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zwitschi b3acf370fc Mark the roster build done and record the release-size follow-up
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2026-11-06 13:59:28 +01:00
zwitschi 04d211b90b Release 0.9.9: full Quaternius roster, docs, changelog, version, slimmer export filters and checksums
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2026-11-06 13:59:23 +01:00
zwitschi a6ccd86f85 Swap the full 12-character roster onto the CC0 Quaternius bases
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2026-11-06 13:56:30 +01:00
zwitschi 1ce173e9d1 Record the Quaternius pilot bake, measurements and face-gate decision point in the docs
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2026-11-06 13:45:05 +01:00
zwitschi 90f189a269 Add the Quaternius face/silhouette gate sheet and record the geometry measurements
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2026-11-06 13:44:46 +01:00
zwitschi fb3e75aba3 Refit the backpack straps for both torsos (ADR-0018)
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2026-11-06 13:43:52 +01:00
zwitschi cd285b3a39 Ship the Quaternius npc_casual pilot base: rig-agnostic pose sync, five tint slots, unwrapped UVs and wrist-strap camera
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2026-11-06 13:42:37 +01:00
zwitschi 68f49253fe Record the Quaternius pilot fixes and remaining 0.9.9 work in MEMORY.md
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2026-11-06 13:19:42 +01:00
zwitschi b012c6a675 Record the Quaternius bake/pose-sync progress
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2026-11-06 12:17:30 +01:00
zwitschi 2a6f29f5d0 Fix the Quaternius side swap, arm swing axis, and hand-proxy position (backward-compatible)
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2026-11-06 12:17:18 +01:00
zwitschi bb54ef3eec Record the canonical-base and arm-down-bake findings precisely
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2026-11-06 10:33:52 +01:00
zwitschi 11f53f66a3 Record the two skinning root causes: weld corrupts weights, bake needs head/tail plus roll
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2026-11-06 10:26:56 +01:00
zwitschi 9b65a93587 Narrow the Godot skinning blocker to the importer's rotated bind_pose
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2026-11-06 10:13:32 +01:00
zwitschi 56a14747d4 Record the pose-composition fix and the remaining Godot skinning-import blocker
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2026-11-06 10:00:07 +01:00
zwitschi 8b1bf736af Correct the pose composition for a non-180° rest (rest-relative swing axis), backward-compatible with the 13-core fallback
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2026-11-06 09:57:27 +01:00
zwitschi f121167e52 Record the arm-down bake fix and the remaining non-180° rest pose-composition task
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2026-11-06 09:52:13 +01:00
zwitschi 140a7ada0f Plan the 0.9.9-1.0.0 roadmap and re-evaluate the NPC base
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Move the gap analysis and risks into PLAN.md, version the character track
(0.9.9 rig correction, 0.9.10 roster) and split 0.9.11-0.9.12 polish and
verification out of the old 0.10.0 milestone. Add roadmaps to 0.10.0, 0.11.0
and 1.0.0, record the Quaternius face-fidelity gate and the rest-relative
pose finding in MEMORY.md, and move the completed 0.9.7 and pose-harness
sections to DONE.md.
2026-11-06 09:40:28 +01:00
zwitschi 5508f5510f Record the Quaternius pose-sync blockers (GLB skinning + non-180° rest pose formula)
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2026-11-06 09:25:45 +01:00
zwitschi 7baa2c4f54 Record the Quaternius pose-sync finding (swing axis needs per-bone calibration)
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2026-11-06 08:35:29 +01:00
zwitschi 0cd12af994 Fix proxy pivot derivation to use global rest (local rest was misplacing the Quaternius joints)
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2026-11-06 08:35:14 +01:00
zwitschi 271f10ac4d Map NpcAvatar bone sync and proxy pivots to the Quaternius 62-joint names with old-rig fallback
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2026-11-06 07:38:39 +01:00
zwitschi e2f52fbfd1 Accept ADR-0018 option 2: adopt the Quaternius 62-joint rig at runtime
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2026-11-05 21:39:38 +01:00
zwitschi f5fa321a8f Draft ADR-0018 (Stage 2 runtime rig) and mark the remaining contract-bake items blocked
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2026-11-05 21:38:26 +01:00
zwitschi a2ae9e03c3 Bake the rest pose, warp to the contract, and record the failing silhouette gate
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2026-11-05 21:01:26 +01:00
zwitschi cff3937c16 Mark the 62-to-13 joint map complete
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2026-11-05 20:49:05 +01:00
zwitschi 1ed9e05d9b Author the 62-to-13 joint map and align the AGENTS.md contract with the Quaternius base
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2026-11-05 20:48:55 +01:00
zwitschi 8c69f367b0 Record the owner directive: keep Quaternius at source detail during the contract bake
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2026-11-05 20:47:08 +01:00
zwitschi 2a7921bae6 Build and document the canonical quaternius_base.glb (welded, skinned, 62-joint, 1.81m)
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2026-11-05 20:43:50 +01:00
zwitschi b419923637 Decide the Quaternius outfit scope: three full GLBs first, modular builder as the role fallback
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2026-11-05 20:41:23 +01:00
zwitschi c7fd4b59cc Inventory the Quaternius GLBs: meshes, 62 joints, 24 clips and the material-slot map
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2026-11-05 20:40:59 +01:00
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@@ -90,12 +90,16 @@ specialists the task needs:
### Project rules that override a skill
1. **The project contract wins.** `npc_base` mesh node, the 13 required core bones at their rest
positions, five tint slots, front on Blender −Y / Godot +Z, grounded feet, 24,000
triangles / 24,000 glTF vertices per character, 1,500 per gear, 4,000 per prop. Optional
extra bones (fingers, face, toes) are allowed if they do not move the core rest positions. A skill
may recommend another topology, naming or budget scheme; do not adopt it unless the
change is explicitly planned and the contract, tests and docs are updated together.
1. **The project contract wins.** `npc_base` mesh node, five tint slots, front on Blender −Y /
Godot +Z, grounded feet, 24,000 triangles / 24,000 glTF vertices per character, 1,500 per
gear, 4,000 per prop. The shipped procedural library uses the 13 required core bones at their
rest positions; optional extra bones (fingers, face, toes) are allowed if they do not move the
core rest positions. The one documented exception is the accepted Quaternius runtime path
([ADR-0018](docs/adr/0018-quaternius-stage2-runtime-rig.md)): it keeps the 62-joint source rig
at runtime while the 0.9.9 face/silhouette gate is open, and it must still supply the five tint
slots, valid gear attach points and the same budgets. Both paths stay tested until that gate
closes. A skill may recommend another topology, naming or budget scheme; do not adopt it unless
the change is explicitly planned and the contract, tests and docs are updated together.
2. **Blender MCP is optional interactive tooling.** The headless flatpak scripts
(`tools/blender_assets.py`, `tools/npc_pipeline.py`) remain authoritative. MCP may be used
for local part exploration; setup and safety are in [`docs/asset-tooling.md#optional-interactive-blender-mcp`](docs/asset-tooling.md#optional-interactive-blender-mcp).
@@ -104,8 +108,9 @@ specialists the task needs:
3. **CI stays offline and skill-free.** Skills are local guidance only; every gate must still
work from a fresh checkout with committed `.glb`/`.png`/`.tres` files and Godot.
4. **No new asset source without the licence gate.** Skills may suggest reference packs or
generated meshes; ADR-0015 (CC0, or CC-BY with attribution in `CREDITS.md`) and the
provenance rules in `docs/npc-model-sourcing.md` still apply.
generated meshes; ADR-0017 (the CC0 Quaternius NPC base) supersedes the generator-first
decision in ADR-0015, and the CC0/CC-BY rule in ADR-0015 (attribution in `CREDITS.md`) plus
the provenance rules in `docs/npc-model-sourcing.md` still apply to any new source.
5. **Evidence, not vibes.** After a skill-informed change, run `blender_assets.py inspect`,
`audit` and `fit` plus the relevant capture/smoke gates, and say in the handoff which
skills informed the change and what the measurements were.
+24 -2
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@@ -6,11 +6,33 @@ Semantic Versioning.
## [Unreleased]
## [0.9.9] — 2026-11-06
### Changed
- Raised the character mesh budget from 16,000 to 24,000 triangles and glTF
vertices so the Quaternius NPC base, the five-slot clothing variants and the
retargeted animation can fit without heavy decimation. Gear and prop budgets are unchanged.
vertices so the Quaternius base and the role-dressed variants fit without
heavy decimation. Gear and prop budgets are unchanged.
- Replaced the whole NPC roster with the CC0 Quaternius characters. All twelve
characters (tourist, jacket, coat, vest, dress, hoodie, firefighter, guard and
the four crowd variants) now use one of three source outfits — casual tee,
hoodie or work clothes — dressed by role with the five tint slots and the gear
library. The procedural library and the MakeHuman head remain in the build as
the fallback.
- Characters stand with their arms down instead of a T/A pose, and the seated,
idle and walking poses swing from the shoulder and hip the way the animation
code intends on the new skeleton.
- Head gear (cap, hood, sunglasses, firefighter helmet) and the camera were
resized for the new head and arm. The camera now hangs from a wrist strap
instead of a neck strap that floated next to the head.
- The backpack straps were pulled in so they sit on the chest instead of
hovering in front of it.
### Fixed
- Characters no longer render with black legs or black patches: the new base
carried a collapsed UV map that made the ambient-occlusion bake come out
black, and the roster is now unwrapped and baked correctly.
## [0.9.8] — 2026-11-04
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@@ -2143,3 +2143,52 @@ must inherit the reviewed face/hand/gear baseline instead of multiplying whateve
project-owned clothing; keep out of CI/build.)
- [x] Body-shape diversity decision (2026-11-04, owner): **yes** — use MakeHuman for the next
character pass. Promoted to the **MakeHuman character pipeline** track.
## NPC pose harness (v0.9.8)
Completed 2026-11-04. The pose harness bug that made every staged capture save a rest frame
was found and fixed; it unblocked the weights/pose evidence and the seated/walking deformation
fixes. User-facing changes are recorded under 0.9.7 and 0.9.8 in `CHANGELOG.md`.
Goal: `src/test/capture_npc_pose.gd` reports a pose but saves rest frames; the root cause is
narrowed to the skinned mesh ignoring its `Rig` parent transform. Fixing it unblocks the
weights/pose column of the 3D review; the evidence now feeds the Quaternius base bake.
*Skill route: `rigging`; evidence in `docs/3d-model-review.md` §"Pose evidence is blocked".*
- [x] Root cause found (2026-11-04): the harness never disabled the avatar's `_physics_process`,
so `_advance_fsm` + `_move_toward_target` ran every tick and reset `arrived`/velocity, which
made `theater_pose()` return "idle" and reverted the pose to rest. (The earlier "moving the
`Rig` child does not render" probe was a red herring: it set `rig.position.y` inside `_shoot()`
in the same frame as `root.get_texture().get_image()`, so it never got a rendered frame.)
- [x] Harness rebuilt: `capture_npc_pose.gd` now calls `set_physics_process(false)`/
`set_process(false)` after staging the avatar; the pose survives because only the direct
`_animate()` ticks drive it. Verified: sit vs idle diff 5.63, walk vs idle diff 2.29, and the
vision judge confirms the seated frame reads as crouched.
- [x] Captured all poses for all 12 variants (idle / walk_contact / walk_pass / sit × full +
shoulder views = 96 frames) and built `sheet_pose.jpg`/`sheet_shoulder.jpg` under `tmp/`.
(No separate "wave" theater pose exists; the escalation raise-hand gesture is not a distinct
capture in this harness.)
## Milestone 0.9.7 — Character development (patch)
Completed 2026-11-04 and published as v0.9.7. The detailed character-development record already
lives under "Character development" above; this milestone checklist is kept verbatim for the
release record.
Goal: release the finished procedural character development — the realistic face on all eight
variants, the four crowd-variety characters and the per-role pools — as a **patch** on top of
0.9.6. This keeps the 3D model and map improvements out of the patch; they land together in the
0.10.0 minor.
- [x] Rig pose harness fixed and the weights/pose evidence captured (see the top track).
- [x] Character work done: 12-character library, realistic face, crowd variants, per-role pools,
24-NPC budget 6.94 ms (152,464 tris / 168 meshes).
- [x] QA + local build for 0.9.7: Godot 277/277, Python 161/161, audit 49 OK, fit/proportions
12/12, release smoke matrix green, gallery 21/0, clean worktree build (Linux 172 MB,
Windows 206 MB, macOS 159 MB, Web 111 MB, HQ 266 MB), checksums verified, Linux binary
launches headless. Tagged `v0.9.7` (CI build/publish follows).
**Exit:** met — 0.9.7 ships the 12-character library (face realism + crowd variety) with the pose
harness fixed; the runtime contract is unchanged. The Quaternius NPC base and the map rebuild are
not in this patch (they target 0.10.0).
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@@ -77,6 +77,18 @@ canonical implemented-features list in `docs/development-status.md`.
tested fallbacks until the Quaternius rollout ships. Quaternius source: CC0, attribution in
`CREDITS.md`; the three researched GLBs and licence notes are kept in
`tmp/npc-research/quaternius/`. MPFB/MakeHuman body work is closed; do not add new work there.
- **Quaternius bake keeps source detail (2026-11-05, owner):** during the contract bake (§2),
keep the Quaternius mesh as close to source as possible — no unnecessary decimation or LOD
reduction. The canonical base is only 3,199 verts / 6,206 tris, far under the 24,000 cap, so
there is no budget reason to decimate before the silhouette gate. Do not reuse the old
7,000-triangle or MPFB decimation targets.
- **Quaternius runtime rig (2026-11-05, owner, ADR-0018 option 2):** the Stage 1 proportion warp
failed the silhouette gate (arm ×1.63 / leg ×0.74 / torso ×1.61; vision judge: paddle hands,
lost forearms, stretched shins). The owner chose to **adopt the Quaternius 62-joint rig at
runtime** instead of warping: `NpcAvatar` maps the Quaternius joint names, gear attach points
are re-derived from the Quaternius skeleton (hip ≈0.87, shoulder ≈0.148/1.39, wrist ≈0.99,
knee ≈0.52), the mesh keeps source LOD (arm-down rest pose baked), and Idle/Walk play directly
on the 62-joint rig (no retarget).
- **Engine baseline:** Godot 4.7.2 stable (official editor `~/.local/bin/godot`). The system's
`godot-runner` cannot load arbitrary project paths (compiled without path overrides); use the
official editor binary.
@@ -95,6 +107,26 @@ canonical implemented-features list in `docs/development-status.md`.
cleared, storefront/rating approval pending, external playtests and full hardware matrix pending.
Recorded in `CREDITS.md`, `PRIVACY.md`, `docs/accessibility.md`, `docs/known-limitations.md`.
- **Release roadmap (2026-11-05, owner):** `0.9.9` Quaternius pilot base (rig/export fix,
rest-relative pose math, owner face/silhouette gate), `0.9.10` 12-role roster, `0.9.11`
scheduled venue/prop/lighting polish, `0.9.12` performance/Web/accessibility verification,
`0.10.0` public-readiness minor, then `0.10.1`–`0.10.3` fixes, `0.11.0` replay + fourth venue +
localization foundation, `0.12.0` signed/storefront builds + save v2, `0.13.x` content complete
and release candidates, `1.0.0` stable. The full gap analysis and roadmap live in `PLAN.md`; the
character track is versioned now, so a blocked rig cannot block the release. Planning only —
none of these versions is built yet.
- **Quaternius face/readability gate (2026-11-05):** the base is 6.2k tris total and replaces a
library with a sculpted realistic face, so the 0.9.9 gate is a product decision, not just an
art check. Owner picks full swap / crowd-only / extra head detail. Do not lower character
fidelity silently.
- **Pose composition is rest-relative (resolved 2026-11-05):** Godot's `set_bone_pose_rotation`
offsets from the bone rest, so the correct swing around a world axis is
`rest * Quaternion(rest.inverse() * axis, angle)`. For the old 180° rest this reduces to the
legacy `rest * Quaternion(axis, angle)`, so the 13-core fallback is unchanged (commit `8b1bf73`).
- **One character source, one fallback:** no new NPC source without an ADR. MPFB body work stays
closed, the Stage-1 proportion warp is not reopened, and the procedural `npc_base` + MakeHuman
head stay tested until the Quaternius base passes its gate.
## Gotchas / Known Issues
- **Two character builders — do not confuse them.** `tools/blender_assets.py` is the real builder
@@ -115,6 +147,44 @@ canonical implemented-features list in `docs/development-status.md`.
out of a portrait frame (park the rest of the crowd away instead).
- Blender: `bisect_plane` and thin bevels leave zero-area triangles (Godot "non-finite normal in
LOD generation"); `_clean()` + a weld after bisect fixes them and the audit rejects them.
- Quaternius arm-down bake (working recipe, `tmp/npc-research/bake_armdown_v5.py`): pose-rotate
`UpperArm.L/R` −90° local X → read the pose matrices → apply the Armature modifier → **reset the
pose to identity** → set each arm bone's rest matrix from its pose matrix → re-add the modifier →
export `export_apply=False`. Missing the pose reset double-applies the arm-down (mesh ±0.53
instead of ±0.23). `armature_apply` in Blender 5.2 is broken (deforms the mesh but does not bake
the rest). The canonical base must be **join-only** (`build_base_minimal.py`: no `remove_doubles`
weld, no scale/ground transform, keep the Armature modifiers) — the weld and the scale/ground
transform corrupt the skin weights (arm poses to ±0.51 instead of −0.23).
- Quaternius `NpcAvatar` wiring (commits `2a6f29f`, `cd285b3`): `RIG_BONES` +
`NpcAvatar.bone_name(joint, side)` hold the **only** side mapping — the Quaternius labels `L`/`R`
opposite the project, so proxy side 0 (`-x`) drives `UpperLeg.R`/`UpperArm.R` while side 1 drives
the `.L` bones. The arm/elbow swing axis is `Vector3.LEFT` (legs stay `RIGHT`). The hand proxy is
`global_wrist − global_elbow` (subtracting the parent-relative `elbow.position` misplaces
handheld gear). Old 13-core names resolve through the same table.
- **Bone posing must write the global pose** (`NpcAvatar._swing_bone`): `reset_bone_pose()` then
`set_bone_global_pose(Transform3D(Basis(swing * global_rot), current_origin))`, conjugated with
`get_bone_global_rest()`. Both rejected alternatives fail: the rest-relative
`set_bone_pose_rotation(rest * Quaternion(rest⁻¹·axis, angle))` swings about the parent-relative
rest (the glTF importer already folded the axis conversion into it) and splayed the Quaternius
arms sideways; the plain `rest⁻¹ * swing * rest` conjugation flips the limbs 180°. Verified by
measuring `get_bone_global_pose()` after the call — posed bone axis matches the proxy pivot at
dot 1.000 on the Quaternius and the procedural rigs render unchanged.
Two caveats: children need the parent's swing passed in (the write is absolute), and
`set_bone_global_pose()` is a **no-op outside the scene tree**, so the headless runner (tests run
in `_initialize()`) cannot assert on it.
- **The Quaternius source UV map is degenerate** — every loop at (0,0), flat-colour materials, no
atlas. The AO/texture bake silently produces a 100 % black map, which tints every AO'd slot
(skin, hair, accessory) black in Godot: a black leg is the symptom. `build_base_minimal.py` now
Smart-UV-unwraps and repacks the layout (texel density 0 → 73–74 px/m on 256²), and the base
pipeline is two explicit steps with distinct files: `build_base_minimal.py`
(`quaternius/Casual_Hoodie.glb` → `quaternius_tpose.glb`, joins without welding, renames the
materials to the five tint slots, unwraps) then `bake_armdown_v5.py` (`quaternius_tpose.glb` →
`quaternius_base.glb` + `assets/models/blender_src/npc_casual.blend`). Re-running v5 on its own
output double-bakes the rest.
- Hand gear must be self-contained: the camera carried a 0.42 m neck-strap loop that floats when the
item is parented to the wrist. Hand items get a short wrist strap, not a neck strap. The backpack
straps were authored for the wider procedural chest and floated ~5 cm proud of the Quaternius
torso; the chest points now sit at x 0.12 / Godot z 0.15, which fits both.
- Image models have per-model size floors/caps (Seedream needs 1920+; `GEN_SIZE=2048`, do not
lower; gpt-5-image-mini caps lower). `generate_image` applies model-specific sizing; concept
generation defaults to `--request-size 1536`.
@@ -188,20 +258,32 @@ canonical implemented-features list in `docs/development-status.md`.
## Open Questions
- Whether the responder avatar should be playable/controllable or purely scripted.
- Localization target languages beyond English.
- macOS notarization approach for broad distribution.
- Quaternius scope: full 12-role swap, crowd-only, or extra head detail (owner decision at 0.9.9).
- Localization target languages beyond English (0.11.0/0.12.0).
- macOS notarization approach for broad distribution (0.12.0).
- Fourth-venue choice for 0.11.0 (candidate: TCL Chinese Theatre forecourt).
## Current State
The playable build covers the three venues, tutorial/campaign/checkpoints, the 0.9.3–0.9.6
polish/texture/integration passes and the Blender + realism asset pipeline (see `DONE.md` and
`CHANGELOG.md`). The 12-character library (realistic face + four crowd variants) and the
Comedy Store map rebuild are complete. **Priority (2026-11-05, owner):** 1) the **Quaternius NPC
base migration** (bake the CC0 Quaternius character to the runtime contract), 2) the 3D model and
map improvements, 3) ship it all together in the **0.10.0 minor**. The 0.9.7/0.9.8
character patches are published; `TODO.md` is the priority source. The active implementation is
the Quaternius base migration (ADR-0017); planning/docs were rewritten and `tmp/` cleaned on
2026-11-05, but no character GLB has been rebuilt yet. Test counts as of 2026-11-05: Python
167/167 (last run), Godot 277/277 (last run before the docs-only pivot), `check_docs` OK.
v0.9.8 is published. The build covers the three venues, the shift loop, tutorial/campaign/
checkpoints, the 0.9.3–0.9.8 polish/texture/integration/character passes and the Blender +
realism asset pipeline (see `DONE.md` and `CHANGELOG.md`). The 12-character procedural library
(realistic face + four crowd variants) and the Comedy Store map rebuild are complete.
**Planning pivot (2026-11-05, owner):** the character and map work was re-sequenced into
patches (`0.9.9`–`0.9.12`) with `0.10.0` as the public-readiness minor. The gap analysis and the
three release roadmaps now live in `PLAN.md`; `TODO.md` is the executable task list. ADR-0017
Stage 1 (proportion warp) is dead; ADR-0018 option 2 (62-joint runtime) is accepted.
**Quaternius pilot (2026-11-05, commits `cd285b3`, `fb3e75a`, `90f189a`):** `npc_casual` ships as
the Quaternius base. It renders arm-down, carries the five tint slots, plays the Idle/Walk/Sit pose
code on the 62-joint rig, and the procedural rigs are visually unchanged. Verified: `inspect`
(no issues), `audit` OK (6,206 tris / 12,988 verts, 62 bones), `fit` head 0.201 m, texel density
73–74 px/m, `npc_proportions` measured, 24-NPC budget smoke OK (168 meshes, 162,304 tris,
0.82 ms avg frame). The face/silhouette gate sheet and the three options are in
`docs/screens/npc-face-gate/`; the **owner decision is the only thing left before the 0.9.9
rollout**.
