28 KiB
MEMORY
Session memory for durable decisions, gotchas, and commands. Implementation history lives in
DONE.md, user-facing changes in CHANGELOG.md, the live task list in TODO.md, and the
canonical implemented-features list in docs/development-status.md.
Decisions
-
Local-only reference override (2026-11-03, owner): development-only photo research ignores the licence gate. Downloads live in
tmp/research/(gitignored): DDG image search, street-view frames, neighbouring buildings — never committed, never shipped. Promotion intodocs/screens/refs/always passes the sidecar licence + privacy gate andCREDITS.md. -
AI-assisted asset review loop (2026-11-04): head/face shape decisions use a concept + judge loop — generate a target concept (
generate_textures.generate_image, Seedream) and usetools/describe_image.pyas the vision judge, iterating until the judge's specific fixes converge. Review pages:docs/screens/head-review/README.md,docs/3d-model-review.md§AI-driven head rework. -
Project agent skills (2026-11-03): two tracked skills live in
.agents/skills/:gig-line-blender-asset-contractandgig-line-release-qa. They are guidance only, add no runtime dependency and are referenced fromtools/README.md. The third-partyblender-skillspack remains gitignored. -
TV Studio shares the Hollywood location (owner): the Late Night TV Studio is the same El Capitan Entertainment Centre block at 6840 Hollywood Blvd (which houses Jimmy Kimmel Live!), restaged for a late-night arrival.
VENUE_SPECS["tv_studio"]is a 30.0 m variant of the 29.6 m Hollywood facade. One reference board serves both venues; never create a separate TV Studio board. -
Jimmy Kimmel Live = starting point: the Hollywood first shift and the TV Studio arrival both begin at the El Capitan block. Stated in
docs/venues.md#hollywood-boulevardanddocs/gameplay.md. -
Street-view limitation: Google Street View panoramas need a Google API key or manual browser capture, so the local reference sets use DDG street-level photos instead.
-
Image-recitation filter: Gemini image models reject well-known branded facades (Comedy Store wall) as generation anchors (
IMAGE_RECITATION). Workaround: anchor on a less-branded frame of the same block, or generate text-only when the reference adds no geometry. -
OpenRouter image-to-image:
/v1/imagesis text-to-image only; the working path isPOST /v1/chat/completionswith acontentarray carrying a base64image_url. Response images arrive asmessage.images[].image_url.url(fallback: a data URI inside the message text). Implemented ingenerate_textures.generate_image(reference_path=...)andscene_concepts.py generate/anchor; provenance sidecars are.refgen.json. -
Facade/venue material picks (2026-11-03): the Masonic/El Capitan facade uses the photo-anchored
limestone_ashlarfield (warm tintColor(0.85, 0.81, 0.74)) withstone_stepsfor trim; the Joke Shop usesdark_stucco; the marquee canopy/sign box stayblack_metalby design (fictional "GIG LINE" marquee, not the red El Capitan Theatre marquee next door). The TV Studio reusesmasonic_facade. Committed Comedy Store refs were removed in favour of the local-onlytmp/research/comedy-store/set; the three-up board's photo panel is a historical public-domain frame. -
Godot 4.7.2
--importgotcha: with a stale.godot/cache, new image files never import (no.importcreated) andpreload()of the new texture fails every dependent script with the misleadingCould not resolve external class member "spec". Fix: import in a scratch copy with.godot/removed, then copy back the.png.importand.godot/imported/*.ctex/.md5. -
Blender skills pack (local aid): MIT
blender-skillsat.agents/skills/blender-skills/(94 skills + sharedreferences/), gitignored, kept out of Godot's scanner by.agents/.gdignore. Keep the pack flat when updating (cp -a <pack>/.claude/skills/. ...). Pi gates project.agents/skillsbehind project trust. -
Gaussian splatting (unversioned): offline/development-only until an ADR proves licence, privacy, Compatibility/Web cost and mesh collision. Accepted photo channels: team captures, permissioned user/volunteer photos, clearly licensed downloads; every set needs a provenance/consent sidecar. No runtime splat dependency in 0.10.0.
