Door lock: DoorState core class, L binding, red/green visual indicator,
locked doors thwart FORCE_ENTRY
- Flashlight: G binding, SpotLight3D, perception radius bonus at evening/late
- Persistence: save shift results via Save autoload, history + best score on
review screen, round-trip test
- Navigation: flat NavigationRegion3D navmesh, NavigationAgent3D path following
with direct-movement fallback; steps made visual-only so NPCs reach entrance
- Localization: strings moved to content/strings.en.json (loader keeps
lookup/fmt signatures; coverage test over all keys)
- Distribution: export_presets.cfg (Linux/Windows/macOS), tools/build_releases.sh,
docs/RELEASING.md, prominent README Downloads section
- Remove stale signal_bus.gd (invalid static-signal experiment)
- Tests: 53 passing across 9 suites