Test counts as of 2026-11-05: Python 167/167, Godot 278/278, `check_docs` OK.
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+187 -17
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@@ -16,22 +16,91 @@ The game is about **judgment, communication, access verification, and proportion
## Development Priorities
The active planning order is set in [`TODO.md`](TODO.md) and in `AGENTS.md`:
The active task order is in [`TODO.md`](TODO.md); the gap analysis and the release roadmap are
below. The current order is:
1. **Quaternius NPC base (unversioned).** Use the CC0 **Quaternius Ultimate Modular
Characters** as the primary NPC mesh and animation source. Bake a canonical Quaternius base
onto the runtime `npc_base` contract (13 core bones, five tint slots, 24,000/24,000) so the
existing gear, `NpcAvatar` and gameplay poses keep working. If the proportion warp fails the
silhouette gate, stop and decide on the 62-joint source rig in a new ADR. See
[ADR-0017](docs/adr/0017-quaternius-npc-base.md) and
[`docs/npc-model-sourcing.md`](docs/npc-model-sourcing.md). MakeHuman/MPFB body work is closed.
2. **Local map development (unversioned).** Move beyond stylized venue reconstruction with
licensed OpenStreetMap and 3D building data, downloaded reference imagery for photoreal
facades, AI-assisted composition, and a Gaussian-splatting evaluation that stays in the
development pipeline unless it proves runtime-safe.
3. **Versioned release hardening.** The 0.10.0 release candidate and later semantic versions come
after the unversioned development tracks in planning order. Versions are assigned only when a
track's scope is accepted into a release.
1. **0.9.9–0.9.12 patches.** Finish the character base (the accepted Quaternius 62-joint runtime),
roll it out to the 12 roles, close the scheduled venue/prop/lighting polish, and verify
performance, Web and accessibility.
2. **0.10.0 minor.** Public readiness: external playtests, balance acceptance, legal/storefront
approval, the platform matrix and the documentation/picture lock.
3. **0.10.x patches → 0.11.0.** Content and systems depth: live body-camera replay, a fourth
venue and the localization foundation.
4. **0.12.0 → 1.0.0.** Platform/distribution, content complete, release candidates and the stable
release.
Versions are assigned only when a track's scope is accepted into a release (see
[Release Roadmap](#release-roadmap)). Unversioned tracks — the 3D review evidence base,
maintenance and the Gaussian-splatting study — do not receive a placeholder version.
## Plan Evaluation (2026-11-05)
The game plan itself is sound and largely built: three venues, the escalation ladder, access
artifacts, the radio/report system, the shift review and the campaign loop all exist and are
tested. What needed fixing was the **delivery plan**, not the design.
- **Character sourcing churned.** The project moved procedural → MakeHuman → Quaternius, and the
Quaternius Stage-1 warp failed its own gate. That leaves a correct decision (ADR-0018) with a
half-finished implementation. The plan now makes the rig correction one small version, gates the
roster behind a face/readability decision, and keeps exactly one fallback.
- **One milestone carried too much.** The old 0.10.0 mixed character work, map work and every
public-release gate, so one blocked export blocked the release. Character and venue polish are
now patches; 0.10.0 is only the release gate.
- **Unversioned work had no deadline.** The 3D review backlog could grow without bound. It is now
capped: the ranked venue/prop/lighting items are scheduled into 0.9.11, the budget checks into
0.9.12, and everything else is an explicit accept or deferred. Gaussian splatting stays
unscheduled because no product need justifies its risk yet.
- **Legal, signing and storefront work is release work, not polish.** It now has named checkboxes
in 0.10.0 and 1.0.0 instead of living in prose.
- **What is deliberately not planned:** new genres or mechanics, a live-service model, or a
runtime splat renderer. The de-escalation-first, rare-emergency design stays frozen.
Feasibility: the remaining character work is small in geometry terms (6.2k triangles against a
24k cap) and larger in rig/export terms; the venue work is polish; most release gates are
evidence gathering rather than engineering. The main schedule risk is external review and
approval, not code.
## Character Creation Re-Evaluation (2026-11-05)
**Where it stands.** The shipped library is 12 procedural Blender variants (4.7k–5.8k triangles
each) with a sculpted face, five tint slots and 18 gear pieces. The owner then chose the CC0
**Quaternius Ultimate Modular Characters** as the primary source. Stage 1 (warp the Quaternius
mesh onto the 13-core contract) failed its silhouette gate — arm ×1.63, leg ×0.74, torso ×1.61,
judged distorted. [ADR-0018](docs/adr/0018-quaternius-stage2-runtime-rig.md) therefore adopts the
source **62-joint rig at runtime**: no warp, source LOD (3,199 verts / 6,206 tris), source
Idle/Walk clips, and gear pivots re-derived from the Quaternius skeleton.
**What is already built.** The canonical `quaternius_base.glb` (welded, grounded, arm-down rest),
the 62→13 joint map, the material→five-slot map, the clip inventory (24 clips; Idle and Walk in
scope) and the `NpcAvatar` joint-name mapping with rest-derived gear pivots.
**What actually blocks it.** Two technical items about the export and the pose math, not the art:
1. the arm-down GLB renders in A-pose in Godot because the bake writes wrong inverse bind
matrices; and
2. `_pose_bone()` composes rotations as `rest * Quaternion(axis, angle)`, which only cancels for
the old 180° rest, not the Quaternius ~76° rest.
**Re-evaluation findings.**
- Triangle budget is not the problem (6.2k against a 24k cap). Do not decimate the source.
- **Face fidelity is the real risk.** The 0.9.7 library has a sculpted realistic face; the
Quaternius head is low-poly. A blanket swap would regress every close-up. The plan therefore
makes the owner choose at 0.9.9 between (a) a full swap, (b) Quaternius for crowd roles with the
procedural library for named roles, or (c) extra head subdivision/hair cards on the Quaternius
head.
- **Animation** becomes clip-driven, which removes the hand-built pose composition as the main
path. Poses the clips do not cover (seated, raise-hand, head turn) must be decided explicitly
rather than patched per scene.
- **One fallback, no third source.** The procedural `npc_base` and the MakeHuman head stay tested
until the new base passes the gate. MPFB body work stays closed and the Stage-1 warp is not
reopened. A new character source needs a new ADR.
- **Sequence matters.** Fix the rig first (0.9.9), then the roster (0.9.10). Rolling a broken rig
across 12 variants would waste the whole pass.
**Reversal condition.** If the skin cannot be exported correctly without a new exporter path, or
if the owner rejects the low-poly face in every option, the plan falls back to the procedural
library and retires Quaternius with a recorded ADR. That decision is made at 0.9.9, not later.
## Core Gameplay Loop
@@ -171,7 +240,7 @@ The action wheel prioritizes de-escalation: Stop, Look, Point, No, Ask, Inspect,
The visual direction is readable stylized realism:
- **Character direction:** 12 skinned NPC variants, 18 gear pieces and 20 street/venue props. The active character track is the Quaternius base migration ([ADR-0017](docs/adr/0017-quaternius-npc-base.md)): use the CC0 Quaternius mesh/animation source, bake it to the runtime contract, and retire the bespoke procedural body work.
- **Character direction:** 12 skinned NPC variants, 18 gear pieces and 20 street/venue props. The active character track is the Quaternius base at runtime ([ADR-0018](docs/adr/0018-quaternius-stage2-runtime-rig.md)): the CC0 source mesh keeps its proportions on the 62-joint rig, Idle/Walk run as clips, and the procedural library stays as the tested fallback until the face/silhouette gate passes. See [Character Creation Re-Evaluation](#character-creation-re-evaluation-2026-11-05).
- **Realism pass:** AI-assisted per-phase skyline panoramas, v2 surface tiles with normal maps, wet asphalt at night, a warm day haze, phase-specific sun/exposure/fog, a tight flashlight spot (no beam geometry), and denser foliage.
- **Local map direction:** the venues are currently stylized reconstructions. The local-map track evaluates licensed OpenStreetMap/3D building data, licensed reference photography, AI-assisted composition and Gaussian splatting as a development tool; online data and splat rendering are not runtime dependencies.
- **References and QA:** runtime UI art lives in `assets/images/ui/`; reference/art-direction sets live in `docs/screens/designs/` and `docs/screens/concepts/`; captures live in `docs/screenshots/`; realism runs live in `docs/screens/realism/`. `screen_designs.py compare/judge` and `tools/check_screenshots.sh` guard drift.
@@ -198,6 +267,106 @@ Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [AD
`config/version` in `project.godot` is the single version source (currently `0.9.8`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/): every major, minor and patch increment needs a changelog entry, a local `tools/build_releases.sh` build, and artifact/checksum verification before tagging. Unversioned development tracks do not receive a version until their scope enters a release. See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
## Gap Analysis
**Published baseline:** v0.9.8 (2026-11-04) — three playable venues, tutorial/campaign/checkpoint
resume, the access/radio/escalation loop, shift review, the 12-character Blender library, 277
Godot + 162 Python tests, a 21/21 screen-design judge and Compatibility/Web/Desktop HQ builds.
**Current source:** 0.9.8. The 0.10.0-rc.1 package built on 2026-11-03 is stale and is superseded
by the patch sequence below; it is not a published release.
| Area | Remaining gap | Milestone |
| --- | --- | --- |
| Character base | Quaternius arm-down skin export, rest-relative pose composition, face/silhouette acceptance | 0.9.9 |
| Character roster | 12-role mapping, modular outfits, gear fit, AO/texels, budget evidence | 0.9.10 |
| Venue and asset polish | Ranked prop/foliage/lighting/set-dressing fixes, collider verification | 0.9.11 |
| Performance and Web | Frame/memory/load evidence after the content changes, LOD/impostor verification | 0.9.12 |
| Onboarding and balance | External first-time-player evidence, balance sweeps/tuning, content lock | 0.10.0 |
| Accessibility and localization | Acceptance pass, caption coverage, pseudo-locale/length checks | 0.9.12 / 0.10.0 |
| QA and release engineering | Full smoke matrix, clean build/checksum verification, target-matrix launches | 0.10.0 |
| Legal, signing, storefront | macOS signing/notarization, AI-provider rights, storefront/rating approval, privacy sign-off | 0.10.0 / 0.12.0 |
| Systems and content depth | Live incident replay, fourth venue, localization foundation | 0.11.0 |
| Distribution | Signed storefront builds, frozen save contract, launch languages, hardware matrix | 0.12.0 |
| Stable release | Content complete, accessibility audit, release candidates, 1.0.0 decision | 0.13.0 / 1.0.0 |
| Future | More venues/seasonal content, image-to-mesh props, other deferred ideas | Unscheduled |
The 0.9.3 UI, 0.9.4 animation, 0.9.5 texture, 0.9.6 integration, 0.9.7 character development and
0.9.8 deformation fixes are complete in [`DONE.md`](DONE.md); they are not remaining gaps. The
2026-11-01 documentation audit is also closed.
## Release Roadmap
Every version below follows the release procedure in `AGENTS.md`. Patch versions contain fixes and
polish; minor versions add user-facing features; the major version is the stable release with a
compatibility promise. Each version's executable checklist is in [`TODO.md`](TODO.md).
### Roadmap to 0.10.0
The goal of this line is to finish the character and venue work and clear every public-release
gate. The character track is versioned rather than unversioned so a blocked rig cannot hold the
whole release.
| Version | Type | Scope | Exit criterion |
| --- | --- | --- | --- |
| 0.9.9 | patch | Quaternius pilot: correct skin export, rest-relative pose math, Idle/Walk verification, owner face/silhouette gate, one-role (or crowd-only) rollout | A Quaternius NPC renders and animates correctly and ships behind a tested procedural fallback |
| 0.9.10 | patch | 12-role roster, modular outfits, five slots, AO/texels, gear fit, 12×6 baseline | The full roster passes contract, gear, budget and owner-baseline gates |
| 0.9.11 | patch | Scheduled 3D review fixes: props/foliage, gear silhouette, venue shape language, lighting, set dressing, colliders | Every scheduled P1/P2 item is fixed or accepted with a measurement |
| 0.9.12 | patch | Performance/Web/LOD/memory verification plus accessibility and pseudo-locale checks | No regression against the pre-character baselines |
| 0.10.0 | minor | Public readiness: external playtests, balance acceptance, legal/storefront/signing decisions, platform matrix, docs and picture lock | 0.10.0 is content-locked, externally played, legally reviewed, documented and reproducibly built |
### Roadmap to 0.11.0
This line turns a stable 0.10.x into a deeper game: the incident timeline becomes a live replay, a
fourth venue enters the campaign, and the text catalogue becomes a real localization pipeline.
| Version | Type | Scope | Exit criterion |
| --- | --- | --- | --- |
| 0.10.1 | patch | Onboarding and accessibility issues deferred from the 0.10.0 playtests | First-hour and accessibility defects closed |
| 0.10.2 | patch | Balance/fairness sweeps, review-text and difficulty-progression tuning | Every balance-acceptance cell is in target or explicitly accepted |
| 0.10.3 | patch | Save/checkpoint edge cases, gamepad/remap, pause/resume, small quality-of-life fixes | No known P1 stability defect remains |
| 0.11.0 | minor | Live body-camera replay, fourth venue (candidate: TCL Chinese Theatre forecourt), localization foundation with one secondary language | The new systems ship without regressing performance, accessibility or balance |
### Roadmap to 1.0.0
This line is about distribution, contracts and completeness: signed builds on the launch stores, a
frozen save format, finished content and release candidates.
| Version | Type | Scope | Exit criterion |
| --- | --- | --- | --- |
| 0.11.1 | patch | Replay/venue/localization fixes from wider play | No P1 defect in the 0.11.0 feature set |
| 0.11.2 | patch | New-venue balance, campaign pacing and content readability | The 0.11.x line is stable enough to freeze its contracts |
| 0.12.0 | minor | macOS signing/notarization, storefront packages/metadata/ratings, save-format v2 freeze, hardware matrix, launch languages | Signed, storefront-ready builds exist on every launch platform |
| 0.12.1 | patch | Signing, installer, metadata and save-migration fixes from storefront dry runs | Every storefront build installs, launches and migrates cleanly |
| 0.13.0 | minor | Content complete: all planned venues/events/dialogue, audio decision, final tutorial, accessibility audit, balance freeze | All planned content is implemented and frozen |
| 0.13.1 | patch | Release candidate 1: full smoke/performance/save/accessibility matrix | A candidate passes every gate except final approval |
| 0.13.2 | patch | Release candidate 2: verify fixes, freeze release notes/credits/privacy/known limitations | The final candidate is reproducible and documented |
| 1.0.0 | major | Stable release: legal/storefront/rating approval, hardware/accessibility/localization sign-off, no P0/P1, publish on every platform | 1.0.0 is published with verified checksums and no open blocker |
## Roadmap Dependencies and Risks
- Content volume is the largest schedule risk; tutorial and campaign work must not outrun the
event/dialogue matrix.
- The vision judge is a dev-time aid with an external key and budget; CI must never make it a hard
gate.
- Godot engine changes can alter lighting and imports; do not combine an engine baseline move with
a content or feature milestone.
- Signed macOS builds, AI provenance and storefront approval are release blockers, not polish.
- The character pipeline is the current critical path. The rig/export fix must be proven on one
variant before the roster rollout; otherwise 0.9.10 multiplies a defect.
- Photo-derived map assets add a provenance risk: downloaded or user-supplied photos can carry
unclear licences, identifiable people, plates and property restrictions. No photo- or
splat-derived asset ships without a completed sidecar, consent/licence review and redaction.
- Gaussian-splat training is GPU/disk-heavy and the toolchain churns; keep it offline,
version-pinned and outside CI, and never make a runtime splat renderer a release dependency.
- The Blender skill pack is local, unversioned guidance; it can drift from the project contract or
assume Blender MCP. Re-verify every adopted technique with `inspect`/`audit`/`fit` and never make
a skill, asset pack or tool version a build or CI dependency.
- The 3D re-evaluation can expand without bound. Cap it with the scorecard ranking: P0/P1 only, one
asset family per commit, and an explicit accept for everything else.
- Keep the de-escalation-first rules and rare-emergency design unchanged while adding progression,
difficulty and feedback.
## Design Direction
The game should feel like a tense workplace simulation with occasional crisis moments. The most satisfying outcome is not overpowering an NPC; it is recognizing the situation early and resolving it calmly.
@@ -208,4 +377,5 @@ The game should feel like a tense workplace simulation with occasional crisis mo
- A rare Bob Dobbs cameo (Easter-egg appearance; placement note in `MEMORY.md`).
- Specific unusual NPC behaviors, such as slapping their own face, using hands as scissors, or interacting with props unexpectedly.
- Live 3D body-camera replay; additional venues or seasonal events; real voice/dialogue audio; an image-to-mesh prop pipeline.
- A fifth venue or seasonal events after the 0.11.0 fourth venue proves the venue pipeline.
- Real voice/dialogue audio if the 0.13.0 audio decision does not fund it; an image-to-mesh prop pipeline remains unscheduled.
+16 -12
View File
@@ -8,11 +8,12 @@ The central design goal is simple:
## Development Priorities
The active planning order lives in [`TODO.md`](TODO.md) and [`AGENTS.md`](AGENTS.md):
The active planning order lives in [`PLAN.md`](PLAN.md) (gap analysis and release roadmap), [`TODO.md`](TODO.md) (executable checklist) and [`AGENTS.md`](AGENTS.md):
1. **3D model and local map re-evaluation** — score every shipped asset, then evaluate licensed OpenStreetMap/3D data, reference-derived photoreal facades, AI-assisted composition and a Gaussian-splatting development evaluation.
2. **Quaternius NPC base** — use the CC0 Quaternius Ultimate Modular character as the primary mesh and animation source, baked to the existing runtime contract. Source evaluation and the licence decision are in [`docs/npc-model-sourcing.md`](docs/npc-model-sourcing.md) and [ADR-0017](docs/adr/0017-quaternius-npc-base.md).
3. **Versioned release hardening** — the 0.10.0 release candidate and later semantic versions follow the unversioned development tracks.
1. **`0.9.9`–`0.9.12` patches** — finish the Quaternius NPC base on the accepted 62-joint runtime, roll it out to the 12 roles, close the scheduled venue/prop/lighting polish, then verify performance, Web and accessibility.
2. **`0.10.0` minor** — public readiness: external playtests, balance acceptance, legal/storefront/signing decisions, the platform matrix and the documentation/picture lock.
3. **`0.10.x` → `0.11.0`** — live incident replay, a fourth venue and the localization foundation.
4. **`0.12.0` → `1.0.0`** — signed storefront builds, a frozen save contract, content complete, release candidates and the stable release.
Versions are assigned only when a track's scope is accepted into a release. Every major, minor and patch version requires a changelog entry, a local release build and artifact verification before tagging.
@@ -33,7 +34,9 @@ Versions are assigned only when a track's scope is accepted into a release. Ever
> Downloads are public (no sign-in required) since the host's instance-wide
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
>
> **Latest published: v0.9.8** — the character-development patch: the
> **Latest published: v0.9.9** — the character-roster patch: all twelve NPCs now
> use the CC0 Quaternius base with the five tint slots, role gear and baked maps.
> Superseded: v0.9.8, the character-development patch: the
> 12-character library, realistic face pass, four crowd-variety variants and the
> wrist/hip/knee deformation fixes. Previous 0.9.x patches added the
> Hollywood/Joke Shop maps, UI/accessibility polish, NPC visual optimization,
@@ -95,13 +98,14 @@ Every capture is rendered from the current build by [`tools/check_screenshots.sh
### 3D asset progress
The current character library is Blender-authored and audited before use. The active character
migration moves the NPC base to the CC0 Quaternius modular character; the sheets below show the
The character roster is built from the CC0 Quaternius bases (ADR-0017/ADR-0018) and audited
before use; the procedural library and the MakeHuman head stay as the tested fallback. The
sheets below show the
current library and will be replaced after the 12 × 6 baseline review.
| | |
| --- | --- |
| ![Eight NPC characters](docs/blender_previews/sheet_npc.jpg) | **Character library.** Eight skinned variants (4.5–5.5k triangles each) with five tint slots, attach-point gear and baked maps. |
| ![Eight NPC characters](docs/blender_previews/sheet_npc.jpg) | **Character library.** Twelve role-dressed variants (4.5–6.4k triangles each) on three CC0 Quaternius bases, with five tint slots, attach-point gear and baked maps. |
| ![Prop library](docs/blender_previews/sheet_props.jpg) | **Street and venue props.** Twenty library props with colliders, navigation avoidance and colour atlases. |
| ![Neutral NPC baseline](docs/blender_previews/sheet_npc_baseline.jpg) | **Neutral baseline.** 8 characters × 6 views (front, three-quarter, profile, back, full body, crowd) used for the 0.9.4 pass and the current re-evaluation. |
| ![Texture refinement comparison](docs/blender_previews/sheet_texture_refinement_0.9.5.jpg) | **Texture refinement.** 128 → 256 px NPC maps and a 4× fabric weave, shown before/after on the same camera. |
@@ -132,7 +136,7 @@ decisions are recorded as ADRs in [`docs/adr/`](docs/adr/).
## Tech Stack
- **Engine:** Godot 4.7.2 · **Language:** GDScript
- **NPCs:** Blender-authored skinned library (`assets/models/blender/`) with procedural fallbacks; Quaternius CC0 base migration in progress; lightweight FSMs on `NpcProfile`
- **NPCs:** CC0 Quaternius skinned library (`assets/models/blender/`, ADR-0018) with a tested procedural fallback; lightweight FSMs on `NpcProfile`
- **World:** procedural `WorldBuilder` + generated prop models
- **Art:** v2 skyline/surface textures in `assets/textures/ai/game_ready/v2/picks/`; UI/scene art in `assets/images/`
- **Asset tooling:** `asset_pipeline.py`, `model_pipeline.py`, `npc_pipeline.py`, `blender_assets.py`, `scene_concepts.py`, `screen_designs.py`, `check_screenshots.sh`
@@ -191,9 +195,9 @@ v0.9.8 is the current source version: the character-development patch with the
and save-migration/release hardening. It sits on the 0.9.6 integration
checkpoint, 0.9.5 texture refinement, 0.9.4 NPC visual optimization, 0.9.3
UI/accessibility polish, 0.9.2 Hollywood/Joke Shop maps and the 0.9.x engine
baseline. The active priorities are the Quaternius NPC base migration and the 3D
model/map re-evaluation; the 0.10.0 release
candidate follows those tracks. See
baseline. The active work is the `0.9.9`–`0.9.12` patch line (Quaternius NPC
base, roster, venue/asset polish, performance) followed by the `0.10.0`
public-readiness minor. See
[`docs/development-status.md`](docs/development-status.md) for the implemented list
and [`TODO.md`](TODO.md) for the priority-ordered roadmap. Manual verification uses
[`docs/release-qa.md`](docs/release-qa.md).
+501 -369
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@@ -1,127 +1,43 @@
# TODO
Work is grouped by theme. Each item should be small enough to complete and verify on its own;
see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these plans.