-
0.10.0 balance protocol:
docs/release-qa.md#balance-acceptancedefines targets/denominators for the 36 venue/difficulty/phase cells, seeds 1–100, and access/emergency error rates. Gotcha:_read_npc_truth()is type-derived, not behaviour-derived; the emergency-fairness review must account for that oracle mismatch. -
Blender MCP is optional (2026-11-04): setup and safe part workflow are in
docs/asset-tooling.md#optional-interactive-blender-mcp. The headless flatpak scripts remain authoritative; MCP is never a build/CI/test/runtime dependency, and anything MCP touched must pass the CLI audit/fit gates. -
Character mesh cap (2026-11-05): all characters use 24,000 tris / 24,000 glTF vertices (
CHAR_MAX_TRIS/CHAR_MAX_VERTSintools/blender_assets.py;npc_pipeline.MAX_TRIANGLES/MAX_VERTICES). The required 13 core bones stay, optional extra bones are allowed, and the low-polynpc_basefallback remains the shipped fallback. The raise funds the Quaternius base bake and the 12-variant clothing detail. Measure the 24-NPC/Web budget after any geometry change; never silently lower the cap without a new decision. -
Quaternius is the NPC base (2026-11-05, owner): ADR-0017 supersedes the generator-first sourcing decision. The CC0 Quaternius Ultimate Modular character pack is the primary NPC mesh and animation source. Stage 1 bakes a proportion-warped, 13-core-contract
npc_basesoNpcAvatar, gear and animations keep working; the 62-joint/24-clip source rig is authoring input, not a runtime dependency. If the warp fails the silhouette gate, Stage 2 needs a new ADR for a 62-joint runtime, not a hybrid. The MakeHuman head and proceduralnpc_baseremain tested fallbacks until the Quaternius rollout ships. Quaternius source: CC0, attribution inCREDITS.md; the three researched GLBs and licence notes are kept intmp/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:
NpcAvatarmaps 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) and the mesh keeps source LOD (arm-down rest pose baked). The 24 upstream clips are not played:_animate()drives the proxies and_sync_skeleton()writes the bone poses, which is what the FSM already needed for sitting, hand-raising and head turns. Playing the clips would replace that state machine, not supplement it, so all 24 stay unused and the clips are authoring reference only. -
Engine baseline: Godot 4.7.2 stable (official editor
~/.local/bin/godot). The system'sgodot-runnercannot load arbitrary project paths (compiled without path overrides); use the official editor binary. -
GDScript/architecture: cross-file references use explicit
preload()constants (notclass_name) so scripts compile in headless--scriptruns; the test runner is a custom minimal harness (not GUT, which needs the editor plugin); no autoload signal bus —ShiftCoordinatorowns theEventBusinstance passed to subsystems. -
Skinned NPCs (v0.6.0):
NpcAvatar._build_skinned_body()loadsnpc_base.glb; procedural_build_body()is the fallback. Bone pose rotation is the absolute local orientation, not an offset — compose withget_bone_rest(i).basisor the body snaps to a broken pose. Five tint slots viaSurfaceMaterials.npc_slot(); keep_rig.scaleuniform on the skinned path. -
NPC facing: the avatar's visual front is +Z; Godot
look_at()aims -Z (made NPCs walk backwards). UseNpcAvatar.yaw_towards(dir)and setrotation.y; neverlook_at()on avatars. Head-turn offsets use+basis.zfor the same reason. -
Release blockers (still open): macOS unsigned, AI image provider terms/commercial rights not 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):
0.9.9Quaternius pilot base (rig/export fix, rest-relative pose math, owner face/silhouette gate),0.9.1012-role roster,0.9.11scheduled venue/prop/lighting polish,0.9.12performance/Web/accessibility verification,0.10.0public-readiness minor, then0.10.1–0.10.3fixes,0.11.0replay + fourth venue + localization foundation,0.12.0signed/storefront builds + save v2,0.13.xcontent complete and release candidates,1.0.0stable. The full gap analysis and roadmap live inPLAN.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): see
_swing_bone()in the gotchas — the rest-relativeset_bone_pose_rotationform was abandoned; the global-pose write replaced it. -
Full roster swap (2026-11-05, owner): at the
0.9.9face gate the owner chose option (a), full swap. All twelve public character names are baked from the three CC0 Quaternius sources (casual,hoodie,worker); variety comes from the five tint slots, the outfit rules and the gear library. The procedural library + MakeHuman head stay in the tree as the tested fallback (build --source procedural), not in the shipped roster. Silhouette variety is the known regression — three meshes for twelve roles — and the modular part library is the0.9.10fix. -
Hair variety is built in-project (2026-11-06): the upstream modular pack is a Google Drive folder, so it cannot be fetched reproducibly;
QUATERNIUS_HAIR_PARTSreshapes the one hair shell each base ships (shortidentity,buzzsquash,longstretch,baldremoval) and the role's existingCHARACTERS[...]["hair"]picks it.baldis restricted to bases whose skin closes the skull. Outfit variety still needs the pack or new garments. -
No hats except the firefighter helmet (2026-11-06, owner): the iconography is not worth the cost — a cap or hood on this head hides the face, and every hat needed a lift+scale hack to clear the 0.228 m hair shell.