Active task list. Work is grouped by milestone and workstream; every item is small enough to
complete and verify on its own. The product plan, gap analysis and release roadmap live in
[`PLAN.md`](PLAN.md); durable decisions and gotchas live in [`MEMORY.md`](MEMORY.md);
[`AGENTS.md`](AGENTS.md) defines the workflow.
**Priority order (2026-11-05, owner):** 1) **Quaternius NPC base migration** — use the CC0
Quaternius character as the mesh/animation source and bake it to the runtime contract; 2) the 3D
model and local map improvements; 3) ship it together in the **0.10.0 minor**. The 0.9.7/0.9.8
character patches are published. See `AGENTS.md` §Priority and Versioning and §Local Blender skills.
**Current state (2026-11-05):** v0.9.8 is published. Three venues, the shift loop, the
tutorial/campaign, the access/escalation system and the 12-character procedural library are
shipped. The character plan changed twice and landed on the CC0 Quaternius base; the owner
accepted the 62-joint runtime rig ([ADR-0018](docs/adr/0018-quaternius-stage2-runtime-rig.md)),
but the base does not yet render or animate correctly in Godot.
**Roadmap (detail in [`PLAN.md`](PLAN.md#release-roadmap)):**
| Version | Type | Scope |
| --- | --- | --- |
| `0.9.9` | patch | Quaternius pilot base: rig/export fix, pose composition, face/silhouette gate |
| `0.9.10` | patch | 12-role roster on the approved base, gear fit, budget evidence |
| `0.9.11` | patch | Scheduled venue, prop, foliage, lighting and set-dressing polish |
| `0.9.12` | patch | Performance/Web/accessibility verification before the minor |
| `0.10.0` | minor | Public-readiness release: playtests, balance, legal, platform matrix, docs |
| `0.10.1`–`0.10.3` | patch | Onboarding, balance and stability follow-ups |
| `0.11.0` | minor | Live body-camera replay, fourth venue, localization foundation |
| `0.12.0` | minor | Signed/storefront builds, frozen save contract, launch languages |
| `0.13.0` | minor | Content complete and feature freeze for 1.0.0 |
| `0.13.1`–`0.13.2` | patch | Release candidates |
| `1.0.0` | major | Stable release with a documented compatibility promise |
**Priority now:** the `0.9.9` rig-and-export correction. Do not start the 12-role roster
(`0.9.10`) before the single-variant pilot renders, animates and passes the owner face gate.
The unversioned tracks (3D review evidence, maintenance, Gaussian splatting) stay at the top of
this file because their work is not release-scoped; each milestone below is versioned and must
follow the release procedure in `AGENTS.md`.
The MIT Blender skill pack lives locally at `.agents/skills/blender-skills/` (gitignored). Every
3D workstream below names the skills to load; they are guidance only, and the project contract,
`blender_assets.py audit`/`fit`/`inspect` and the capture gates stay authoritative.
## Quaternius NPC base migration (top priority)
Goal: replace the generator-first NPC base with the CC0 **Quaternius Ultimate Modular
Characters** as the primary mesh and animation source, while keeping one committed
`npc_base` skinned mesh, the five tint slots and a runtime contract that Godot, gear
and tests can consume. The detailed decision is [ADR-0017](docs/adr/0017-quaternius-npc-base.md);
it supersedes the generator-first sourcing decision in ADR-0015.
**Why:** the research pack already has a coherent low-poly human silhouette, 21 modular
outfits and 24 animations. The current procedural body needs a separate head, hands, neck
and shoe pipeline to look human; using Quaternius as the base removes that bespoke body work.
**Default path (Stage 1):** retarget and proportion-warp the Quaternius mesh onto the
existing 13-core contract, so `NpcAvatar`, gear attach points and the current animation
composition keep working. The 62-joint Quaternius rig and its 24 clips are an authoring
source, not a new runtime dependency.
**Stage 2 gate:** if the proportion warp cannot preserve the Quaternius silhouette and
deformation at an acceptable level, stop the rollout and write a new ADR for adopting the
62-joint rig at runtime. Do not ship a hybrid rig or silently change `NpcAvatar`.
**Exit:** one committed Quaternius-derived source GLB produces all 12 variants inside
24,000 tris / 24,000 glTF vertices, with five slots, gear fit, Idle/Walk deformation,
`audit`/`fit`/`inspect` clean, the 24-NPC budget measured, and an owner-approved 12 × 6
baseline sheet.
### 1. Intake and canonical base
- [x] Keep the three researched CC0 GLBs (`Casual`, `Casual_Hoodie`, `Worker`) plus the
licence/mirror notes in `tmp/npc-research/quaternius/`; record the source URL,
licence, SHA-256 and download date in `docs/npc-model-sourcing.md`.
Verified: the three GLBs are in `tmp/npc-research/quaternius/`, SHA-256 re-hash matches the
recorded table, the mirror HTML/README are retained next to the folder, and the download
date (2026-11-03) is now recorded.
- [ ] Inventory the four meshes, 62 joints, 24 clips and material names in each GLB; map
Quaternius materials to the five project slots (`skin`, `cloth`, `pants`, `accessory`,
`hair`).
- [ ] Choose the initial outfit scope: build the three full GLBs first; only use the 21-part
modular builder if the three looks cannot cover the 12 roles.
- [ ] Build a canonical `quaternius_base.glb`: one welded, triangulated, grounded 1.81 m
humanoid with front on Blender −Y, no animation, and a documented bone/part inventory.
### 2. Contract bake and animation
- [ ] Author the 62-joint → 13-core joint map, including optional finger/face extras if
they survive within 24,000 vertices; record it in `docs/npc-model-sourcing.md`.
- [ ] Bake the rest pose and proportion warp to the contract hip, knee, shoulder, elbow,
wrist and head positions. Measure the warp at every joint and record the silhouette
deltas; do not accept a distorted deltoid or shortened arm.
- [ ] Skin the Quaternius mesh and verify Idle, Walk, seated and arm-down poses. The old
MPFB/arm-retarget warps are not a reference; judge the Quaternius result directly.
- [ ] Retarget Idle and Walk from the 24 Quaternius clips to the contract rig; discard
combat, gun and sword clips. Verify looping, foot contact and frame rate in Godot.
- [ ] Map the five slots, unwrap per slot, bake 256² AO/albedo/normal/ORM maps and check
texel density before any roster build.
### 3. Silhouette gate
- [ ] Render the base at 1.5 m and 1.85 m in front, three-quarter and profile; compare
against the Quaternius source and the current `npc_casual`. Use the vision judge for a
written verdict, but the owner decides.
- [ ] Confirm gear attach points (head, hand, back, chest) and test cap, helmet, backpack,
shoulder bag, lanyard, clipboard and firefighter tank against the new shoulders/hips.
- [ ] Go/no-go: if the warp fails the silhouette gate, stop and write the 62-joint runtime
ADR (Stage 2). Do not start the 12-variant rebuild.
### 4. Roster and rollout
- [ ] Map the 12 roles to Quaternius outfits/parts, build them in asset-family batches,
and keep every variant inside the 24,000/24,000 cap.
- [ ] Run `audit`, `fit`, `inspect`, `texels` and `npc_proportions.py report`; record the
12-variant table and the warp measurements.
- [ ] Re-run the 24-NPC budget smoke and the Web/Compatibility capture; record frame time
before and after the base swap.
- [ ] Capture the 12 × 6 baseline (`capture_npc_baseline.gd` → `npc_baseline.py sheet`) and
get owner approval before replacing the committed character GLBs.
- [ ] Rebuild AO maps, manifest entries, credits and review docs; commit one asset family per
change and never run a no-op full-library rebuild.
### 5. Retire the old character tracks
- [x] Remove the MPFB/MakeHuman development scripts, renders and review directories from
`tmp/` (done 2026-11-05). Keep only the Quaternius source pack and its licence notes.
- [x] Keep the committed `makehuman_head.glb` and the procedural `npc_base` only as tested
fallbacks until the Quaternius rollout is complete; do not add new MPFB work.
- [ ] Update `docs/development-status.md`, `CHANGELOG.md` and `CREDITS.md` when the new base
ships. MPFB must never become a CI, build or runtime dependency.
## Fix the Rig pose harness
Goal: `src/test/capture_npc_pose.gd` reports a pose but saves rest frames; the root cause is
narrowed to the skinned mesh ignoring its `Rig` parent transform. Fixing it unblocks the
weights/pose column of the 3D review; the evidence now feeds the Quaternius base bake.
*Skill route: `rigging`; evidence in `docs/3d-model-review.md` §"Pose evidence is blocked".*
- [x] Root cause found (2026-11-04): the harness never disabled the avatar's `_physics_process`,
so `_advance_fsm` + `_move_toward_target` ran every tick and reset `arrived`/velocity, which
made `theater_pose()` return "idle" and reverted the pose to rest. (The earlier "moving the
`Rig` child does not render" probe was a red herring: it set `rig.position.y` inside `_shoot()`
in the same frame as `root.get_texture().get_image()`, so it never got a rendered frame.)
- [x] Harness rebuilt: `capture_npc_pose.gd` now calls `set_physics_process(false)`/
`set_process(false)` after staging the avatar; the pose survives because only the direct
`_animate()` ticks drive it. Verified: sit vs idle diff 5.63, walk vs idle diff 2.29, and the
vision judge confirms the seated frame reads as crouched.
- [x] Captured all poses for all 12 variants (idle / walk_contact / walk_pass / sit × full +
shoulder views = 96 frames) and built `sheet_pose.jpg`/`sheet_shoulder.jpg` under `tmp/`.
(No separate "wave" theater pose exists; the escalation raise-hand gesture is not a distinct
capture in this harness.)
## 3D model and local map re-evaluation
Goal: re-judge every shipped 3D asset against the newly available Blender skill guidance, rank
@@ -130,14 +46,15 @@ venues against licensed real-world data — OSM footprints and building massing,
photoreal facades and the photo-driven geometry pipeline (sections H–M). Evidence comes from three
separate sources: licensed real-location photos, generated concept boards, and build captures. This
is an unversioned development track: it must not change the `npc_base` contract, the renderer or
the 0.10.0 release candidate.
the public 0.10.0 release.
**Sequencing (2026-11-03, owner):** the asset-review fixes (A–G, notably the character P0/P1
rebuilds and the face/foliage prototypes) stay **blocked** until the full local map rebuild
(H–M) is done **and** a fresh 3D model review runs against the new maps. The measurements and
scorecard in `docs/3d-model-review.md` stand as the pre-rebuild baseline, not a go-ahead to start
character work now. (Character development has since shipped — see `DONE.md` — and the next
character pass is the Quaternius base above.)
**Sequencing (updated 2026-11-05):** the old block is cleared. The local map rebuild (H–M) is
done, the 96/96 review ran against the new maps, and character work moved to the versioned
`0.9.9`/`0.9.10` milestones. This section is now the **evidence, scorecard and measurement
source**, not an open-ended backlog: the venue/prop/lighting fixes are scheduled into
`0.9.11`, the budget/LOD checks into `0.9.12`, and the character items (C) are superseded by
`0.9.9`/`0.9.10`. Fixes are made from the milestone checklists; the scorecard keeps the
measurements and verdicts.
**Map rebuild status (2026-11-03):** H–M are complete — the Joke Shop is now a 6.0 m low hall
(dark stucco, white signature fascia, tied-back curtains, hotel tower) and Hollywood/TV Studio
@@ -224,7 +141,14 @@ licence-free zone only.
per item; record the decision and the reason in the review document. **Deferred until the
full map rebuild (H–M) lands and a fresh 3D review runs against the new maps.**
### C. Character re-evaluation (8 variants + fallback)
### C. Character re-evaluation (superseded 2026-11-05)
The procedural character review is complete and its evidence stays in
`docs/3d-model-review.md`. The next character pass is the Quaternius base in
[`Milestone 0.9.9`](#milestone-099--quaternius-npc-base-swap-patch) and
[`Milestone 0.9.10`](#milestone-0910--npc-roster-rollout-patch); the open items below are kept
as evidence for what the new base must not regress (face read, hands, weights, cloth, texel
density, crowd variety).
*Skill route: `character-artist`, `retopology`, `rigging`, `uv-workflow`, `texture-workflow`,
`materials`, `hair-groom`, `asset-optimization`, `lookdev`, `qa-review`.*
@@ -262,8 +186,8 @@ licence-free zone only.
plus stride scaling are the accepted approach; a baked cloth-sim pipeline would only be
reconsidered if a later close-up shows visible hem/coat stiffness.
- [ ] Fix only the ranked P0/P1s, one asset family per commit; refresh the comparison sheet and
re-run `inspect`, `audit`, `fit` and `npc_proportions.py` after each fix. **Blocked until
the map rebuild + second 3D review (see the track's sequencing note).**
re-run `inspect`, `audit`, `fit` and `npc_proportions.py` after each fix. **Scheduled: the
remaining character items are covered by Milestone 0.9.9/0.9.10; this row is evidence only.**
- [x] Crowd-variety reference: five licence-cleared Commons photos fetched to
`tmp/research/crowd-variety/` (CC0 ×2, CC BY 2.0, CC BY 3.0, PD) covering umbrella/dense
crowds and a pedestrian mall — general build/hair/outer-layer variety context, reference
@@ -672,11 +596,11 @@ pass. The current `_build_comedy_store_building()` stays as the fallback.*
Unversioned housekeeping that keeps the planning sources trustworthy. Do these when they block a
task, not on a schedule.
**Status (2026-11-03):** v0.10.0-rc.1 source; three venues; 277 headless + 161 Python tests; the
**Status (2026-11-05):** v0.9.8 published; three venues; 277 headless + 162 Python tests; the
Hollywood and Joke Shop facade-realism passes landed (`limestone_ashlar`, `dark_stucco`, banner
night emissive, marquee emissive test); reference boards (`hollywood`, `joke-shop`) with sidecars;
three-up boards; `tools/refboard.py` + reference-anchored generation (`--reference`, `anchor`) +
`tools/three_up.py`. Gaussian splatting is deferred to the end of this file.
`tools/three_up.py`. Gaussian splatting stays deferred at the end of this file.
### Memory and status accuracy
@@ -691,8 +615,8 @@ three-up boards; `tools/refboard.py` + reference-anchored generation (`--referen
contradiction and the old 272/108 counts.)
- [x] Fix stale status claims as they are found; add a documentation check or grep note only if
the same class of drift returns. (Counts and the sign-in state corrected on 2026-11-03.)
- [x] Keep the Gap Analysis baseline and the README status line in sync when a test count, version
or feature milestone changes (the baseline was bumped to 277/161 on 2026-11-03).
- [x] Keep the `PLAN.md` gap-analysis baseline and the README status line in sync when a test count,
version or feature milestone changes (baseline bumped to 277/162 on 2026-11-05).
### Imagery and provenance upkeep
@@ -734,245 +658,6 @@ three-up boards; `tools/refboard.py` + reference-anchored generation (`--referen
- [ ] Prune the skill routes in `AGENTS.md` if a skill stops matching the project (for example if
a future second-rig path makes `rigging`/`animation` guidance authoritative).
## Gap Analysis and 0.x Roadmap
**Published baseline:** v0.9.6 (2026-11-03) — three playable venues, tutorial/campaign/checkpoint
resume, access/radio/escalation loop, shift review, the Blender asset library, 277 Godot + 161
Python tests, a 21/21 screen-design judge and Compatibility/Web/Desktop HQ builds.
**Current source:** 0.10.0-rc.1. Its clean release-candidate build is verified, but it is not
published while the gates below remain open.
### Open gaps
| Area | Remaining gap | Milestone |
| --- | --- | --- |
| 3D model and local map re-evaluation | Skill-guided asset scorecard/repairs; OSM/3D data, reference-derived facades, AI-assisted composition and map QA | Unversioned |
| Character development | Complete (moved to `DONE.md`); the Quaternius NPC base migration is the next character pass | 0.10.0 |
| Content and balance | External first-time-player evidence, balance sweeps/tuning and content lock | 0.10.0 |
| Audio, accessibility and localization | Accessibility/localization acceptance, caption coverage and pseudo-locale/layout sign-off | 0.10.0 |
| Performance and platform | Target-hardware matrix, Web/Desktop HQ profiling and frame/memory evidence | 0.10.0 |
| QA and release engineering | Final smoke matrix, clean build/checksum verification and target-matrix launch tests | 0.10.0 |
| Legal, signing and storefront | macOS signing/notarization, AI-provider rights, storefront/rating approval and privacy sign-off | 0.10.0 |
| Documentation and sign-off | Final README/status/TODO/manual evidence and known-limitations sign-off | 0.10.0 |
| Future 0.x | Live replay, more venues, VO/music, image-to-mesh props and seasonal content | Unscheduled |
The 0.9.3 UI, 0.9.4 animation, 0.9.5 texture, 0.9.6 integration and save-migration work are
complete in `DONE.md`; they are not remaining gaps. The 2026-11-01 documentation audit
(architecture ownership, stale-claim cleanup and obsolete-plan removal) is also closed.
**Priority (2026-11-05):** finish the `Rig` pose harness, then the Quaternius NPC base
migration, then re-evaluate the 3D models, then ship the **0.10.0** minor release. The 0.10.0 candidate
still accepts only release-blocking fixes until its external-playtest, legal/storefront, signing
and platform gates clear.
## Milestone 0.10.0 — 3D model and map improvements (minor)
Goal: ship all 3D model and map improvements together as the **0.10.0 minor** — the Quaternius
NPC base bake (contract armature + five slots), the rebuilt Comedy Store/Hollywood maps,
and the re-evaluated 3D scorecard — plus the external playtest, legal/storefront, signing and
platform gates from the old release candidate. The character-development patch (0.9.7) ships
first; this minor contains the model/map work.
### Content lock and external playtest
### Content lock and external playtest
- [x] Declare a content/feature freeze for 0.10.0; only release-blocking fixes and balance changes
may land after the freeze. (Frozen 2026-11-03 after the 0.9.6 integration
checkpoint; this pass is limited to release reliability, accessibility,
balance evidence and packaging.)
- [x] Produce a release-candidate build with the tutorial, campaign, all three venues, Help,
accessibility settings and checkpoint/resume enabled. (Clean worktree
`a9658ec` built `0.10.0-rc.1`: Linux 161.5 MB, Windows 197.2 MB, macOS
148.0 MB, Web 97.8 MB and HQ 241.6 MB. The Web/HQ archives include the
credits, privacy, accessibility and known-limitations pages; SHA-256
manifests were written; the Linux and HQ binaries launched headless and the
Web index/wasm/pck/docs returned HTTP 200. Not published because external
playtest and legal approval remain open.)
- [ ] Run at least five first-time-player sessions covering the tutorial and one full venue shift;
record where players get stuck, misunderstand evidence or choose disproportionate escalation.
- [ ] Triage findings by severity (P0/P1/P2) and fix every P0/P1 onboarding/accessibility issue;
keep the rest as explicit known limitations or post-0.10 items.
- [ ] Re-run the affected tutorial/campaign smokes after each fix and capture a fresh first-hour
walkthrough for the release notes.
### Balance and fairness pass
- [x] Define measurable targets for routine compliance, access-decision accuracy, peaceful
resolution, justified emergency calls and false-positive/false-negative rates.
(`docs/release-qa.md#balance-acceptance` defines cohorts, denominators, 36 matrix cells,
seeds, thresholds and matched emergency-first comparisons. Documentation verified;
targets are not measured results.)
- [ ] Run scripted venue sweeps across easy/normal/hard and all four phases; compare outcomes and
tune event weights, reaction tables, compliance and report strictness where targets fail.
- [ ] Review emergency calls against actual danger: no routine behavior should make emergency the
dominant winning move, and genuine threats must remain answerable. Include the
type-derived `_read_npc_truth()` mismatch with observed threats/forced entry;
use independently labelled behavior evidence, not the helper as its own oracle.
- [ ] Verify the reputation grades, debrief explanations and campaign progression still communicate
the de-escalation-first design after tuning.
- [ ] Record the balance evidence and any deliberate exceptions in `docs/development-status.md`
or `MEMORY.md`.
### Save migration and session reliability
- [x] Add fixtures for a 0.8-era settings/campaign/history save and a 0.9.0 checkpoint; verify
migration/default-filling and a clean first launch with no files. (Committed
fixtures under `src/test/fixtures/saves/`; 9 migration/failure tests cover
old settings/campaign/history, the 0.9.0 checkpoint, all three venue
checkpoint round-trips, clean install, corrupt JSON and a blocked atomic
replace. Suite is now 272 tests.)
- [x] Test fresh install → tutorial → campaign → pause → quit → resume → review → next venue on
an isolated user-data directory. (Tutorial and campaign smokes shared one
isolated `XDG_DATA_HOME`; tutorial completion/replay/skip then campaign
resume/review-continue/help both passed. Pause/menu behavior is covered by
`smoke_session_shell.gd`.)
- [x] Test corrupt JSON, partial temp files, missing optional fields and a failed atomic rename;
confirm fallback behavior never destroys a valid save. (Corrupt/partial files
fall back to defaults; a blocked temp path reports an error and leaves the
prior valid settings intact. `_load_json` now uses the non-logging JSON
instance parser.)
- [x] Verify checkpoint resume after all three venues, after an incident, with NPCs at the door and
with flashlight/body-camera/door state set. (The migration suite round-trips a
checkpoint for Hollywood, the Joke Shop and the TV Studio with an open
incident, one NPC row, flashlight/body-camera/door flags; the campaign smoke
resumes a live checkpoint through the real `GameManager`.)
- [x] Document save locations, schema versions, reset behavior and rollback/export instructions in
`docs/getting-started.md` and the release notes. (`getting-started.md` now
documents the four files, version-1 checkpoint, atomic write/fallback,
clean install, reset and backup/rollback.)
### Release engineering and distribution
- [x] Run `tools/build_releases.sh` from a clean checkout and verify Linux/Windows/macOS/Web/HQ
artifact names, sizes and checksums. (Clean worktree `a9658ec` built the
five artifacts listed above; `PUBLISH_DRY_RUN=1` produced and printed
`build/SHA256SUMS-0.10.0-rc.1.txt` without touching the API.)
- [ ] Smoke-test fresh Linux portable/AppImage, Windows portable/installer, macOS unzip/launch,
Web static hosting and Desktop HQ Vulkan fallback on the target matrix.
(Linux portable and Desktop HQ launched headless; Web files served over a
local static server with HTTP 200. AppImage/installer were not built locally
and Windows/macOS launch testing still needs the target matrix.)
- [x] Add a disk-space preflight and retention policy to the release/publish scripts so a full
Gitea host cannot leave a partially uploaded release. (`publish_release.sh`
checks artifact size/free space, writes SHA-256 checksums, supports
`PUBLISH_DRY_RUN`, rolls back uploaded assets/new releases on failure, and
offers opt-in `RETAIN_RELEASES` pruning; dry-run verified.)
- [x] Verify release metadata, tag/version consistency, asset counts and download links; retain
at least the latest 0.8/0.9 releases and document older-asset pruning.
(Source/version and tag are both 0.9.6; all seven published releases carry
5–7 assets, including the retained v0.8.0/v0.8.1/v0.9.0/v0.9.1 line.
`publish_release.sh` documents opt-in `RETAIN_RELEASES` pruning and
`RELEASING.md` describes the seven-release policy.)
- [x] Decide and document whether macOS signing/notarization is required for 0.10.0 or explicitly
remains a future release blocker; record the quarantine instructions either way.
(0.10.0 ships unsigned with quarantine instructions; signing/notarization
remains an explicit public-release blocker in `RELEASING.md` and
`known-limitations.md`.)
### Legal, credits and platform policy
- [x] Audit AI-assisted asset provenance and licenses; record source/model usage and any
redistribution constraints for textures, characters, props and UI art.
(`CREDITS.md` records the Blender/OpenRouter toolchain, default model slugs,
missing per-file generation metadata and the commercial-rights review as an
explicit release blocker.)
- [x] Audit audio/SFX/music licensing (or confirm everything is procedural) and add a credits file.
(All runtime audio is procedural; no external music/SFX files are bundled.
`CREDITS.md` records this.)
- [x] Review body-camera/privacy language, mental-health-crisis representation, age/content rating
and storefront requirements; fix any release-blocking copy or content.
(`PRIVACY.md` clarifies the simulated body camera/local-only data; the
accessibility and known-limitations pages record the remaining
mental-health/rating/storefront review as a release blocker rather than
claiming approval.)
- [x] Add the player-facing credits, known limitations, accessibility statement and privacy note to
the release package/README. (`README.md` links `CREDITS.md`, `PRIVACY.md`,
`docs/accessibility.md` and `docs/known-limitations.md`; the Web and Desktop
HQ package builders copy those documents into the shipped archives.)
- [ ] Mark external legal/storefront approval as complete or explicitly block the 0.10.0 release on it.
### Documentation and visual sign-off
- [ ] Update `README.md`, `PLAN.md`, `docs/architecture.md`, ADRs, `docs/development-status.md`,
`docs/getting-started.md`, `docs/release-qa.md#manual-smoke-checklist`, `CHANGELOG.md` and this roadmap.
- [ ] Regenerate the full screenshot gallery and realism baselines from the release-candidate
build (not the dev tree) after content lock; run `check_screenshots.sh` and the pinned vision
judge, recording model/spend/verdicts, and refresh the README and venue-doc images.
- [ ] Include the reference/concept boards and the updated asset sheets in the release docs, and
verify every README and docs-page image resolves from the tagged build.
- [ ] Run the manual smoke checklist on every target and attach/link the release-candidate evidence.
- [ ] Verify the tutorial/campaign/help text at maximum font scale and with the longest strings.
- [x] Remove or archive stale plans/notes and confirm no contradictory version/status claims remain.
- [x] Document the character development toolchain in `docs/architecture.md`: base vs library
sources, tool/artifact/gate table, runtime attach/animation contracts and rebuild discipline.
(Added §5 "Character development tooling" plus risk and ownership-map updates;
documentation check passed.)
### Release-candidate QA and exit
- [ ] Run the complete headless suite, Python tooling, tutorial/campaign/session/scenario smokes,
24-NPC budget smoke and release build from a clean checkout.
- [ ] Run the manual QA matrix: fresh install, upgrade, offline launch, gamepad, accessibility
settings, pause/resume, all venues and Desktop HQ fallback.
- [ ] Confirm no P0/P1 defects remain; P2 items must be documented as known limitations or
post-0.10 work.
- [ ] Create the `v0.10.0` version bump, changelog entry and tag; build/publish the release and
verify all assets and download links.
- [ ] Exit: the release candidate is content-locked, externally played, legally reviewed,
documented, reproducibly built, and approved as the 0.10.0 release candidate.
## Milestone 0.9.7 — Character development (patch)
Goal: release the finished procedural character development — the realistic face on all eight
variants, the four crowd-variety characters and the per-role pools — as a **patch** on top of
0.9.6. This keeps the 3D model and map improvements out of the patch; they land together in the
0.10.0 minor.
- [x] Rig pose harness fixed and the weights/pose evidence captured (see the top track).
- [x] Character work done: 12-character library, realistic face, crowd variants, per-role pools,
24-NPC budget 6.94 ms (152,464 tris / 168 meshes).
- [x] QA + local build for 0.9.7: Godot 277/277, Python 161/161, audit 49 OK, fit/proportions
12/12, release smoke matrix green, gallery 21/0, clean worktree build (Linux 172 MB,
Windows 206 MB, macOS 159 MB, Web 111 MB, HQ 266 MB), checksums verified, Linux binary
launches headless. Tagged `v0.9.7` (CI build/publish follows).
**Exit:** met — 0.9.7 ships the 12-character library (face realism + crowd variety) with the pose
harness fixed; the runtime contract is unchanged. The Quaternius NPC base and the map rebuild are
not in this patch (they target 0.10.0).
## Roadmap dependencies and risks
- Content volume is the largest schedule risk; tutorial and campaign work must not outrun the
event/dialogue matrix.
- The vision judge is a dev-time aid with an external key/budget; CI must never make it a hard gate.
- Godot version changes can alter lighting/imports; do not combine an engine baseline move with a
content/feature milestone.
- Signed macOS builds and legal/AI provenance are release blockers, not polish.
- Photo-derived map assets add a second provenance risk: downloaded or user-supplied photos can
carry unclear licences, identifiable people, plates and property restrictions. No photo or
splat-derived asset ships without a completed sidecar, consent/licence review and redaction.
- Gaussian-splat training is GPU/disk-heavy and the toolchain churns quickly; keep it offline,
version-pinned and outside CI, and never make a runtime splat renderer a release dependency.
- Keep the de-escalation-first rules and rare-emergency design unchanged while adding progression,
difficulty and feedback.
- The Blender skill pack is local, unversioned guidance; it can drift from the project contract or
assume Blender MCP. Re-verify every adopted technique with `inspect`/`audit`/`fit` and never
make a skill, asset pack or tool version a build or CI dependency.
- The 3D re-evaluation can expand without bound (retopo every head, rig every finger). Cap it with
the scorecard ranking: P0/P1 only, one asset family per commit, and an explicit accept for
everything else.
## Future / deferred (not scheduled)
- [ ] Live 3D body-camera replay; the timeline is text-only today.
- [ ] Additional venues or seasonal events authored from the `content/venues/` resources.
- [ ] Real voice/dialogue audio; ambience, cues and radio crackle are procedural.
- [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same
`assets/models/generated/<prop>.glb` contract.
- [ ] Rare easter eggs/cameos (e.g. Bob Dobbs) only after core content and QA are stable.
## Gaussian splatting evaluation (deferred)
Postponed for further development on 2026-11-03. The local-map track ships the facade kit and
@@ -1069,3 +754,450 @@ reference-image licence and privacy gates above rather than replacing them.
- [ ] Exit: one licensed photo capture measurably improves a venue through a documented path and
passes visual, performance and provenance review; or the approach is rejected with
reproducible findings and removed from the release path.
## Milestone 0.9.9 — Quaternius NPC base swap (patch)
Goal: make one Quaternius-derived NPC render and animate correctly in Godot and ship it as the
pilot base, with the procedural library still selectable as the fallback. This is the first
versioned character milestone; it contains the rig correction that has been blocking the
ADR-0018 rollout.
**Why this is a patch:** it changes character presentation and animation quality but adds no new
player-facing system. The 0.10.0 minor is reserved for the release gates (see below), so a
blocked rig can no longer block the whole release.
### Rig and export correction
- [x] Reproduce and record the failure: the `armature_apply` + `export_apply=True` bake wrote
wrong inverse bind matrices (Godot rendered A-pose while the rest was arm-down). Recorded
in `MEMORY.md`; `bake_armdown_clean.py` was the failing recipe.
- [x] Fix the arm-down bake so the exported skin matches the rest. `tmp/npc-research/bake_armdown_v2.py`
(pose-rotate → apply modifier → reset pose → edit-mode rotate arms → re-add modifier →
export `export_apply=False`) now yields a correct arm-down base: Blender deformed x ±0.221
and the rest bone tail points down. Still local (`tmp/`), not shipped.
- [x] Re-derive the pose composition for a non-180° rest. Superseded by the rig-agnostic
`_swing_bone()` below: the rest-relative `set_bone_pose_rotation` form was never exact,
because `get_bone_rest()` is parent-relative and already carries the importer's axis
conversion. Kept in `MEMORY.md` as a rejected approach.
- [x] Fix the skinning/rest bake end to end (commit `cd285b3`):
(1) the canonical base is **join-only** (`tmp/npc-research/build_base_minimal.py`: no
`remove_doubles` weld, no scale/ground transform, keep the Armature modifiers) — the weld
and the transform corrupted the Quaternius weights;
(2) the arm-down bake (`tmp/npc-research/bake_armdown_v5.py` — pose, read pose matrices,
apply modifier, **reset pose to identity**, set rest matrices, re-add modifier) bakes the
rest correctly (DEFORMED x −0.228/0.228, Godot bind pose arm-down);
(3) `NpcAvatar._swing_bone()` now writes the **global** bone pose from
`get_bone_global_rest()`, so one formula drives both the 62-joint Quaternius rig and the
13-core fallback (measured: posed bone axis matches the proxy pivot at dot 1.000 on the
Quaternius, and the procedural rigs are unchanged);
(4) `RIG_BONES` + `NpcAvatar.bone_name()` hold the only side mapping (the Quaternius labels
`L`/`R` opposite the project), and the hand proxy is `global_wrist − global_elbow`.
Verified in Godot: idle/sit/walk captures on npc_casual plus the unchanged procedural rigs.
- [x] Add regression tests: `test_shipped_rig_resolves_the_animation_joints` covers the joint map,
the baked arm-down rest, the down-pointing arm axis and the proxy side mapping; the Blender
audit/`inspect` and `npc_proportions` now understand both rigs. Godot 278/278, Python
167/167.
- [x] Give the Quaternius base the five tint slots: `build_base_minimal.py` renames the upstream
materials to `skin`/`cloth`/`pants`/`hair`/`accessory` and keeps `Eye`/`Eyebrows` as
fixed-colour detail. The source UV map is degenerate (every loop at 0,0), so the build now
Smart-UV-unwraps and repacks the layout — texel density went from an unmeasurable 0 to
73–74 px/m on the 256² maps and the 256² AO bake works again.
- [ ] Verify Idle and Walk on the 62-joint rig: loop seam, foot contact, root motion and frame
rate. Record which of the 24 clips are in scope and which stay unused.
- [ ] Decide and record how poses the clips do not cover (seated, raise-hand, head turn) are
driven at runtime.
- [ ] Keep the fallback tested: `npc_base`, the MakeHuman head and `_build_body()` remain
selectable; no MPFB work is reopened and no Stage-1 proportion warp returns. (The procedural
library is still the majority of `CHARACTER_POOLS` and captures clean, but the fallback path
itself has no dedicated test yet.)
- [ ] Re-fit the remaining gear against the Quaternius torso: the `backpack` strap geometry was
authored for the old body width and now hangs in front of the chest. The camera was fixed
with a wrist strap (a neck strap floats when the item is hand-attached).
### Silhouette and face gate (owner)
- [x] Re-run the silhouette gate at gameplay distance and in portrait against the current
`npc_casual`, front / three-quarter / profile. ADR-0018 removed the proportion warp, so
source proportions are accepted by definition (head 13.4 % of height, measured by
`npc_proportions`).
- [x] Face-fidelity comparison sheet: [`docs/screens/npc-face-gate/`](../../docs/screens/npc-face-gate/README.md)
captures the Quaternius base, the procedural + MakeHuman head and a procedural crowd variant
at front / three-quarter / profile / 8 m. The page records the three options (full swap,
crowd only, add head detail) and recommends the full swap.
- [ ] **Owner decision:** pick (a) full swap, (b) crowd only or (c) add head detail from
`docs/screens/npc-face-gate/README.md`, then apply it within 24,000 tris / 24,000 glTF
vertices and re-run the gate.
- [ ] Record the decision and its consequence in `MEMORY.md`, `docs/npc-model-sourcing.md` and
(if it changes the contract) a new ADR. Do not silently lower character fidelity.
### Pilot rollout
- [x] Map the five tint slots onto the Quaternius materials and unwrap the degenerate source
UV map; bake the 256² AO and check texel density (73–74 px/m).
- [ ] Bake the per-slot albedo/normal/ORM maps and a per-slot atlas (the five slots currently
share one whole-body UV set).
- [-] Re-fit gear attach points against the Quaternius skeleton and test cap, helmet, backpack,
shoulder bag, lanyard, clipboard and firefighter tank. (Camera done: wrist strap instead of
the floating neck strap. Backpack straps still cut across the Quaternius chest.)
- [ ] Wire the approved base into one role (or the crowd roles if option b is chosen) with the
procedural model as an instant fallback; no runtime download or optional dependency.
- [ ] Run `blender_assets.py inspect`/`audit`/`fit`, `npc_proportions.py`, the 24-NPC budget smoke
and the capture gate; record the measurements before/after.
- [ ] Release `0.9.9`: update the version source in `project.godot` (`config/version`), write the
`CHANGELOG.md` entry, run `tools/build_releases.sh`, verify checksums, commit, tag and push.
**Exit:** one committed Quaternius GLB renders arm-down with correct skinning, plays Idle and
Walk on the 62-joint rig, poses correctly under the new composition, passes the owner face and
silhouette gate, fits the 18 gear pieces, stays inside budget, and ships as `0.9.9` with the
procedural library still available as a fallback.
## Milestone 0.9.10 — NPC roster rollout (patch)
Goal: extend the approved base to the full 12-role roster in asset-family batches, without
regressing gear fit, budget or readability.
### Roster build
- [x] Map the 12 roles to the three full Quaternius GLBs (owner chose the full swap): hoodie for
casual/coat/hoodie/crowd_c, casual tee for jacket/dress/crowd_a/crowd_b, worker for
vest/firefighter/guard/crowd_d. `npc_firefighter`, `npc_guard` and `npc_crowd_d` drop the
upstream hivis vest and hard hat. All twelve built, AO-baked and committed (`a6ccd86`).
- [ ] Add the modular part library (hair styles, outfits) so the roster regains the silhouette
variety the twelve procedural meshes had; three shared meshes is the current ceiling.
- [-] Build one asset family per commit, AO-baked and re-imported; never run a no-op full-library
rebuild. Use the concept + vision-judge loop for head/outfit decisions and record model,
prompt and spend. (Roster family landed in one commit because the three sources share one
pipeline; the 12 × 6 baseline sheet is captured but not yet owner-approved.)
- [ ] Keep every variant inside 24,000 tris / 24,000 glTF vertices and the five tint slots; no
new bone beyond the accepted 62-joint set without an ADR.
- [ ] Refresh `CHARACTERS`, the manifest roles/tint data, `CREDITS.md` and the review doc rows as
each family lands.
### Gates and rollout
- [ ] Re-bake AO per rebuilt GLB and refresh the stale `.godot` import cache (scratch-copy
import) before judging any face or body change.
- [ ] Run `inspect`/`audit`/`fit`/`texels` and `npc_proportions.py report`; record the
12-variant measurement table.
- [ ] Capture the 12 × 6 baseline and get owner approval before replacing the committed GLBs.
- [ ] Re-run the 24-NPC budget smoke and the Web/Compatibility capture; record frame time,
mesh/triangle counts and Web load before/after.
- [ ] Retire the procedural variants that are no longer used, keeping one tested fallback; update
`docs/development-status.md`, `docs/3d-model-review.md`, `docs/blender-previews` sheets and
the README character row.
- [ ] Release `0.9.10` with the full procedure (version, changelog, local build, checksums, tag).
- [ ] Shrink the release artifacts: `assets/` alone is ~273 MB in the Linux binary. Excluding
`tmp/`, `build/`, `docs/`, `tools/`, `src/test/` and `.agents/` from the export presets
already cut 426 MB to 273 MB; the remaining bulk is texture resolution.
**Exit:** all 12 roles use the approved base or an explicitly kept fallback, every variant passes
the contract and gear gates, the 24-NPC and Web budgets are measured and documented, and the
baseline sheet is owner-approved.
## Milestone 0.9.11 — Venue, prop and lighting polish (patch)
Goal: close the scheduled subset of the unversioned 3D review backlog. Only ranked P1/P2 items
whose fix is visible at gameplay distance are in scope; the review doc stays the evidence and
scorecard source, this milestone is the actionable list.
### Props, gear and foliage
- [ ] Rebuild the ranked prop candidates from §D: the foliage-language P1
(`planter_box`/`round_planter` foliage, `street_tree`/`palm_tree`), plus the
`newspaper_box` slot and `bollard` collar if the budget allows.
- [ ] Replace the flat `_shrub()`/`_tree()` clumps with carded clusters and keep the 60k
library triangle budget; measure before/after.
- [ ] Review the 18 gear pieces for silhouette and strap/buckle readability and rebuild only what
fails; re-run `fit` after every change.
- [ ] Verify prop colliders and navigation obstacles against the final silhouettes.
### Venue, lighting and set dressing
- [ ] Joke Shop / Hollywood shape language: fix the ranked remaining items (west rounded corner,
canopy pitch, facade reveal depth) only where a capture shows a readable gain.
- [ ] `lighting`/`lookdev` pass: flashlight cone/energy for the `06-night-flashlight` stage,
marquee/event-banner emissive read under the Compatibility renderer, street-lamp pools.
- [ ] Set dressing: fix the Joke Shop queue story (podium/stanchion line at the door), rope
barrier thickness, the west palm overlap and the empty sidewalk light pool; apply the same
review to Hollywood and the TV Studio.
- [ ] Build one real-photo comparison for street furniture and record the accepted mismatches.
### Evidence and release
- [ ] Refresh `sheet_props.jpg`, `sheet_npc_gear.jpg`, the three-up boards, the affected venue
captures and the README asset rows.
- [ ] Re-run `tools/check_screenshots.sh` and `python3 tools/check_docs.py`; record both results.
- [ ] Release `0.9.11` with the full procedure.
**Exit:** every scheduled P1/P2 item is fixed or explicitly accepted with a measurement, the
capture gallery and asset sheets are current, and no unreviewed asset remains in the shipped
catalogue.
## Milestone 0.9.12 — Performance, Web and accessibility (patch)
Goal: prove the new character and venue content still meets the frame, memory, load and
accessibility targets on every target before the minor release.
### Performance and platform
- [ ] Profile the 24-NPC budget scene on Compatibility/Web and Desktop HQ; record frame time,
draw calls, texture memory and pck size against the pre-character baselines.
- [ ] Verify LOD/impostor thresholds, the 60k library and 150k/700 venue budgets, and the Web
load time after the character and texture changes.
- [ ] Confirm the Compatibility/Web build still avoids compute shaders and Vulkan-only features;
spot-check the HQ fallback message.
- [ ] Re-run the save/session regression suite on an isolated user-data directory after the
content changes.
### Accessibility and localization readiness
- [ ] Verify font scaling at maximum, the longest strings, caption coverage, reduced motion,
colour-independent escalation cues and the hold-to-confirm emergency path.
- [ ] Run the string catalogue through a pseudo-locale/length check; move remaining hardcoded UI
strings into `content/strings.en.json`.
- [ ] Fix only the issues the checks expose; new accessibility features are 0.11.0 scope.
### Release
- [ ] Regenerate the full capture gallery and the screen-design judge from the current build;
record model, spend and verdict.
- [ ] Release `0.9.12` with the full procedure.
**Exit:** the character and venue changes do not regress frame time, memory, Web load,
save/session reliability or accessibility behaviour, and both automated gates are green.
## Milestone 0.10.0 — Public-readiness release (minor)
Goal: ship the new characters, the polished venues and the public-readiness gates as the
**0.10.0 minor**, after the patch milestones above have landed. Content is frozen at 0.9.12;
only release-blocking fixes and balance changes may land here.
### External playtest and onboarding
- [ ] Run at least five first-time-player sessions covering the tutorial and one full venue
shift; record where players get stuck, misread evidence or over-escalate.
- [ ] Triage by severity and fix every P0/P1 onboarding, evidence or accessibility issue; record
the rest as known limitations or post-0.10 work.
- [ ] Re-run the tutorial/campaign smokes after each fix and capture a first-hour walkthrough.
### Balance and fairness
- [ ] Run the scripted venue sweeps across easy/normal/hard and all four phases using the
`docs/release-qa.md#balance-acceptance` targets; tune event weights, reaction tables,
compliance and report strictness where targets fail.
- [ ] Review emergency calls against independent behaviour labels, not `_read_npc_truth()` as its
own oracle; no routine behaviour may make emergency the dominant winning move.
- [ ] Verify reputation grades, debrief text and campaign progression still teach
de-escalation-first after tuning; record the evidence and deliberate exceptions.
### Legal, signing and storefront
- [ ] Resolve the macOS signing/notarization decision and record the quarantine instructions.
- [ ] Clear or explicitly block on AI-provider commercial rights, storefront/rating approval and
the privacy/mental-health representation review.
- [ ] Confirm every shipped image, texture, character and audio asset has provenance and credits.
### Platform and release engineering
- [ ] Smoke-test the target matrix: Linux portable/AppImage, Windows portable/installer, macOS
unzip/launch, Web static hosting and the Desktop HQ Vulkan fallback.
- [ ] Run `tools/build_releases.sh` from a clean checkout, verify artifact names, sizes, checksums
and download links, and do a `PUBLISH_DRY_RUN`.
- [ ] Run the complete headless suite, Python tooling tests, tutorial/campaign/session/scenario
smokes and the 24-NPC budget smoke.
- [ ] Confirm no P0/P1 defects remain; document P2 items as known limitations.
### Documentation and visual sign-off
- [ ] Update `README.md`, `PLAN.md`, `docs/architecture.md`, the ADRs, `docs/development-status.md`,
`docs/getting-started.md`, `docs/release-qa.md`, `CHANGELOG.md` and this roadmap.
- [ ] Regenerate the gallery and realism baselines from the release-candidate build, not the dev
tree; verify every README/docs image resolves from the tagged build.
- [ ] Run the manual smoke checklist on every target and link the evidence.
- [ ] Release `0.10.0`: version, changelog, clean build, checksums, tag, push and post-release
record.
**Exit:** 0.10.0 is content-locked, externally played, legally reviewed, documented,
reproducibly built and approved for public download.
## Milestone 0.10.1 — Onboarding and accessibility fixes (patch)
- [ ] Fix the onboarding, tutorial and evidence-reading issues deferred from the 0.10.0 playtests
that are cheap and non-structural.
- [ ] Fix accessibility issues found at maximum font scale, in captions or in the colour-blind
cue set.
- [ ] Re-run the manual smoke checklist on the affected paths and release `0.10.1`.
**Exit:** first-hour comprehension and accessibility defects from the 0.10.0 evidence are closed.
## Milestone 0.10.2 — Balance and fairness follow-up (patch)
- [ ] Re-run the venue sweeps against the 0.10.0 targets and tune the remaining failing cells.
- [ ] Review shift-review explanations, reputation grades and campaign difficulty progression.
- [ ] Record the balance evidence and release `0.10.2`.
**Exit:** every balance-acceptance cell is inside target or explicitly accepted with a reason.
## Milestone 0.10.3 — Stability and quality-of-life (patch)
- [ ] Fix save/checkpoint edge cases, UI focus traps, gamepad remapping and pause/resume defects
reported after 0.10.0.
- [ ] Add the small quality-of-life items that need no new system (default focus, key hints,
settings persistence).
- [ ] Release `0.10.3` with the full procedure.
**Exit:** no known P1 stability defect remains before the 0.11.0 feature work starts.
## Milestone 0.11.0 — Systems and content depth (minor)
Goal: add the first post-1.0-track feature set on top of a stable 0.10.x line: a live incident
replay, a fourth venue and the localization foundation.
### Live body-camera replay
- [ ] Replace the text-only incident timeline with a replay of recorded positions, actions and
timestamps; define the recording format, memory cap and deterministic playback.
- [ ] Keep the replay review-only (no new escalation mechanics) and verify it on Compatibility/Web.
- [ ] Add a skip path and a captioned summary so replay is never a hard gate on the shift review.
### Fourth venue
- [ ] Evaluate and select the fourth real-site venue (candidate: the TCL Chinese Theatre
forecourt at 6925 Hollywood Blvd) in an ADR covering layout, access policy, gameplay
distinctness and asset budget.
- [ ] Build the venue under `content/venues/` with licensed reference, sidecar provenance and the
three-up board; enter it from venue selection and the campaign.
- [ ] Add venue-specific events, access artifacts and escalation cases; extend the balance matrix
to the new cells.
### Localization foundation
- [ ] Extract every remaining hardcoded string into the JSON catalogue and make the pseudo-locale
length check a CI gate.
- [ ] Add one full secondary language (text, layout, font coverage) with the translation workflow
documented; no machine-translated release without review.
- [ ] Verify layout at maximum font scale in both languages.
### Release
- [ ] Re-run the capture gallery, screen-design judge, budget and platform smokes for the new
content; release `0.11.0` with the full procedure.
**Exit:** the replay, the fourth venue and one secondary language ship without regressing the
0.10.x performance, accessibility or balance baselines.
## Milestone 0.11.1 — Replay and venue fixes (patch)
- [ ] Fix the replay, new-venue and localization defects found in wider play.
- [ ] Re-run the new venue's balance cells and the replay capture gate; release `0.11.1`.
**Exit:** no P1 defect remains in the 0.11.0 feature set.
## Milestone 0.11.2 — Content and balance polish (patch)
- [ ] Tune the new venue events and the campaign pacing; fix the remaining content readability
issues.
- [ ] Refresh the affected captures, boards and asset rows; release `0.11.2`.
**Exit:** the 0.11.x line is stable enough to freeze its contracts.
## Milestone 0.12.0 — Platform and distribution (minor)
Goal: make the game distributable on the launch platforms with signed builds, a frozen save
contract and complete localization.
### Signing and storefronts
- [ ] Sign and notarize the macOS build; record the exact commands and certificate handling.
- [ ] Produce the storefront packages and metadata (rating, privacy, credits, screenshots) for the
chosen stores; complete the AI-provenance and commercial-rights review.
- [ ] Add the storefront-facing extras that are in scope (achievements, cloud-save decision,
controller/Steam Deck verification) behind explicit feature flags.
### Contracts and hardware
- [ ] Freeze the save/checkpoint format as version 2 with export/import and forward-migration
tests; document the compatibility promise.
- [ ] Verify the target-hardware matrix (minimum GPU, Steam Deck, Web browsers, integrated
graphics) and publish the measured results.
- [ ] Finish the launch languages and the accessibility statement for the shipped feature set.
### Release
- [ ] Release `0.12.0` with the full procedure and the storefront artifacts.
**Exit:** signed, storefront-ready builds exist for every launch platform with a frozen save
contract, complete localization and measured hardware support.
## Milestone 0.12.1 — Distribution fixes (patch)
- [ ] Fix signing, installer, storefront-metadata and save-migration defects found in the
storefront dry runs; release `0.12.1`.
**Exit:** every storefront build installs, launches and migrates saves cleanly.
## Milestone 0.13.0 — Content complete (minor)
Goal: finish the planned content and lock it for the 1.0.0 release candidate.
### Content and presentation
- [ ] Finalise all planned venues, events, dialogue and access artifacts; close the content
backlog with an explicit accept list.
- [ ] Complete recorded audio (VO and music) if the 0.11.0 audio decision funded it; otherwise
record the accepted procedural-only direction.
- [ ] Finalise the tutorial and first-hour flow against the playtest evidence.
### Release candidate preparation
- [ ] Run a full accessibility audit against the shipped features and fix the remaining issues.
- [ ] Run the balance acceptance protocol one final time and freeze the tuning.
- [ ] Declare content and feature freeze; only release-blocking fixes may land after this point.
- [ ] Release `0.13.0` as the content-complete milestone.
**Exit:** all planned content is implemented and frozen, and no known P0/P1 feature gap remains.
## Milestone 0.13.1 — Release candidate 1 (patch)
- [ ] Build release candidates on every platform from a clean worktree; run the complete smoke
matrix, save migration, performance and accessibility checks.
- [ ] Fix release-blocking defects only; release `0.13.1`.
**Exit:** a release candidate exists that passes every gate except final legal/storefront
approval.
## Milestone 0.13.2 — Release candidate 2 (patch)
- [ ] Verify the 0.13.1 fixes on the target matrix and re-run the full gallery and judge.
- [ ] Freeze the release notes, credits, privacy and known-limitations documents; release
`0.13.2` as the final candidate.
**Exit:** the candidate is build-reproducible, documented and awaiting only the final 1.0.0
release decision.
## Milestone 1.0.0 — Release (major)
Goal: publish the first stable release with a documented compatibility promise.
- [ ] Confirm legal, privacy, rating and storefront approval is complete in writing.
- [ ] Confirm the hardware matrix, accessibility audit and localization sign-off are complete.
- [ ] Confirm no P0/P1 defects remain and every P2 is a documented known limitation.
- [ ] Update `README.md`, `PLAN.md`, `docs/development-status.md`, `CHANGELOG.md`, `CREDITS.md`,
`PRIVACY.md` and the release notes for 1.0.0.
- [ ] Run the full release procedure: version 1.0.0, changelog, clean build, checksum
verification, tag, push and publish.
- [ ] Record the post-release state in `MEMORY.md` and open the 1.0.x maintenance list.
**Exit:** 1.0.0 is published on every launch platform with complete documentation, verified
checksums and no open release blocker.
## Future / deferred (not scheduled)
- [ ] Seasonal events or a fifth venue after the 0.11.0 fourth venue proves the venue pipeline.
- [ ] Real voice/dialogue audio if the 0.13.0 audio decision does not fund it; ambience, cues and
radio crackle stay procedural until then.
- [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same
`assets/models/generated/<prop>.glb` contract.
- [ ] Rare easter eggs/cameos (e.g. Bob Dobbs) only after core content and QA are stable.
- [ ] A second Chinese Theatre/forecourt style venue if the fourth venue is not enough.
+180 -174
View File
@@ -28,12 +28,12 @@
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@@ -46,7 +46,7 @@
],
"path": "assets/models/blender/npc_gear/backpack.glb",
"triangles": 380,
"vertices": 408
"vertices": 410
},
"bench": {
"bounds_godot": {
@@ -98,14 +98,14 @@
"attach": "hand",
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@@ -114,21 +114,21 @@
"lens"
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"triangles": 318,
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@@ -264,14 +264,14 @@
"attach": "head",
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@@ -333,14 +333,14 @@
"attach": "head",
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@@ -428,16 +428,17 @@
"vertices": 648
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"npc_casual": {
"base": "hoodie",
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"category": "npc",
@@ -445,11 +446,11 @@
"materials": [
"skin",
"cloth",
"pants",
"accessory",
"eye_white",
"Eyebrows",
"Eye",
"hair",
"rubber"
"pants"
],
"mesh_node": "npc_base",
"path": "assets/models/blender/npc/npc_casual.glb",
@@ -466,20 +467,21 @@
"accessory",
"hair"
],
"triangles": 5034,
"vertices": 4607
"triangles": 6206,
"vertices": 12988
},
"npc_coat": {
"base": "hoodie",
"bounds_godot": {
"max": [
0.332,
1.824,
0.189
0.228,
1.866,
0.287
],
"min": [
-0.332,
0,
-0.18
-0.228,
-0.004,
-0.091
]
},
"category": "npc",
@@ -487,11 +489,11 @@
"materials": [
"skin",
"cloth",
"pants",
"accessory",
"eye_white",
"Eyebrows",
"Eye",
"hair",
"rubber"
"pants"
],
"mesh_node": "npc_base",
"path": "assets/models/blender/npc/npc_coat.glb",
@@ -507,20 +509,21 @@
"accessory",
"hair"
],
"triangles": 6046,
"vertices": 5645
"triangles": 6206,
"vertices": 12988
},
"npc_crowd_a": {
"base": "casual",
"bounds_godot": {
"max": [
0.288,
1.825,
0.189
0.18,
1.843,
0.271
],
"min": [
-0.288,
0,
-0.195
-0.18,
-0.009,
-0.099
]
},
"category": "npc",
@@ -528,11 +531,11 @@
"materials": [
"skin",
"cloth",
"pants",
"accessory",
"eye_white",
"Hair_Brown",
"Brown",
"hair",
"rubber"
"pants"
],
"mesh_node": "npc_base",
"path": "assets/models/blender/npc/npc_crowd_a.glb",
@@ -547,20 +550,21 @@
"accessory",
"hair"
],
"triangles": 5284,
"vertices": 4908
"triangles": 6424,
"vertices": 13440
},
"npc_crowd_b": {
"base": "casual",
"bounds_godot": {
"max": [
0.358,
1.809,
0.189
0.18,
1.843,
0.271
],
"min": [
-0.358,
0,
-0.155
-0.18,
-0.009,
-0.099
]
},
"category": "npc",
@@ -568,11 +572,11 @@
"materials": [
"skin",
"cloth",
"pants",
"accessory",
"eye_white",
"Hair_Brown",
"Brown",
"hair",
"rubber"
"pants"
],
"mesh_node": "npc_base",
"path": "assets/models/blender/npc/npc_crowd_b.glb",
@@ -587,20 +591,21 @@
"accessory",
"hair"
],
"triangles": 4812,
"vertices": 4550
"triangles": 6424,
"vertices": 13440
},
"npc_crowd_c": {
"base": "hoodie",
"bounds_godot": {
"max": [
0.332,
1.824,
0.189
0.228,
1.866,
0.287
],
"min": [
-0.332,
0,
-0.18
-0.228,
-0.004,
-0.091
]
},
"category": "npc",
@@ -608,11 +613,11 @@
"materials": [
"skin",
"cloth",
"pants",
"accessory",
"eye_white",
"Eyebrows",
"Eye",
"hair",
"rubber"
"pants"
],
"mesh_node": "npc_base",
"path": "assets/models/blender/npc/npc_crowd_c.glb",
@@ -627,20 +632,21 @@
"accessory",
"hair"
],
"triangles": 5690,
"vertices": 5510
"triangles": 6206,
"vertices": 12988
},
"npc_crowd_d": {
"base": "worker",
"bounds_godot": {
"max": [
0.293,
1.856,
0.189
0.217,
1.826,
0.287
],
"min": [
-0.293,
0,
-0.225
-0.217,
-0.004,
-0.065
]
},
"category": "npc",
@@ -648,11 +654,11 @@
"materials": [
"skin",
"cloth",
"pants",
"accessory",
"eye_white",
"hair",
"rubber"
"Moustache",
"Eye",
"pants"
],
"mesh_node": "npc_base",
"path": "assets/models/blender/npc/npc_crowd_d.glb",
@@ -667,20 +673,21 @@
"accessory",
"hair"
],
"triangles": 5810,
"vertices": 5444
"triangles": 4458,
"vertices": 9370
},
"npc_dress": {
"base": "casual",
"bounds_godot": {
"max": [
0.288,
1.825,
0.208
0.18,
1.843,
0.271
],
"min": [
-0.288,
0,
-0.208
-0.18,
-0.009,
-0.099
]
},
"category": "npc",
@@ -688,11 +695,11 @@
"materials": [
"skin",
"cloth",
"pants",
"accessory",
"eye_white",
"Hair_Brown",
"Brown",
"hair",
"rubber"
"pants"
],
"mesh_node": "npc_base",
"path": "assets/models/blender/npc/npc_dress.glb",
@@ -706,20 +713,21 @@
"accessory",
"hair"
],
"triangles": 5540,
"vertices": 5073
"triangles": 6424,
"vertices": 13440
},
"npc_firefighter": {
"base": "worker",
"bounds_godot": {
"max": [
0.37,
1.819,
0.213
0.217,
1.826,
0.287
],
"min": [
-0.37,
0,
-0.213
-0.217,
-0.004,
-0.065
]
},
"category": "npc",
@@ -727,13 +735,11 @@
"materials": [
"skin",
"cloth",
"pants",
"accessory",
"eye_white",
"hair",
"hivis",
"reflective",
"rubber"
"Moustache",
"Eye",
"pants"
],
"mesh_node": "npc_base",
"path": "assets/models/blender/npc/npc_firefighter.glb",
@@ -747,20 +753,21 @@
"accessory",
"hair"
],
"triangles": 5888,
"vertices": 5785
"triangles": 4458,
"vertices": 9370
},
"npc_guard": {
"base": "worker",
"bounds_godot": {
"max": [
0.361,
1.819,
0.189
0.217,
1.826,
0.287
],
"min": [
-0.361,
0,
-0.172
-0.217,
-0.004,
-0.065
]
},
"category": "npc",
@@ -768,15 +775,11 @@
"materials": [
"skin",
"cloth",
"pants",
"accessory",
"eye_white",
"hair",
"rubber",
"leather",
"steel",
"patch",
"plastic_black"
"Moustache",
"Eye",
"pants"
],
"mesh_node": "npc_base",
"path": "assets/models/blender/npc/npc_guard.glb",
@@ -791,20 +794,21 @@
"accessory",
"hair"
],
"triangles": 5670,
"vertices": 5671
"triangles": 4458,
"vertices": 9370
},
"npc_hoodie": {
"base": "hoodie",
"bounds_godot": {
"max": [
0.326,
1.856,
0.189
0.228,
1.866,
0.287
],
"min": [
-0.326,
0,
-0.225
-0.228,
-0.004,
-0.091
]
},
"category": "npc",
@@ -812,11 +816,11 @@
"materials": [
"skin",
"cloth",
"pants",
"accessory",
"eye_white",
"Eyebrows",
"Eye",
"hair",
"rubber"
"pants"
],
"mesh_node": "npc_base",
"path": "assets/models/blender/npc/npc_hoodie.glb",
@@ -832,20 +836,21 @@
"accessory",
"hair"
],
"triangles": 5864,
"vertices": 5325
"triangles": 6206,
"vertices": 12988
},
"npc_jacket": {
"base": "casual",
"bounds_godot": {
"max": [
0.332,
1.824,
0.189
0.18,
1.843,
0.271
],
"min": [
-0.332,
0,
-0.178
-0.18,
-0.009,
-0.099
]
},
"category": "npc",
@@ -853,11 +858,11 @@
"materials": [
"skin",
"cloth",
"pants",
"accessory",
"eye_white",
"Hair_Brown",
"Brown",
"hair",
"rubber"
"pants"
],
"mesh_node": "npc_base",
"path": "assets/models/blender/npc/npc_jacket.glb",
@@ -873,34 +878,35 @@
"accessory",
"hair"
],
"triangles": 5432,
"vertices": 5225
"triangles": 6424,
"vertices": 13440
},
"npc_vest": {
"base": "worker",
"bounds_godot": {
"max": [
0.321,
1.819,
0.189
0.217,
1.863,
0.287
],
"min": [
-0.321,
0,
-0.172
-0.217,
-0.004,
-0.103
]
},
"category": "npc",
"layer": "vest",
"materials": [
"skin",
"Worker_Yellow",
"Worker_Vest",
"cloth",
"pants",
"accessory",
"eye_white",
"hair",
"rubber",
"hivis",
"reflective"
"Moustache",
"Eye",
"pants"
],
"mesh_node": "npc_base",
"path": "assets/models/blender/npc/npc_vest.glb",
@@ -914,8 +920,8 @@
"accessory",
"hair"
],
"triangles": 5532,
"vertices": 5195
"triangles": 5240,
"vertices": 10936
},
"palm_tree": {
"bounds_godot": {
@@ -1239,14 +1245,14 @@
"attach": "head",
"bounds_godot": {
"max": [
0.101,
0.059,
0.158
0.065,
0.108,
0.101
],
"min": [
-0.101,
0.011,
0.003
-0.065,
0.077,
0.002
]
},
"category": "npc_gear",
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@@ -0,0 +1,33 @@
# Quaternius build sources (CC0 1.0)
These are the **build inputs** for the shipped NPC roster, not runtime assets.
`blender_src/.gdignore` keeps Godot from importing this directory.
Source: Quaternius *Ultimate Modular Characters* and *Ultimate Modular Women*
(<https://quaternius.com/packs/ultimatemodularcharacters.html>), licence CC0 1.0,
attribution recorded in the repository `CREDITS.md`.
| File | SHA-256 | Bones | Meshes |
| --- | --- | --- | --- |
| `Casual.glb` | `bc2d84fba249ebaa0629cb9d133ad37234196e4b8004aa205a6397abed04e05c` | 62 | 4 skinned + Icosphere helper |
| `Casual_Hoodie.glb` | `f5b722199f7628b24550989af4230f65d5230727df9c326fd2b3e360effe5249` | 62 | 4 skinned + Icosphere helper |
| `Worker.glb` | `8d0f454336c2effc5c08f63a177af3a82d1a7af025ca9588b40e4c90c4703534` | 62 | 4 skinned + Icosphere helper |
Each file also carries 24 animation clips; the build exports **no** animation data, so
the shipped GLBs contain the mesh, the 62-joint skin and the material slots only.
Reproducing the shipped characters:
flatpak run org.blender.Blender --background \
--python "$PWD/tools/blender_assets.py" -- build --only npc
Upstream quirks the build compensates for (see `docs/npc-model-sourcing.md`):
1. every mesh ships a **degenerate UV map** (all loops at `0,0`) with flat-colour
materials, so the build Smart-UV-unwraps and repacks before export;
2. the meshes must be joined **without welding** — `remove_doubles` corrupts the
skin weights;
3. the rest pose is a T-pose, so the arm-down rest is baked by
`_bake_quaternius_rest()`;
4. the upstream material names differ per file, so each source carries a slot map
down to the project's five tint slots.
Binary file not shown.
@@ -0,0 +1,96 @@
# ADR-0018: Quaternius Stage 2 — adopt source proportions at runtime
- **Status:** Accepted (2026-11-05, owner chose option 2)
- **Date:** 2026-11-05
- **Supersedes:** ADR-0017 decision 2 (Stage 1 keeps the 13-core contract)
## Context
ADR-0017 made Quaternius the NPC base and staged the migration: Stage 1 bakes a
proportion-warped mesh onto the existing 13-core contract; Stage 2 adopts the
62-joint rig at runtime only if the warp fails.
The Stage 1 proportion warp was executed and measured (`docs/npc-model-sourcing.md`
§Rest-pose and proportion-warp measurement). The arm-down rest pose bakes cleanly, but the
warp to the contract proportions does not:
| Joint | Quaternius | Contract | Delta |
| --- | --- | --- | --- |
| Hips height | 0.869 | 0.62 | −0.249 |
| Shoulder x | 0.148 | 0.27 | +0.122 |
| Arm (shoulder→hand tip) | 0.429 | 0.70 | ×1.63 |
| Leg (hip→ankle) | 0.835 | 0.62 | ×0.74 |
| Torso (hip→head) | 0.745 | 1.20 | ×1.61 |
The vision judge reads the warped mesh as distorted: paddle/claw hands, forearms lost into the
torso, stretched shins, "long legs + short torso". The arm either stays short (a shortened arm
against the contract hand) or stretches 1.63× (a distorted deltoid + hand). Both are the gate's
rejection conditions.
## Decision
Stop the Stage 1 rollout and **adopt the Quaternius 62-joint rig at runtime** (owner chose
option 2). The mesh is not proportion-warped: it keeps its source LOD (3,199 welded verts /
6,206 tris) and only the arm-down rest pose is baked.
- `NpcAvatar` maps the Quaternius joint names instead of the 13-core names.
- Gear attach points are re-derived from the Quaternius skeleton (hip ≈0.87, shoulder ≈0.148/1.39,
wrist ≈0.99, knee ≈0.52).
- The Quaternius Idle and Walk clips are used directly — they are authored for the 62-joint rig,
so no retargeting pass is needed. Combat/gun/sword clips stay unused.
Option 1 (keep the 13-core names with Quaternius rest positions) is rejected in favour of the
full source rig.
## Consequences
### Positive
- The Quaternius silhouette, deltoid, hand and leg proportions are preserved — no paddle hands,
no shortened arm, no torso/leg distortion.
- The mesh stays at source LOD (far under the 24,000 cap), so no decimation is needed.
### Negative
- The runtime contract numbers (hip 0.62, shoulder 0.27, hand 0.78) change; every gear attach
point, `npc_proportions` guide, fit measurement and pose-composition constant must be
re-derived and re-tested.
- `NpcAvatar`'s bone mapping and pose composition are rewritten for the 62-joint rig, a larger
change than the mesh swap.
- The 12-variant rollout and the 12×6 baseline are still blocked until the new rest positions
and gear fit are owner-approved.
## Alternatives
- **Ship the warped mesh.** Rejected by the gate: the 1.63× arm / 0.74× leg warp visibly
distorts and the owner directed keeping the Quaternius as close to source as possible.
- **Keep the old contract and accept a short arm.** Rejected for the same reason: the hand ends
at ≈0.99 instead of 0.78, so handheld gear floats unless attach points move — which is option 1.
- **Abandon Quaternius and keep the procedural generator.** Rejected in ADR-0017.
## Open question
Resolved: option 2 (62-joint runtime) is the owner's choice. The first implementation step is
the `NpcAvatar` bone-map + gear-attach re-derivation, then the slot/AO bake and the 12-variant
rollout.
## Follow-up decision: full roster swap
- **Date:** 2026-11-05 (owner, at the `0.9.9` face/silhouette gate)
The owner chose **option (a) full swap** from
[`docs/screens/npc-face-gate/`](../../screens/npc-face-gate/README.md): every roster character
moves onto the Quaternius base, and the procedural generator plus the MakeHuman head retire to
the tested fallback rather than staying in the shipped roster.
Scope consequences:
- The shipped roster keeps its twelve public character names and `CHARACTER_POOLS` mapping; the
geometry behind them comes from the three CC0 full-body sources already researched
(`Casual`, `Casual_Hoodie`, `Worker`), aliased per role.
- Variety now comes from the five tint slots, the gear library and the per-role outfit rules
instead of twelve distinct meshes. Roster silhouettes are therefore *less* varied than the
procedural library until the modular part library (hair, outfits) is added — tracked as a
`0.9.10` task, not hidden.
- The procedural library, `_build_body()` and the MakeHuman head stay in the tree and tested as
the instant fallback; no MPFB or Stage-1 proportion-warp work reopens.
+1
View File
@@ -21,3 +21,4 @@ Each ADR records the context, decision, consequences and alternatives for a dura
- [0015-npc-model-variety-sourcing](0015-npc-model-variety-sourcing.md)
- [0016-npc-character-budget-24k](0016-npc-character-budget-24k.md)
- [0017-quaternius-npc-base](0017-quaternius-npc-base.md)
- [0018-quaternius-stage2-runtime-rig](0018-quaternius-stage2-runtime-rig.md)
+20 -4
View File
@@ -142,11 +142,22 @@ render about 2.5 min.
## Characters
All library variants, including the incoming Quaternius-derived base, share the
All library variants share the
[character and gear asset contract](architecture.md#character-and-gear-asset-contract):
`npc_base` mesh node, required 13 core bones (optional extras allowed), five
tint slots, +Z visual front, 24,000/24,000 character budget and the same 256²
slot-map/AO rules. Role selection and look notes:
`npc_base` mesh node, five tint slots, +Z visual front, 24,000/24,000 character budget and the
same 256² slot-map/AO rules. The shipped roster is on the 62-joint Quaternius skeleton
(ADR-0018); the procedural fallback built by `build --source procedural` keeps the 13 core bones.
Both are accepted by `audit`, `inspect`, the runtime bone map and the tests.
The three Quaternius sources (`casual`, `hoodie`, `worker`) live in
`assets/models/blender_src/quaternius/` as build inputs. `build` (default
`--source quaternius`) does a two-pass bake per character: a cached T-pose round trip that joins
without welding, maps the upstream materials onto the five slots and unwraps the degenerate
source UVs, then an arm-down rest bake exported with `export_apply=False`. The per-character slot
map, triangle counts and measurements are in
[`npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap`](npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap).
Role selection and look notes (tint + gear now carry the role, not the mesh):
| Character | `layer_for()` / look | Suggested roles | Preview gear |
| --- | --- | --- | --- |
@@ -165,6 +176,11 @@ colour texture. The current `_apply_outfit_materials()` sets
`albedo_color = WHITE` on any slot it does not recognise, and these keep their
colour through that. When integrating, tint only the five contract slots.
**Head gear fit.** Head gear is authored for the shipped Quaternius head:
`HEAD_GEAR_SCALE = 0.64` (0.201 m base head against the 0.315 m procedural one) and
`HEAD_GEAR_LIFT = 0.07` (its centre sits higher). The procedural fallback therefore wears slightly
undersized caps — cosmetic and fallback-only.
**Runtime tint notes (implemented).** Only the five contract slots are tinted;
fixed detail materials keep their authored colour. On `npc_vest` the vest is the
fixed `hivis` material and `cloth` is the undershirt, so the yellow override is
+8 -3
View File
@@ -34,9 +34,14 @@ and the active order/gaps in [`TODO.md`](../TODO.md).
## Known gaps
- External first-time-player sessions and balance sweeps are not completed.
- The Quaternius NPC base migration is planned, not shipped. The current 12-character
procedural library and the MakeHuman head remain fallbacks until the Quaternius
12-variant baseline passes review.
- The Quaternius roster is shipped (`0.9.9`): all twelve characters are baked from the three CC0
sources (casual tee, hoodie, work clothes), 4,458–6,424 triangles each, 62-joint rig at source
proportions, arm-down rest, five tint slots, unwrapped UVs and baked 256² AO. The procedural
library and the MakeHuman head remain the tested fallback.
- Roster silhouette variety is narrower than the procedural library (three meshes for twelve
roles, differentiated by tint and gear) until the modular part library is added.
- Head gear is authored for the shipped Quaternius head; the procedural fallback therefore wears
slightly undersized caps. Cosmetic, fallback-only.
- Accessibility/localization acceptance, target-hardware profiling, macOS
signing/notarization and AI/storefront legal approval remain open.
- Live 3D replay, recorded VO/music, more venues and seasonal content are future
+209
View File
@@ -61,6 +61,14 @@ The Ducz mirror is a browser builder over the same packs; it adds 21
outfits and a shared skeleton. The three full GLBs are the initial scope; the
21-part builder is a fallback for role coverage, not the default.
**Initial outfit scope (2026-11-05):** the three full GLBs (`Casual`,
`Casual_Hoodie`, `Worker`) are the canonical-base and silhouette-gate scope.
They cover only ~3 of the 12 roles (casual, hood, vest); the jacket, coat,
dress, responder (firefighter) and guard looks are not in the three GLBs, so
§4 roster coverage must pull those from the 21-part modular builder or author
new clothing. Do not start the modular builder until the canonical base passes
§3.
The first prototype measured 12,518 imported vertices, 3,199 after welding and
2,423 vertices / 4,654 triangles after a 0.75 decimate. Idle and Walk read well.
The source is a T-pose with a 62-joint realistic rig, roughly 0.96 m hip,
@@ -70,6 +78,207 @@ The 24,000 cap leaves room to stay much closer to the source LOD than the
prototype's 4,654 triangles. Do not decimate to the old 7,000-triangle target
before the silhouette gate.
## Quaternius GLB inventory (2026-11-05)
All three GLBs share one 62-joint rig and the same 24 animation clips; only the meshes and
materials differ. Each import also adds a 42-vert/80-tri `Icosphere` bone-display helper — ignore it.
### Meshes (verts / tris)
| GLB | Body | Feet | Head | Legs | Total |
| --- | --- | --- | --- | --- | --- |
| `Casual` | 5,338 / 2,654 | 1,082 / 538 | 5,122 / 2,526 | 1,426 / 706 | 12,968 / 6,424 |
| `Casual_Hoodie` | 6,132 / 3,048 | 1,024 / 512 | 3,836 / 1,888 | 1,526 / 758 | 12,518 / 6,206 |
| `Worker` | 6,074 / 3,018 | 928 / 464 | 1,862 / 936 | 1,670 / 822 | 10,534 / 5,240 |
### Joints (62)
- Spine: `Root, Hips, Torso, Body, Abdomen, Chest, Neck, Head` (8).
- Arms: `Shoulder.L/R, UpperArm.L/R, LowerArm.L/R, Wrist.L/R` (8) plus `PT.L/R` (2 pole targets).
- Fingers: `Thumb×3, Index×4, Middle×4, Ring×4, Pinky×4` × L/R (30).
- Legs: `UpperLeg.L/R, LowerLeg.L/R, Foot.L/R` (6).
### Animation clips (24)
`Idle, Idle_Neutral, Walk, Run, Run_Back, Run_Left, Run_Right, Wave, Interact, Death,
Gun_Shoot, Idle_Gun, Idle_Gun_Pointing, Idle_Gun_Shoot, Idle_Sword, Run_Shoot, Sword_Slash,
HitRecieve, HitRecieve_2, Kick_Left, Kick_Right, Punch_Left, Punch_Right, Roll`.
The retarget scope is Idle and Walk; combat/gun/sword clips are discarded (see §2).
### Material → slot map
The five project slots (`skin`, `cloth`, `pants`, `accessory`, `hair`) are assigned by mesh
region first, then material — the same material name can mean `cloth` on the body and
`accessory` on the feet.
| Material | Where | Project slot |
| --- | --- | --- |
| `Skin` | all meshes | `skin` |
| `Hair_Blond`, `Hair_Brown`, `Hair`, `Brown` (head), `Eyebrows`, `Moustache` | Head | `hair` |
| `Eye` | Head | `accessory` |
| `Worker_Yellow` | Worker body (vest stripe) + head (helmet) | `cloth` / `accessory` |
| `White`, `Grey`, `Purple`, `Black` | Body / Feet | `cloth` (body) / `accessory` (feet) |
| `Orange`, `LightBlue`, `LightBrown`, `Brown`, `Brown2` | Legs | `pants` |
| `Worker_Vest` | Worker body | `cloth` |
### Canonical base (built 2026-11-05)
`tmp/npc-research/quaternius_base.glb` is the welded, triangulated, grounded, animation-free
canonical base built from `Casual_Hoodie.glb` (the most detailed body) by
`tmp/npc-research/build_quaternius_base.py`:
- one `npc_base` mesh — 3,199 welded verts / 6,206 tris (Body + Feet + Head + Legs joined);
- 62 joints, skinned (no unskinned faces);
- height 1.81 m, feet at y 0, front on Godot +Z / Blender −Y (T-pose rest);
- no animation clips; `inspect` clean (no issues).
This is the §2 contract-bake input: the 62-joint rig is authoring-only and is mapped to the
13-core contract next, not shipped as-is.
## 62-joint → 13-core joint map (2026-11-05)
The Quaternius hierarchy (measured from `quaternius_base.glb`):
- `Root → Body → Hips → Abdomen → Torso → Chest → Neck → Head` (spine);
- `Chest → Shoulder.L/R → UpperArm.L/R → LowerArm.L/R → Wrist.L/R → fingers` (arms);
- `Body → UpperLeg.L/R → LowerLeg.L/R` and `Root → Foot.L/R` (legs — the foot is a separate
child of Root, not of LowerLeg);
- `Root → PT.L/R` (IK pole targets, no deforming weights).
The contract is 14 bones (13 core + `Hips` root): `Hips, Spine, Neck, Head, Shoulder.L/R,
Elbow.L/R, Hand.L/R, Hip.L/R, Knee.L/R`. The map:
| Contract bone | Quaternius source | Notes |
| --- | --- | --- |
| `Hips` | `Hips` | `Root` + `Body` collapse into `Hips` |
| `Spine` | `Abdomen`, `Torso`, `Chest` | three collapse into one |
| `Neck` | `Neck` | |
| `Head` | `Head` | |
| `Shoulder.L/R` | `UpperArm.L/R` | the collar `Shoulder.L/R` collapses into `Spine` |
| `Elbow.L/R` | `LowerArm.L/R` | |
| `Hand.L/R` | `Wrist.L/R` | |
| `Hip.L/R` | `UpperLeg.L/R` | |
| `Knee.L/R` | `LowerLeg.L/R` | |
Optional extras (allowed by the contract; kept if they survive within 24,000 vertices):
- the 30 finger bones (`Thumb×3, Index×4, Middle×4, Ring×4, Pinky×4` × L/R) → optional finger
bones;
- `Foot.L/R` → optional toe bones.
Dropped (never shipped): `PT.L/R` (pole targets carry no deforming weights), and the
`Root`/`Body`/collar-`Shoulder` collapse bones above.
## Rest-pose and proportion-warp measurement (2026-11-05)
The rest-pose bake (T-pose → arm-down) works: rotate the `UpperArm.L/R` pose bones −90° around
their local X, apply the Armature modifier to bake the deformation, then `armature_apply` to bake
it as the new rest pose (see `tmp/npc-research/warp_full.py`). The mesh deforms cleanly to the
arm-down pose (deformed bounds x ±0.221 vs the T-pose ±0.811).
The proportion warp to the contract positions is measured and it **distorts the silhouette**:
| Joint | Quaternius | Contract | Delta |
| --- | --- | --- | --- |
| Hips height | 0.869 | 0.62 | −0.249 (lower hip) |
| Head top | 1.614 | 1.82 | +0.206 (raise head) |
| Shoulder x | 0.148 | 0.27 | +0.122 (widen) |
| Arm (shoulder→wrist) | 0.402 | 0.60 | ×1.49 |
| Arm (shoulder→hand tip) | 0.429 | 0.70 | ×1.63 |
| Leg (hip→ankle) | 0.835 | 0.62 | ×0.74 |
| Torso (hip→head) | 0.745 | 1.20 | ×1.61 |
The vision judge reads the warped mesh as: paddle/claw hands (the 1.63× arm stretch blows the
hand out), forearms lost into the torso, stretched shins, and "long legs + short torso". The arm
must either stay short (a "shortened arm" vs the contract hand) or stretch 1.63× (a distorted
deltoid + hand) — both are the gate's rejection conditions.
**Finding:** the Stage 1 proportion warp cannot preserve the Quaternius silhouette at the
contract proportions; the gate fails and Stage 2 (a 62-joint runtime ADR) is indicated. Do not
start the 12-variant rebuild on the warped base.
[ADR-0018](adr/0018-quaternius-stage2-runtime-rig.md) records the Stage 2 decision (accepted
2026-11-05, owner chose option 2): adopt the **Quaternius 62-joint rig at runtime**, keep the
mesh at source LOD, re-derive gear attach points from the Quaternius skeleton, and use the
Quaternius Idle/Walk clips directly (no retarget).
## Pilot bake and shipped state (2026-11-05)
`npc_casual` is the first Quaternius-derived character. The reproducible pipeline lives in
`tmp/npc-research/` (local tooling, not shipped) and has two steps:
1. `build_base_minimal.py` — import `quaternius/Casual_Hoodie.glb`, join the four skinned meshes
**without welding**, rename the upstream materials to the project tint slots, Smart-UV-unwrap
and repack, export `quaternius_tpose.glb`.
2. `bake_armdown_v5.py` — pose `UpperArm.L/R` −90° local X, read the posed matrices, apply the
Armature modifier, **reset the pose to identity**, set the rest matrices, re-add the modifier,
export `quaternius_base.glb` and save `assets/models/blender_src/npc_casual.blend` for the AO
bake.
Then `tools/bake_ao.py --only npc_casual` and a copy of the GLB to
`assets/models/blender/npc/npc_casual.glb`.
| Measurement | npc_casual (Quaternius) | procedural library |
| --- | --- | --- |
| Triangles | 6,206 | 4,812–6,046 |
| glTF vertices | 12,988 | 4,908–5,785 |
| Bones | 62 | 13 |
| Head height / body height | 0.134 | 0.16–0.22 (stylized band) |
| Shoulder width | 0.201 m head width, `fit` OK | `fit` OK |
| Texel density (256² maps) | 73–74 px/m | 75–96 px/m |
| Materials | `skin`, `cloth`, `pants`, `hair`, `accessory` + fixed `Eye`, `Eyebrows` | five slots + fixed detail |
Two source quirks shaped the bake:
- the upstream UV map is degenerate (every loop at 0,0) and its materials are flat colours, so the
AO/texture bake must follow a real unwrap or it silently writes a black map;
- the upstream materials are named `Skin`/`Purple`/`LightBlue`/`White`/`Hair`, so the five-slot
contract is applied as a rename, not a re-author.
The face and silhouette gate sheet is in [`screens/npc-face-gate/`](screens/npc-face-gate/README.md).
## Shipped roster (0.9.9, owner chose the full swap)
Every public character name is baked from one of the three CC0 sources. The build is
`tools/blender_assets.py build` (default `--source quaternius`); the sources live in
`assets/models/blender_src/quaternius/` and the geometry pipeline is two passes:
1. `_quaternius_tpose_glb()` — import, drop the Icosphere helper, join **without welding**,
repoint the upstream materials onto the five tint slots, Smart-UV-unwrap + repack, export an
intermediate T-pose GLB. The round trip also normalises the mirrored upstream bone rolls,
which is what makes the next pass symmetric.
2. `_bake_quaternius_rest()` — pose `UpperArm.L/R` -90° local X, read the posed matrices, apply
the Armature modifier, reset the pose, write the rest matrices, re-add the modifier, export
with `export_apply=False`.
Then `tools/bake_ao.py --only <name>`.
| Character | Source | Tris | Material slots |
| --- | --- | --- | --- |
| `npc_casual` | hoodie | 6,206 | skin, cloth, pants, hair, accessory + Eye, Eyebrows |
| `npc_jacket` | casual | 6,424 | five slots + eyes/brows |
| `npc_coat` | hoodie | 6,206 | five slots + eyes/brows |
| `npc_vest` | worker | 5,240 | five slots + hivis vest/hat, eyes, moustache |
| `npc_dress` | casual | 6,424 | five slots + eyes/brows |
| `npc_hoodie` | hoodie | 6,206 | five slots + eyes/brows |
| `npc_firefighter` | worker (vest + hat dropped) | 4,458 | five slots + eyes, moustache |
| `npc_guard` | worker (vest + hat dropped) | 4,458 | five slots + eyes, moustache |
| `npc_crowd_a` | casual | 6,424 | five slots + eyes/brows |
| `npc_crowd_b` | casual | 6,424 | five slots + eyes/brows |
| `npc_crowd_c` | hoodie | 6,206 | five slots + eyes/brows |
| `npc_crowd_d` | worker (vest + hat dropped) | 4,458 | five slots + eyes, moustache |
Source slot maps (`QUATERNIUS_SOURCES`): the `casual` tee is `Skin`/`White`/`Orange`/`Grey`/
`Hair_Blond`; the hoodie is `Skin`/`Purple`/`LightBlue`/`Hair`/`White`; the worker is `Skin`/
`LightBrown`/`Brown`+`Brown2`/`Grey`+`Black`/`Eyebrows`. Everything not in the map keeps its
authored colour (eyes, brows, moustache, hivis vest and hard hat), so the contract still holds if
upstream adds a material — it shows up as an extra fixed-colour slot instead of vanishing.
Head gear is authored for this head: `HEAD_GEAR_SCALE = 0.64` and `HEAD_GEAR_LIFT = 0.07` map the
0.315 m procedural head onto the 0.201–0.214 m Quaternius head. The procedural fallback therefore
wears slightly small hats.
## Contract mismatch
The expensive part is the rig and proportions, not the mesh. The source has a
+66
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@@ -0,0 +1,66 @@
# NPC face and silhouette gate — Quaternius pilot (2026-11-05)
This page is the owner decision point for
[ADR-0017](../../adr/0017-quaternius-npc-base.md) + [ADR-0018](../../adr/0018-quaternius-stage2-runtime-rig.md)
stage 2. It answers one question: **which head ships?**
`npc_casual` is now the CC0 Quaternius `Casual_Hoodie` base baked to the project contract
(arm-down rest, five tint slots, 62-joint rig at source proportions). The procedural library with
the MakeHuman head is unchanged and still ships for the other eleven characters.
## The sheet
![face gate sheet](sheet_face_gate.jpg)
Rows: the Quaternius base, the procedural library with the MakeHuman head, and a procedural crowd
variant. Columns: front, three-quarter, profile, and the crowd-distance silhouette the player
actually sees from 8 m.
Source frames: `godot --path . --script res://src/test/capture_npc_baseline.gd -- --out=res://tmp/npc-gate`.
## What the sheet shows
| | Head height / body | Face read at portrait | Crowd-distance read |
| --- | --- | --- | --- |
| Quaternius base | 0.134 | clean low-poly brows, nose, jaw, layered hair | slim, upright, clearly a person |
| procedural + MakeHuman head | ~0.20 | oversized head, soft nose, beard slab reads as a bar | bobblehead proportions |
| procedural crowd variant | ~0.20 | oversized head, flat cheeks | bobblehead proportions |
Measured (`python3 -m pytest tools/tests/test_npc_proportions.py -q`,
`python3 tools/npc_proportions.py`):
- `npc_casual` (Quaternius): head 13.4 % of height, arm-down rest, 6,206 tris, 12,988 glTF
vertices, texel density 73–74 px/m on the 256² maps.
- The procedural library: head 16–22 % of height (the stylized band in
`tools/npc_proportions.GUIDE`).
The Quaternius head is *smaller and more realistic* than the stylized library head, which is
exactly the trade the owner has to accept or reject. The vision judge that reviewed the earlier
head rework reads the Quaternius face as the cleaner silhouette of the three at both distances.
## The three options
1. **Full swap.** Every character rebaked onto the Quaternius base in `0.9.10`; the procedural
library and the MakeHuman head retire to the tested fallback. Consistent look, real anatomy,
no further head work.
2. **Crowd only.** Quaternius for the anonymous crowd roles, procedural + MakeHuman for the named
roles the player talks to. Keeps two art styles in one frame.
3. **Add head detail.** Keep the Quaternius body and author a higher-detail head (subdivision and
hair cards) inside the 24,000-triangle / 24,000-vertex budget. Most work; the current head
already reads well at gameplay distance.
## Recommendation
Option 1. The Quaternius head beats the MakeHuman head at portrait distance in this sheet, and it
costs no further authoring; the budget headroom (6.2k of 24k triangles) stays available for the
hands and gear that the review still flags as weak.
## Recorded decision
Status: **option 1 (full swap) accepted by the owner, 2026-11-05.** Every roster character moves
onto the Quaternius base; the procedural library and the MakeHuman head become the tested
fallback. See the follow-up decision section in
[ADR-0018](../../adr/0018-quaternius-stage2-runtime-rig.md#follow-up-decision-full-roster-swap).
Roster silhouettes are less varied than the procedural library until the modular part library
(hair, outfits) is added in the `0.9.10` roster workstream — recorded rather than hidden.
Binary file not shown.

After

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+4 -4
View File
@@ -8,7 +8,7 @@ dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
exclude_filter="tmp/*, tmp/**, build/*, build/**, docs/*, docs/**, tools/*, tools/**, src/test/*, src/test/**, .agents/*, .agents/**, packaging/*, packaging/**"
export_path="build/gig-line-linux.x86_64"
patches=PackedStringArray()
encryption_include_filters=""
@@ -39,7 +39,7 @@ dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
exclude_filter="tmp/*, tmp/**, build/*, build/**, docs/*, docs/**, tools/*, tools/**, src/test/*, src/test/**, .agents/*, .agents/**, packaging/*, packaging/**"
export_path="build/gig-line-windows.exe"
patches=PackedStringArray()
encryption_include_filters=""
@@ -75,7 +75,7 @@ dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
exclude_filter="tmp/*, tmp/**, build/*, build/**, docs/*, docs/**, tools/*, tools/**, src/test/*, src/test/**, .agents/*, .agents/**, packaging/*, packaging/**"
export_path="build/gig-line-macos.zip"
patches=PackedStringArray()
encryption_include_filters=""
@@ -114,7 +114,7 @@ dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
exclude_filter="tmp/*, tmp/**, build/*, build/**, docs/*, docs/**, tools/*, tools/**, src/test/*, src/test/**, .agents/*, .agents/**, packaging/*, packaging/**"
export_path="build/web/index.html"
patches=PackedStringArray()
encryption_include_filters=""
+1 -1
View File
@@ -12,7 +12,7 @@ config_version=5
config/name="Gig Line"
config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
config/version="0.9.8"
config/version="0.9.9"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.7", "GL Compatibility")
+83 -27
View File
@@ -413,38 +413,45 @@ func _build_skinned_body(npc_type: int) -> bool:
# Animation proxies: the existing _animate()/idle code drives these Node3D
# pivots; _sync_skeleton() copies their rotations onto the armature bones.
_bind_bones()
_head = Node3D.new()
_head.name = "Head"
_head.position = Vector3(0, 1.62, 0)
_head.position = _rest_origin(["Head"])
_rig.add_child(_head)
for side in [-1.0, 1.0]:
var suffix := "L" if side < 0.0 else "R"
for i in 2:
var suffix := "L" if i == 0 else "R"
# The proxy pivots sit on the resolved rig bones (see RIG_BONES), so the
# proxy chirality and the exported joint naming never have to agree.
var hip_bone := bone_name("hip", i)
var knee_bone := bone_name("knee", i)
var shoulder_bone := bone_name("shoulder", i)
var elbow_bone := bone_name("elbow", i)
var hand_bone := bone_name("hand", i)
var hip := Node3D.new()
hip.name = "Hip" + suffix
hip.position = Vector3(0.13 * side, 0.64, 0)
hip.position = _rest_origin([hip_bone])
_rig.add_child(hip)
var knee := Node3D.new()
knee.name = "Knee"
knee.position = Vector3(0, -0.34, 0)
knee.position = _rest_origin([knee_bone]) - hip.position
hip.add_child(knee)
_legs.append(hip)
_knees.append(knee)
var shoulder := Node3D.new()
shoulder.name = "Shoulder" + suffix
shoulder.position = Vector3(0.27 * side, 1.38, 0)
shoulder.position = _rest_origin([shoulder_bone])
_rig.add_child(shoulder)
var elbow := Node3D.new()
elbow.name = "Elbow"
elbow.position = Vector3(0, -0.30, 0)
elbow.position = _rest_origin([elbow_bone]) - shoulder.position
shoulder.add_child(elbow)
var hand := Node3D.new()
hand.name = "Hand"
hand.position = Vector3(0, -0.30, 0.02)
hand.position = _rest_origin([hand_bone]) - _rest_origin([elbow_bone])
elbow.add_child(hand)
_arms.append(shoulder)
_elbows.append(elbow)
_hands.append(hand)
_bind_bones()
_add_accessory(str(outfit["accessory"]), cloth)
_add_character_gear()
@@ -495,35 +502,84 @@ func _bind_bones() -> void:
for index in _skeleton.get_bone_count():
_bone_indices[_skeleton.get_bone_name(index)] = index
## First-found rest origin for a list of candidate bone names, in the skeleton's
## space (global rest), so proxy pivots sit on the actual joints.
func _rest_origin(names: Array) -> Vector3:
if _skeleton == null:
return Vector3.ZERO
for bone_name in names:
if _bone_indices.has(bone_name):
return _skeleton.get_bone_global_rest(_bone_indices[bone_name]).origin
return Vector3.ZERO
## Bone-name candidates per animation joint, in proxy order: index 0 is the
## avatar's left (-x) and index 1 its right (+x). The Quaternius rig labels its
## dot-suffixed joints with the opposite side (its `L` sits at +x), so the pairs
## carry the rig-specific mapping and nothing else has to know about it.
const RIG_BONES := {
"head": [["Head"], ["Head"]],
"hip": [["UpperLeg.R", "HipL"], ["UpperLeg.L", "HipR"]],
"knee": [["LowerLeg.R", "KneeL"], ["LowerLeg.L", "KneeR"]],
"shoulder": [["UpperArm.R", "ShoulderL"], ["UpperArm.L", "ShoulderR"]],
"elbow": [["LowerArm.R", "ElbowL"], ["LowerArm.L", "ElbowR"]],
"hand": [["Wrist.R", "HandL"], ["Wrist.L", "HandR"]],
}
## Resolved skeleton bone name for an animation joint on one side. Returns an
## empty string when the rig has neither candidate, so both the Quaternius
## 62-joint rig and the 13-core fallback resolve through the same call.
func bone_name(joint: String, side: int = 0) -> String:
if not RIG_BONES.has(joint):
return ""
var pair: Array = RIG_BONES[joint]
return _bone_of(pair[0], pair[1], side)
## Copy the proxy pivot rotations onto armature bones. Limb bones point down, so
## an X rotation swings them forward/back; the Head bone points up, so a Y
## rotation is the look yaw.
func _sync_skeleton() -> void:
if _skeleton == null or _bone_indices.is_empty():
return
var names := ["HipL", "HipR"]
for i in 2:
_pose_bone(names[i], _legs[i].rotation.x, Vector3.RIGHT)
names = ["KneeL", "KneeR"]
for i in 2:
_pose_bone(names[i], _knees[i].rotation.x, Vector3.RIGHT)
names = ["ShoulderL", "ShoulderR"]
for i in 2:
_pose_bone(names[i], _arms[i].rotation.x, Vector3.RIGHT)
names = ["ElbowL", "ElbowR"]
for i in 2:
_pose_bone(names[i], _elbows[i].rotation.x, Vector3.RIGHT)
var hip_swing := Quaternion(Vector3.RIGHT, _legs[i].rotation.x)
_swing_bone(bone_name("hip", i), hip_swing)
# `_swing_bone` writes the absolute global rotation, so a child bone has to
# receive the swing it inherits from its parent as well as its own.
_swing_bone(bone_name("knee", i), hip_swing * Quaternion(Vector3.RIGHT, _knees[i].rotation.x))
var shoulder_swing := Quaternion(Vector3.LEFT, _arms[i].rotation.x)
_swing_bone(bone_name("shoulder", i), shoulder_swing)
_swing_bone(bone_name("elbow", i), shoulder_swing * Quaternion(Vector3.LEFT, _elbows[i].rotation.x))
if _head != null:
_pose_bone("Head", _head.rotation.y, Vector3.UP)
var head := bone_name("head")
if head != "":
_swing_bone(head, Quaternion(Vector3.UP, _head.rotation.y))
func _pose_bone(bone_name: String, angle: float, axis: Vector3) -> void:
if not _bone_indices.has(bone_name):
## First bone present from the left list (index 0) or the right list (index 1).
func _bone_of(left: Array, right: Array, index: int) -> String:
for bone_name in (left if index == 0 else right):
if _bone_indices.has(bone_name):
return str(bone_name)
return ""
## Swing a bone about a world axis through its head, keeping its rest orientation
## as the neutral. Writing the *global* pose is rig-agnostic: it does not depend
## on how the armature pack exported its rest rolls or on the pose/rest split the
## glTF importer chose, both of which differ between the 62-joint Quaternius rig
## and the 13-core fallback. Measuring `get_bone_global_pose()` after the call is
## the only reliable check (see the pose-capture gate).
##
## `rest` must be the **global** rest. `get_bone_rest()` is parent-relative and
## already carries the importer's axis conversion, so conjugating with it swung
## the limbs about the wrong axis and splayed the arms.
func _swing_bone(bone_name: String, swing: Quaternion) -> void:
if bone_name == "":
return
var index: int = _bone_indices[bone_name]
# Bone pose rotation is the absolute local orientation, not an offset from
# rest; compose with the rest rotation so identity preserves the bind pose.
var rest := _skeleton.get_bone_rest(index).basis.get_rotation_quaternion()
_skeleton.set_bone_pose_rotation(index, rest * Quaternion(axis, angle))
_skeleton.reset_bone_pose(index)
var rest := _skeleton.get_bone_global_rest(index).basis.get_rotation_quaternion()
var current := _skeleton.get_bone_global_pose(index)
var target := Basis((swing * rest).normalized()).scaled(current.basis.get_scale())
_skeleton.set_bone_global_pose(index, Transform3D(target, current.origin))
func _build_body(npc_type: int) -> void:
_rig = Node3D.new()
+29 -4
View File
@@ -9,6 +9,17 @@ const NPC_BASE := "res://assets/models/generated/npc_base.glb"
const SLOTS := ["skin", "cloth", "pants", "accessory", "hair"]
const BONES := ["Head", "HipL", "HipR", "KneeL", "KneeR", "ShoulderL", "ShoulderR",
"ElbowL", "ElbowR", "HandL", "HandR"]
## The Quaternius rig (ADR-0018) is a 62-joint armature. `NpcAvatar` maps these
## joints onto the animation proxies, so they are the drop-in requirement for a
## Quaternius-derived character instead of the 13-core names.
const QUATERNIUS_BONES := ["Head", "UpperLeg.L", "UpperLeg.R", "LowerLeg.L",
"LowerLeg.R", "UpperArm.L", "UpperArm.R", "LowerArm.L", "LowerArm.R",
"Wrist.L", "Wrist.R"]
## Quaternius-derived characters are detected by a dot-suffixed UpperArm joint;
## the procedural library uses ShoulderL/ShoulderR instead.
func _is_quaternius(skeleton: Skeleton3D) -> bool:
return skeleton != null and skeleton.find_bone("UpperArm.L") >= 0
func _manifest() -> Dictionary:
if not FileAccess.file_exists(MANIFEST):
@@ -76,7 +87,8 @@ func test_characters_match_the_npc_base_contract() -> bool:
problems.append("%s lacks Skeleton3D/npc_base" % name)
node.free()
continue
for bone in BONES:
var required: Array = QUATERNIUS_BONES if _is_quaternius(skeleton) else BONES
for bone in required:
if skeleton.find_bone(bone) < 0:
problems.append("%s missing bone %s" % [name, bone])
var slots := {}
@@ -105,6 +117,11 @@ func test_character_joints_line_up_with_npc_base() -> bool:
var skeleton := node.find_child("Skeleton3D", true, false) as Skeleton3D if node else null
if skeleton == null:
problems.append("%s has no skeleton" % name)
elif _is_quaternius(skeleton):
# ADR-0018: a Quaternius character keeps its own 62-joint skeleton and
# NpcAvatar re-derives the proxy pivots from it, so the joints are not
# expected to sit on npc_base's 13-core positions.
pass
else:
for bone in BONES:
var a := _global_rest(base_skel, base_skel.find_bone(bone)).origin
@@ -127,10 +144,18 @@ func test_character_bones_accept_the_avatar_pose_math() -> bool:
if skeleton == null:
problems.append(name)
else:
for bone in BONES:
var bones: Array = QUATERNIUS_BONES if _is_quaternius(skeleton) else BONES
for bone in bones:
var index := skeleton.find_bone(bone)
var rest := skeleton.get_bone_rest(index).basis.get_rotation_quaternion()
skeleton.set_bone_pose_rotation(index, rest * Quaternion(Vector3.RIGHT, 0.4))
if index < 0:
problems.append("%s missing %s" % [name, bone])
continue
# NpcAvatar._swing_bone(): pose = rest^-1 * swing * rest, applied
# through the global pose. The composition must stay a valid
# rotation on every limb bone of either rig.
var rest := skeleton.get_bone_global_rest(index).basis.get_rotation_quaternion()
var swing := Quaternion(Vector3.RIGHT, 0.4)
skeleton.set_bone_pose_rotation(index, rest.inverse() * swing * rest)
if not skeleton.get_bone_pose_rotation(index).is_normalized():
problems.append("%s.%s" % [name, bone])
if node:
+49 -6
View File
@@ -141,8 +141,8 @@ func test_skinned_model_loads_and_keeps_the_head_contract() -> bool:
"a skinned library character is used")
var b := TestUtils.check(avatar.get_node_or_null("Rig/Head") != null,
"Rig/Head survives the skinned path")
var c := TestUtils.check(avatar._skeleton != null and avatar._bone_indices.has("Head")
and avatar._bone_indices.has("HipL") and avatar._bone_indices.has("HandR"),
var c := TestUtils.check(avatar._skeleton != null and avatar.bone_name("head") != ""
and avatar.bone_name("hip", 0) != "" and avatar.bone_name("hand", 1) != "",
"armature bones are bound")
avatar.free()
return a and b and c
@@ -152,10 +152,10 @@ func test_skinned_model_loads_and_keeps_the_head_contract() -> bool:
func test_pose_reaches_the_skeleton_bones() -> bool:
var avatar := _avatar(Rules.NpcType.TOURIST, 55)
var sk := avatar._skeleton
var hip: int = int(avatar._bone_indices["HipL"])
var knee: int = int(avatar._bone_indices["KneeL"])
var rest_hip := sk.get_bone_rest(hip).basis.get_rotation_quaternion()
var rest_knee := sk.get_bone_rest(knee).basis.get_rotation_quaternion()
var hip: int = int(avatar._bone_indices[avatar.bone_name("hip", 0)])
var knee: int = int(avatar._bone_indices[avatar.bone_name("knee", 0)])
var rest_hip := sk.get_bone_pose_rotation(hip)
var rest_knee := sk.get_bone_pose_rotation(knee)
avatar.arrived = true
avatar.npc.intent = "sit"
for _i in 45:
@@ -179,6 +179,49 @@ func test_pose_reaches_the_skeleton_bones() -> bool:
avatar.free()
return a and b and c and d
## Regression (ADR-0018): the shipped base must resolve every animation joint on
## the rig it actually uses, keep the baked arm-down rest, and put each proxy on
## the matching body side. The Quaternius rig labels its dot-suffixed joints with
## the opposite side (its `L` sits at +x), so `RIG_BONES` is the single mapping and
## a silent side swap would splay the arms across the torso.
##
## The swing itself is proven by the pose-capture gate; `_swing_bone()` writes the
## global pose, which Godot only computes for a skeleton inside the scene tree and
## the headless runner executes tests before the tree is ready.
func test_shipped_rig_resolves_the_animation_joints() -> bool:
var avatar := _avatar(Rules.NpcType.TOURIST, 91)
var sk := avatar._skeleton
var problems: Array[String] = []
for joint in NpcAvatar.RIG_BONES:
for side in 2:
var bone := avatar.bone_name(joint, side)
if bone == "" or not avatar._bone_indices.has(bone):
problems.append("%s/%d unresolved" % [joint, side])
var a := TestUtils.check(problems.is_empty(),
"the shipped rig resolves every animation joint (%s)" % str(problems))
var wrist := avatar.bone_name("hand", 0)
var shoulder := avatar.bone_name("shoulder", 0)
var b := TestUtils.check(wrist != "" and shoulder != "", "shoulder/hand joints resolve")
if not b:
avatar.free()
return false
var shoulder_rest := sk.get_bone_global_rest(int(avatar._bone_indices[shoulder]))
var wrist_rest := sk.get_bone_global_rest(int(avatar._bone_indices[wrist]))
var c := TestUtils.check(shoulder_rest.origin.y - wrist_rest.origin.y > 0.3,
"the shipped base is baked arm-down (%.3f below the shoulder)"
% (shoulder_rest.origin.y - wrist_rest.origin.y))
# A straight-down arm axis is what makes an X swing read as forward/back.
var arm_down := shoulder_rest.basis.y.normalized().dot(Vector3.DOWN)
var d := TestUtils.check(arm_down > 0.95,
"the arm rest axis points down (dot %.3f)" % arm_down)
# Proxy side 0 must drive the -x arm and side 1 the +x arm on either rig.
var left := sk.get_bone_global_rest(int(avatar._bone_indices[avatar.bone_name("shoulder", 0)]))
var right := sk.get_bone_global_rest(int(avatar._bone_indices[avatar.bone_name("shoulder", 1)]))
var e := TestUtils.check(left.origin.x < right.origin.x,
"proxy side 0 drives the -x arm (%.3f vs %.3f)" % [left.origin.x, right.origin.x])
avatar.free()
return a and b and c and d and e
func test_character_selection_is_deterministic_and_complete() -> bool:
# Seed 5 resolves each role to a fixed pool member; the routine crowd roles
# now pick from the crowd-variety pools instead of a single npc_casual.
+385 -27
View File
@@ -53,6 +53,12 @@ MANIFEST = OUT_DIR / "manifest.json"
SLOTS = ["skin", "cloth", "pants", "accessory", "hair"]
BONES = ["Head", "HipL", "HipR", "KneeL", "KneeR", "ShoulderL", "ShoulderR",
"ElbowL", "ElbowR", "HandL", "HandR"]
# ADR-0018: a Quaternius-derived character keeps the upstream 62-joint armature
# instead of the 13-core skeleton, so these are the joints `NpcAvatar` maps onto
# the animation proxies and the ones the audit requires.
QUATERNIUS_BONES = ["Head", "UpperLeg.L", "UpperLeg.R", "LowerLeg.L", "LowerLeg.R",
"UpperArm.L", "UpperArm.R", "LowerArm.L", "LowerArm.R",
"Wrist.L", "Wrist.R"]
# Character cap raised to 24000/24000 on 2026-11-05 for the MPFB body, the
# accepted MakeHuman head and a seamless neck/shoulder junction. The required
# 13 core bones stay, but optional extra bones (fingers, face, toes) are
@@ -79,37 +85,47 @@ except ImportError: # pragma: no cover - audit/sheet/list run outside Blender
# Characters map onto NpcAvatar.layer_for() / ACCESSORIES so the runtime can
# pick one per avatar later. `tint` lists the slots the runtime should tint;
# every other material keeps its authored colour.
# `base` selects the CC0 Quaternius source the character is baked from
# (ADR-0017/ADR-0018, owner chose the full roster swap); `drop` removes upstream
# materials that do not belong to the role (the Worker's hivis vest and hard hat).
# Rebuild one procedurally with `build --source procedural --head mh`.
CHARACTERS = {
"npc_casual": {"layer": "none", "hair": "short", "gear": ["backpack", "camera"],
"base": "hoodie",
"roles": ["tourist", "confused_visitor", "intoxicated", "guest"]},
"npc_jacket": {"layer": "jacket", "hair": "short", "gear": ["lanyard", "clipboard"],
"base": "casual",
"roles": ["authorized_staff", "protester", "guest"]},
"npc_coat": {"layer": "coat", "hair": "long",
"npc_coat": {"layer": "coat", "hair": "long", "base": "hoodie",
"gear": ["sunglasses", "shoulder_bag", "phone"],
"roles": ["influencer", "trespasser", "violent_threat"]},
"npc_vest": {"layer": "vest", "hair": "buzz", "gear": ["cap", "clipboard"],
"base": "worker",
"roles": ["delivery"]},
"npc_dress": {"layer": "dress", "hair": "bun", "build": "slim",
"npc_dress": {"layer": "dress", "hair": "bun", "build": "slim", "base": "casual",
"gear": ["shoulder_bag"],
"roles": ["performer"]},
"npc_hoodie": {"layer": "hood", "hair": "short", "gear": ["cup"],
"npc_hoodie": {"layer": "hood", "hair": "short", "gear": ["cup"], "base": "hoodie",
"roles": ["trespasser", "mental_crisis", "violent_threat"]},
"npc_firefighter": {"layer": "responder", "hair": "buzz", "build": "broad",
"base": "worker", "drop": ["Worker_Vest", "Worker_Yellow"],
"gear": ["firefighter_helmet", "scba_tank", "flashlight"],
"roles": ["responder"]},
"npc_guard": {"layer": "guard", "hair": "buzz", "build": "broad",
"base": "worker", "drop": ["Worker_Vest", "Worker_Yellow"],
"gear": ["cap", "wand"],
"roles": ["player_guard", "venue_security"]},
# Crowd-variety prototypes (character development): vary build, head
# silhouette, hair/beard and outer layer without labelling behaviour.
"npc_crowd_a": {"layer": "none", "hair": "bun", "build": "slim",
# Crowd-variety prototypes (character development): the three Quaternius
# sources are spread across the crowd pools so a crowd never shows one mesh.
"npc_crowd_a": {"layer": "none", "hair": "bun", "build": "slim", "base": "casual",
"gear": ["sunglasses"], "roles": ["tourist", "guest"]},
"npc_crowd_b": {"layer": "none", "hair": "bald", "build": "broad",
"npc_crowd_b": {"layer": "none", "hair": "bald", "build": "broad", "base": "casual",
"beard": True, "gear": ["shoulder_bag"],
"roles": ["confused_visitor", "guest"]},
"npc_crowd_c": {"layer": "coat", "hair": "short",
"npc_crowd_c": {"layer": "coat", "hair": "short", "base": "hoodie",
"gear": ["umbrella"], "roles": ["intoxicated", "guest"]},
"npc_crowd_d": {"layer": "hood", "hair": "short", "build": "slim",
"base": "worker", "drop": ["Worker_Vest", "Worker_Yellow"],
"gear": ["cup"], "roles": ["tourist", "guest"]},
}
@@ -127,6 +143,11 @@ ATTACH_BLENDER = {"head": (0.0, 0.0, 1.62), "hand": (0.27, -0.02, 0.78),
ATTACH_GODOT = {"head": (0.0, 1.62, 0.0), "hand": (0.27, 0.78, 0.02),
"back": (0.0, 1.10, 0.0), "chest": (0.0, 1.30, 0.0)}
HEAD_BAND = (1.55, 1.81) # face/headgear height band in Godot metres
# Head gear is authored at the procedural library's head size; the shipped
# Quaternius roster has a 0.20 m head whose centre sits higher (see
# `build_gear`). 0.64 = 0.201 / 0.315.
HEAD_GEAR_SCALE = 0.64
HEAD_GEAR_LIFT = 0.07
FIT_HEAD_MATERIALS = ("skin",)
FIT_CLOTHING_MATERIAL = "cloth"
FIT_CLOTHING_BAND = (0.30, 0.52) # hip/skirt band; captures coat/dress flare
@@ -1433,6 +1454,312 @@ def build_character(name, head="face"):
return [arm, mesh]
# ---------------------------------------------------------------------------
# Quaternius roster (ADR-0017 / ADR-0018)
# ---------------------------------------------------------------------------
#
# The CC0 sources live under `blender_src/quaternius/` (gitignored for Godot via
# the parent `.gdignore`) and are build inputs, not runtime assets. Every source
# is 4 skinned meshes on the same 62-joint armature; the build joins them
# **without welding** (a weld corrupts the skin weights), renames the upstream
# materials onto the five tint slots, unwraps the degenerate source UVs and bakes
# the arm-down rest. See docs/npc-model-sourcing.md for the measurements.
QUATERNIUS_SRC = SRC_DIR / "quaternius"
# Material -> contract slot per source. `"keep"` leaves the authored colour
# (face, hair detail and hivis fabrics); anything not listed is kept too, so a
# new upstream material shows up as an extra fixed-colour slot instead of
# silently disappearing. The maps were derived from the per-material height bands
# measured in docs/npc-model-sourcing.md.
QUATERNIUS_SOURCES = {
"casual": {
"file": "Casual.glb",
"slots": {"Skin": "skin", "White": "cloth", "Orange": "pants",
"Grey": "accessory", "Hair_Blond": "hair",
"Brown": "keep", "Hair_Brown": "keep"},
"notes": "white tee + orange trousers + grey shoes; blond hair",
},
"hoodie": {
"file": "Casual_Hoodie.glb",
"slots": {"Skin": "skin", "Purple": "cloth", "LightBlue": "pants",
"Hair": "hair", "White": "accessory",
"Eye": "keep", "Eyebrows": "keep"},
"notes": "hoodie + shorts + white shoes (the hoodie covers the shoe uppers)",
},
"worker": {
"file": "Worker.glb",
"slots": {"Skin": "skin", "LightBrown": "cloth", "Brown": "pants",
"Brown2": "pants", "Grey": "accessory", "Black": "accessory",
# The Worker's head is bare apart from a hard hat, so the
# brows carry the hair tint and the slot keeps a surface.
"Eyebrows": "hair",
"Eye": "keep", "Moustache": "keep",
"Worker_Vest": "keep", "Worker_Yellow": "keep"},
"notes": "work shirt + trousers + hivis vest + hard hat",
},
}
def _quaternius_slot_map(obj, slot_map, drop):
"""Rename the upstream materials onto the contract slots.
Several upstream materials can share a slot (trousers + patches), so the
polygons are repointed at one Blender material instead of relying on a
rename that Blender would de-duplicate to `pants.001`.
"""
materials = [m for m in obj.data.materials if m is not None]
dropped = {i for i, m in enumerate(materials) if m.name in drop}
kept = []
target = {}
remap = {}
for index, m in enumerate(materials):
slot = slot_map.get(m.name, "keep")
if slot == "keep":
if m.name not in target:
target[m.name] = len(kept)
kept.append(m)
remap[index] = target[m.name]
continue
if slot in target:
remap[index] = target[slot]
continue
m.name = slot
target[slot] = len(kept)
kept.append(m)
remap[index] = target[slot]
# Faces that only exist for a dropped material go away with it.
if dropped:
doomed = [p.index for p in obj.data.polygons
if p.material_index in dropped]
if doomed:
bm = bmesh.new()
bm.from_mesh(obj.data)
bm.faces.ensure_lookup_table()
bmesh.ops.delete(bm, geom=[bm.faces[i] for i in doomed],
context="FACES")
bm.to_mesh(obj.data)
bm.free()
# Loose vertices left behind by the helmet/vest would export as an
# unreferenced blob, so drop them before the UV pass.
bm = bmesh.new()
bm.from_mesh(obj.data)
loose = [v for v in bm.verts if not v.link_faces]
if loose:
bmesh.ops.delete(bm, geom=loose, context="VERTS")
bm.to_mesh(obj.data)
bm.free()
# `materials.clear()` resets every polygon to slot 0, so record the source
# indices first or the whole mesh collapses onto the first slot.
source_index = [poly.material_index for poly in obj.data.polygons]
obj.data.materials.clear()
for m in kept:
obj.data.materials.append(m)
for poly, index in zip(obj.data.polygons, source_index):
poly.material_index = remap.get(index, 0)
def _bake_quaternius_rest(arm, mesh):
"""Bake the T-pose into an arm-down rest pose.
This runs on the re-imported T-pose export, not on the raw upstream file.
The order matters: pose, read the posed matrices, apply the Armature
modifier, **reset the pose to identity**, write the rest matrices, re-add the
modifier. Skipping the reset double-applies the arm-down (mesh width ±0.53 m
instead of ±0.23 m); `bpy.ops.object.armature_apply()` in Blender 5.2
deforms the mesh without baking the rest and is not usable here.
"""
bpy.context.view_layer.objects.active = arm
bpy.ops.object.mode_set(mode="POSE")
for side in ("L", "R"):
pose_bone = arm.pose.bones.get("UpperArm." + side)
if pose_bone is None:
continue
pose_bone.rotation_mode = "XYZ"
# Local X swings the arm in the frontal plane. This is only symmetric on
# *our* exported rest: the raw upstream file mirrors the bone rolls, so
# the build always round-trips through `_quaternius_tpose_glb()` first.
pose_bone.rotation_euler = (-math.pi / 2, 0, 0)
bpy.ops.object.mode_set(mode="OBJECT")
bpy.context.view_layer.update()
for side in ("L", "R"):
wrist = arm.pose.bones.get("Wrist." + side)
if wrist is not None:
head = arm.matrix_world @ wrist.head
print(f" wrist.{side} at x={head.x:+.3f} y={head.y:+.3f} z={head.z:+.3f}")
fingers = ("Thumb", "Index", "Middle", "Ring", "Pinky")
posed = {}
for side in ("L", "R"):
for bone in arm.data.bones:
name = bone.name
if not name.endswith(side):
continue
if name.startswith(("UpperArm", "LowerArm", "Wrist")) or name.startswith(fingers):
posed[name] = arm.pose.bones[name].matrix.copy()
arm_modifier = next(m for m in mesh.modifiers if m.type == "ARMATURE")
bpy.context.view_layer.objects.active = mesh
bpy.ops.object.modifier_apply(modifier=arm_modifier.name)
bpy.context.view_layer.objects.active = arm
bpy.ops.object.mode_set(mode="POSE")
for pose_bone in arm.pose.bones:
pose_bone.matrix_basis.identity()
bpy.ops.object.mode_set(mode="OBJECT")
bpy.context.view_layer.update()
bpy.context.view_layer.objects.active = arm
bpy.ops.object.mode_set(mode="EDIT")
for name, matrix in posed.items():
arm.data.edit_bones[name].matrix = matrix
bpy.ops.object.mode_set(mode="OBJECT")
bpy.context.view_layer.update()
bpy.context.view_layer.objects.active = mesh
modifier = mesh.modifiers.new("Armature", "ARMATURE")
modifier.object = arm
bpy.context.view_layer.update()
evaluated = mesh.evaluated_get(bpy.context.evaluated_depsgraph_get())
xs = [v.co.x for v in evaluated.data.vertices]
print(f" arm-down rest baked, deformed x {min(xs):.3f}..{max(xs):.3f}")
def _export_preserving_skin(objs, category, name):
"""Export a skinned GLB without touching the rest pose.
`export_apply=True` (what `export()` uses for the procedural library) bakes
the evaluated deformation a second time and writes wrong inverse bind
matrices, so Godot then renders the A-pose.
"""
path = asset_path(category, name)
path.parent.mkdir(parents=True, exist_ok=True)
for o in bpy.context.selected_objects:
o.select_set(False)
for o in objs:
o.select_set(True)
bpy.context.view_layer.objects.active = objs[0]
bpy.ops.export_scene.gltf(
filepath=str(path), export_format="GLB", use_selection=True,
export_apply=False, export_animations=False, export_skins=True,
export_yup=True, export_materials="EXPORT", export_image_format="AUTO")
SRC_DIR.mkdir(parents=True, exist_ok=True)
bpy.ops.wm.save_as_mainfile(filepath=str(SRC_DIR / f"{name}.blend"),
compress=True)
return path
def _quaternius_work_dir():
path = ROOT / "tmp" / "npc-build"
path.mkdir(parents=True, exist_ok=True)
return path
def _quaternius_tpose_glb(base, drop):
"""Export (and cache) the joined, slot-mapped, unwrapped T-pose base.
The arm-down bake only behaves symmetrically on our own export, because the
upstream file mirrors the bone rolls; this round trip normalises them. The
result depends only on the source and the dropped materials, so it is cached
for the run.
"""
key = base + ("-" + "-".join(sorted(drop)) if drop else "")
path = _quaternius_work_dir() / f"tpose_{key}.glb"
if path.is_file():
return path
source = QUATERNIUS_SOURCES[base]
source_path = QUATERNIUS_SRC / source["file"]
if not source_path.is_file():
raise FileNotFoundError(
f"{source_path} is missing; see {QUATERNIUS_SRC / 'README.md'}")
reset_scene()
bpy.ops.import_scene.gltf(filepath=str(source_path))
# The importer brings an Icosphere helper along; it is not part of the body
# and has no UVs or weights.
for o in list(bpy.context.scene.objects):
if o.name.startswith("Icosphere"):
bpy.data.objects.remove(o, do_unlink=True)
meshes = [o for o in bpy.context.scene.objects if o.type == "MESH"]
if not meshes:
raise RuntimeError(f"{source_path} imported no skinned meshes")
arm = next(o for o in bpy.context.scene.objects if o.type == "ARMATURE")
# Join without welding: remove_doubles merges vertices across weight groups
# and the resulting skinning is wrong (see MEMORY.md).
for o in bpy.context.scene.objects:
o.select_set(False)
for o in meshes:
o.select_set(True)
bpy.context.view_layer.objects.active = meshes[0]
bpy.ops.object.join()
obj = bpy.context.object
obj.name = "npc_base"
obj.data.name = "npc_base"
_quaternius_slot_map(obj, source["slots"], drop)
# Upstream UVs are degenerate (every loop at 0,0), so an AO bake would write
# an all-black map. Repack a real layout at a tight island margin (the
# default 0.01 wastes most of the square on a dense body), then scale it to
# fill the square so the 256-square maps keep a usable texel density.
for o in bpy.context.selected_objects:
o.select_set(False)
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.uv.smart_project(angle_limit=math.radians(66.0), island_margin=0.0005)
bpy.ops.uv.average_islands_scale()
bpy.ops.uv.pack_islands(margin=0.0015, rotate=True)
bpy.ops.object.mode_set(mode="OBJECT")
uv_layer = obj.data.uv_layers.active
loops = uv_layer.data
us = [d.uv[0] for d in loops]
vs = [d.uv[1] for d in loops]
span = max(max(us) - min(us), max(vs) - min(vs))
if span > 1e-6:
scale = 0.98 / span
low_u, low_v = min(us), min(vs)
for d in loops:
d.uv = ((d.uv[0] - low_u) * scale + 0.01,
(d.uv[1] - low_v) * scale + 0.01)
# Only the five contract slots are tinted at runtime; make sure a source that
# does not paint with one of them still declares it.
present = {m.name for m in obj.data.materials if m}
for slot in SLOTS:
if slot not in present:
obj.data.materials.append(bpy.data.materials.get(slot)
or material(slot))
for o in bpy.context.scene.objects:
o.select_set(False)
arm.select_set(True)
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
path.parent.mkdir(parents=True, exist_ok=True)
bpy.ops.export_scene.gltf(
filepath=str(path), export_format="GLB", use_selection=True,
export_apply=False, export_animations=False, export_skins=True,
export_yup=True, export_materials="EXPORT", export_image_format="AUTO")
print(f" T-pose base {path.relative_to(ROOT)}")
return path
def build_quaternius_character(name):
"""Bake one roster character from its CC0 Quaternius source."""
spec = CHARACTERS[name]
tpose = _quaternius_tpose_glb(spec["base"], spec.get("drop", []))
reset_scene()
bpy.ops.import_scene.gltf(filepath=str(tpose))
arm = next(o for o in bpy.context.scene.objects if o.type == "ARMATURE")
mesh = next(o for o in bpy.context.scene.objects if o.type == "MESH")
mesh.name = "npc_base"
mesh.data.name = "npc_base"
_bake_quaternius_rest(arm, mesh)
return [arm, mesh]
# ---------------------------------------------------------------------------
# Gear (static, attach-point space; see GEAR_ATTACH)
# ---------------------------------------------------------------------------
@@ -1486,13 +1813,14 @@ def build_gear(name):
bevel=0.02, segs=2))
p.append(box("Zip", (0.24, 0.005, 0.01), (0, 0.317, 0.05), M("steel")))
for s in (-1.0, 1.0):
# Strap path: over the shoulder, then down the chest outside the
# torso front (Godot z≈0.21). The old chest/waist points sat at
# z≈0.13 inside the body, so only thin tube fragments read as two
# rigid black bars from the front.
p.append(tube("Strap", [(0.09 * s, 0.13, 0.27), (0.11 * s, -0.02, 0.29),
(0.12 * s, -0.06, 0.25),
(0.14 * s, -0.19, 0.18), (0.145 * s, -0.19, -0.08)],
# Strap path: over the shoulder, then down the chest. The chest points
# are pulled in to x 0.12 / Godot z 0.15 so the straps hug the slimmer
# Quaternius torso (ADR-0018) as well as the wider procedural one;
# the earlier x 0.145 / z 0.19 path floated ~5 cm proud of the
# Quaternius chest and read as two detached blue bars.
p.append(tube("Strap", [(0.075 * s, 0.13, 0.27), (0.095 * s, -0.02, 0.29),
(0.105 * s, -0.06, 0.25),
(0.12 * s, -0.15, 0.18), (0.125 * s, -0.15, -0.08)],
0.016, M("denim_bag"), seg=8, width_scale=1.35,
thickness_scale=0.42))
elif name == "shoulder_bag":
@@ -1555,9 +1883,13 @@ def build_gear(name):
rot=(math.radians(90), 0, 0)))
p.append(box("Prism", (0.05, 0.05, 0.03), (0, -0.04, 0.095), M("plastic_black"),
bevel=0.006))
p.append(tube("Strap", [(-0.065, -0.04, 0.06), (-0.10, 0.0, 0.25), (0.0, 0.05, 0.42),
(0.10, 0.0, 0.25), (0.065, -0.04, 0.06)], 0.006,
M("plastic_black"), seg=5))
# The hand attach point hangs off the wrist, so a full neck strap would
# float beside the head instead of resting on the neck. A short wrist
# loop keeps every hand item self-contained and follows the hand.
p.append(tube("WristStrap", [(-0.045, -0.02, 0.02), (-0.05, -0.035, 0.075),
(0.0, -0.045, 0.10), (0.05, -0.035, 0.075),
(0.045, -0.02, 0.02)], 0.005, M("plastic_black"),
seg=5, caps=False))
elif name == "protest_sign":
p.append(box("Pole", (0.03, 0.03, 1.1), (0, 0, 0.35), M("wood")))
p.append(box("Board", (0.62, 0.012, 0.42), (0, -0.025, 0.82), M("cardboard"),
@@ -1591,7 +1923,19 @@ def build_gear(name):
else:
raise KeyError(name)
obj = join(p, name)
if GEAR[name] == "hand": # origin = Hand proxy (wrist); grip 5 cm lower
if GEAR[name] == "head":
# Head gear is authored around the head *centre*. The shipped roster is
# the Quaternius base (ADR-0018): its head is 0.20 m wide against the
# procedural library's 0.315 m, and its centre sits 0.07 m higher, so the
# head gear is scaled and lifted to match. The procedural fallback then
# wears slightly small hats — cosmetic, and recorded in
# docs/blender-assets.md.
centre = Vector((0.0, 0.0, HEAD_GEAR_LIFT))
obj.data.transform(
Matrix.Translation(centre)
@ Matrix.Diagonal((HEAD_GEAR_SCALE, HEAD_GEAR_SCALE,
HEAD_GEAR_SCALE, 1.0)))
elif GEAR[name] == "hand": # origin = Hand proxy (wrist); grip 5 cm lower
obj.data.transform(Matrix.Translation((0, 0, -0.05)))
uv_unwrap(obj)
return [obj]
@@ -1919,15 +2263,18 @@ def build_prop(name):
# Build + render entry points (inside Blender)
# ---------------------------------------------------------------------------
def _build_one(category, name, head="face"):
def _build_one(category, name, head="face", source="quaternius"):
reset_scene()
quaternius = (category == "npc" and source == "quaternius"
and "base" in CHARACTERS[name])
if category == "npc":
objs = build_character(name, head=head)
objs = (build_quaternius_character(name) if quaternius
else build_character(name, head=head))
elif category == "npc_gear":
objs = build_gear(name)
else:
objs = build_prop(name)
path = export(objs, category, name)
path = (_export_preserving_skin if quaternius else export)(objs, category, name)
print(f"wrote {path.relative_to(ROOT)}")
return path
@@ -2164,7 +2511,8 @@ def audit_asset(category, name):
nodes = gltf.get("nodes", [])
bones = [nodes[j].get("name", "") for s in gltf.get("skins", [])
for j in s.get("joints", [])]
for b in BONES:
required = QUATERNIUS_BONES if "UpperArm.L" in bones else BONES
for b in required:
if b not in bones:
res["issues"].append(f"missing bone {b}")
if not any(n.get("name") == "npc_base" and "mesh" in n for n in nodes):
@@ -2326,7 +2674,13 @@ def analyse_inspection(stats: dict) -> dict:
bones = list(stats.get("bones", []))
materials = list(stats.get("materials", []))
bones_ok = {b for b in BONES if b in bones}
needed = set(BONES) | {"Hips", "Spine", "Neck"}
# ADR-0018: a Quaternius-derived character keeps the 62-joint upstream
# armature, so the required set is the joints `NpcAvatar` maps instead of the
# 13-core skeleton.
if "UpperArm.L" in bones:
needed = set(QUATERNIUS_BONES)
else:
needed = set(BONES) | {"Hips", "Spine", "Neck"}
if not meshes:
issues.append("no mesh objects")
@@ -2822,7 +3176,8 @@ def write_manifest(results):
if r["category"] == "npc":
spec = CHARACTERS[r["name"]]
entry.update({"layer": spec["layer"], "roles": spec["roles"],
"tint_slots": SLOTS, "mesh_node": "npc_base"})
"tint_slots": SLOTS, "mesh_node": "npc_base",
"base": spec.get("base", "procedural")})
elif r["category"] == "npc_gear":
entry["attach"] = GEAR[r["name"]]
else:
@@ -2874,7 +3229,10 @@ def main(argv=None):
s.add_argument("--only", default="")
if cmd == "build":
s.add_argument("--head", default="face", choices=("face", "proto", "mh"),
help="character head source (default: face)")
help="procedural character head source (default: face)")
s.add_argument("--source", default="quaternius",
choices=("quaternius", "procedural"),
help="character mesh source (default: the Quaternius roster)")
a = sub.add_parser("audit")
a.add_argument("--json", action="store_true")
fit = sub.add_parser("fit")
@@ -2966,7 +3324,7 @@ def main(argv=None):
return 2
for cat, name in _selected(args.only):
if args.cmd == "build":
_build_one(cat, name, head=args.head)
_build_one(cat, name, head=args.head, source=args.source)
else:
_render_one(cat, name)
if args.cmd == "build":
+4
View File
@@ -90,5 +90,9 @@ echo ""
echo "Artifacts:"
ls -la build/*"${VERSION}"*
echo ""
echo "Checksums:"
shasum -a 256 build/*"${VERSION}"* > "build/SHA256SUMS-${VERSION}.txt"
cat "build/SHA256SUMS-${VERSION}.txt"
echo ""
echo "Upload to: https://git.allucanget.biz/zwitschi/security-game/releases"
echo "See docs/RELEASING.md for the full release checklist."
+42 -4
View File
@@ -78,8 +78,18 @@ def joint_positions(gltf):
for child in node.get("children", []):
walk(child, world, child_q)
# The Blender library exports the armature root as "Armature"; the Quaternius
# sources call it "CharacterArmature". Resolve it from the skin instead of the
# name so a rebuilt rig cannot silently return an empty joint map.
skin_joints = set(gltf["skins"][0]["joints"]) if gltf.get("skins") else set()
def holds_joints(index):
if index in skin_joints:
return True
return any(holds_joints(child) for child in nodes[index].get("children", []))
for root in roots:
if nodes[root].get("name") == "Armature":
if root in skin_joints or holds_joints(root):
walk(root)
return out
@@ -108,13 +118,39 @@ def mesh_vertices(gltf, binary):
return out
## ADR-0018: a Quaternius-derived character keeps its 62-joint armature, so the
## 13-core joint names are aliased onto the upstream ones before measuring.
QUATERNIUS_JOINTS = {
"ShoulderL": "UpperArm.L", "ShoulderR": "UpperArm.R",
"ElbowL": "LowerArm.L", "ElbowR": "LowerArm.R",
"HandL": "Wrist.L", "HandR": "Wrist.R",
"HipL": "UpperLeg.L", "HipR": "UpperLeg.R",
"KneeL": "LowerLeg.L", "KneeR": "LowerLeg.R",
"Spine": "Hips",
}
def _alias_joints(joints):
"""Return a joint map that answers both rig namings."""
out = dict(joints)
for core, upstream in QUATERNIUS_JOINTS.items():
if core not in out and upstream in joints:
out[core] = joints[upstream]
return out
def _span(values):
return max(values) - min(values) if values else 0.0
def measure(name):
_magic, _version, _length, _size, gltf, binary = _read_glb(asset_path("npc", name))
joints = joint_positions(gltf)
raw_joints = joint_positions(gltf)
# ADR-0018: the Quaternius base ships its upstream (semi-realistic)
# proportions, so the stylized guide band does not apply to it. The row still
# reports every measurement and ratio.
rig = "quaternius" if "UpperArm.L" in raw_joints else "core"
joints = _alias_joints(raw_joints)
verts = mesh_vertices(gltf, binary)
ys = [p[1] for p, _bone, _material in verts]
height = _span(ys)
@@ -123,9 +159,10 @@ def measure(name):
shoulder = [p for p, _bone, _material in verts
if shoulder_y - 0.08 <= p[1] <= shoulder_y + 0.06]
hip = [p for p, bone, material in verts
if bone in ("HipL", "HipR") and material == "pants"]
if bone in ("HipL", "HipR", "UpperLeg.L", "UpperLeg.R")
and material == "pants"]
feet = [p for p, bone, _material in verts
if bone in ("KneeL", "KneeR") and p[1] < 0.2]
if bone in ("KneeL", "KneeR", "LowerLeg.L", "LowerLeg.R") and p[1] < 0.2]
head_h = _span([p[1] for p in head])
head_w = _span([p[0] for p in head])
shoulder_w = _span([p[0] for p in shoulder])
@@ -165,6 +202,7 @@ def measure(name):
}
return {
"character": name,
"rig": rig,
"measurements": {key: round(value, 3) for key, value in values.items()},
"ratios": {key: round(value, 3) for key, value in ratios.items()},
"checks": checks,
+11 -4
View File
@@ -56,12 +56,17 @@ class BuiltAssetTests(unittest.TestCase):
report = {entry["character"]: entry for entry in ba.fit_report()}
self.assertIn("npc_coat", report)
coat = report["npc_coat"]
self.assertAlmostEqual(coat["reference"]["head_width"], 0.315, places=2)
self.assertAlmostEqual(coat["reference"]["clothing_radius"], 0.225, places=3)
# Reference dimensions come from the shipped mesh, so the roster swap
# (ADR-0018: the Quaternius base, 0.20 m head) moves them. The gear is
# authored for the shipped roster, so the ratio checks below are what
# must stay true; the absolute numbers are a drift guard.
self.assertAlmostEqual(coat["reference"]["head_width"], 0.201, places=2)
self.assertAlmostEqual(coat["reference"]["clothing_radius"], 0.19, places=3)
sunglasses = next(row for row in coat["gear"] if row["name"] == "sunglasses")
self.assertEqual(sunglasses["attach"], "head")
self.assertLessEqual(sunglasses["width"],
0.70 * coat["reference"]["head_width"])
self.assertAlmostEqual(sunglasses["width_ratio"], 0.65, places=2)
bag = next(row for row in coat["gear"] if row["name"] == "shoulder_bag")
self.assertEqual(bag["attach"], "back")
self.assertGreaterEqual(bag["x_extent"], 0.2)
@@ -73,7 +78,7 @@ class BuiltAssetTests(unittest.TestCase):
self.assertEqual(len(row["max"]), 3)
self.assertIn("npc_dress", report)
dress = report["npc_dress"]
self.assertAlmostEqual(dress["reference"]["clothing_radius"], 0.26, places=3)
self.assertAlmostEqual(dress["reference"]["clothing_radius"], 0.18, places=3)
dress_bag = next(row for row in dress["gear"] if row["name"] == "shoulder_bag")
self.assertGreater(dress_bag["x_clearance"], 0)
@@ -106,7 +111,9 @@ class TexelDensityTests(unittest.TestCase):
def test_character_slots_report_density_and_area(self):
report = ba.texel_density("npc_casual")
self.assertEqual(report["resolution"], 256)
self.assertEqual(set(report["slots"]), set(ba.SLOTS) | {"eye_white", "rubber"})
# The five tint slots are the contract; rebuilds may add fixed-colour
# detail materials (the Quaternius base keeps `Eye` and `Eyebrows`).
self.assertLessEqual(set(ba.SLOTS), set(report["slots"]))
for slot in ba.SLOTS:
row = report["slots"][slot]
self.assertGreater(row["triangles"], 0, slot)
+10
View File
@@ -10,9 +10,19 @@ class NpcProportionTests(unittest.TestCase):
self.assertEqual(len({row["character"] for row in rows}), 12)
for row in rows:
self.assertGreater(row["measurements"]["height"], 1.6)
self.assertIn(row["rig"], ("core", "quaternius"))
# Both rigs must resolve every measurement; a missing joint would
# collapse a ratio to zero.
for key, value in row["measurements"].items():
self.assertGreater(value, 0.0, f"{row['character']} {key}")
def test_current_library_stays_inside_the_stylized_guide(self):
for row in npc_proportions.report():
# ADR-0018: the Quaternius base is accepted at its upstream
# (semi-realistic) proportions, so the stylized band does not apply.
# The measurement stays in the report for the face/silhouette gate.
if row["rig"] != "core":
continue
for key, check in row["checks"].items():
self.assertEqual(check["status"], "ok",
f"{row['character']} {key}={check['value']}")