ACCESSORIESmaps no role tocap/hood, the guard/vest per-character caps are gone, the performer cone was removed, and the primitive cap/hood fallbacks were deleted with theirGEAR_OFFSETS/GEAR_SCALEcompensation.firefighter_helmetis the only head item. Do not re-add head gear without an owner decision and a fit measurement. -
Mouths are authored, not upstream (2026-11-06): none of the three Quaternius heads has a mouth material, so the faces read as brow-and-eye masks.
_add_quaternius_mouth()places a small lip block on the measured skin surface (front-most skin vertex in the 1.600–1.632 m band, ±35 mm of centre) at 1.616 m. One rule covers all three bases; it runs before the slot map, so match the material as_base_name(m.name).lower() == "skin". -
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
- Blender material-list edits corrupt polygons silently. Two separate bugs, same root:
obj.data.materials.clear()resets every polygon to slot 0, so the per-face indices must be captured before the clear and reassigned after; andIDMaterials.pop(index=)repoints the polygons that used the slot, which once painted a whole face with the eye material. The safe pattern is_purge_unused_materials(): read the per-face material names, rebuild the slot list from the names, then write the indices back by name. - A zero-user material still owns its name. Removing a slot leaves the datablock behind, so a
donor material renamed to the freed name lands as
Eye.001and everym.name == "Eye"rule silently misses it. Purge the datablocks (bpy.data.materials.remove(m)whenm.users == 0) or match on_base_name(). - A duplicated detail face has to be offset along its own normal. Copying the eye quad into a
pupil and nudging it in world
-Yvanished: the eye plane is tilted, so the "front" nudge went backwards and the pupil sat inside the sclera. Offsetting alongface.normal * 0.0032fixed it. Also scale the depth axis when shrinking a copy, or it flattens onto the parent plane. - Blender node colours are linear; Godot tonemaps them. A mouth lip at
0.16linear rendered as salmon/mauve. Divide by roughly 3–4 versus the intended sRGB value: the hair uses 0.027 linear, the lip 0.055/0.018/0.02. - The modular Quaternius Worker has no torso under its vest and no crown under its hard hat. Deleting either material leaves real holes (that is what shipped in the first 0.9.9 build: guard and firefighter showed the inside of the head and torso). Remap instead of deleting; the only geometry the build removes is the Worker brow bar, which is replaced by a donor part.
- Head gear authored for the 0.315 m procedural head is wrong on the 0.20 m Quaternius head. Gear
is authored around the head centre (1.62) while the attach node is the Head bone (1.587), and
the Quaternius centre is 1.69 — a 7 cm error put every cap brim across the brows, which I spent
several passes misreading as a mesh hole (the band was pure black and no material had faces
there).
HEAD_GEAR_LIFT = 0.103fixes the common case. With the hats removed this only affects the firefighter helmet. - Two character builders — do not confuse them.
tools/blender_assets.pyis the real builder for the eight library characters, 18 gear pieces and props (it has the 0.9.4 face/hand sculpting in_face()/_hands_and_shoes());tools/npc_pipeline.pybuilds onlyassets/models/generated/npc_base.glb, the frozen plain-primitive fallback. Readingnpc_pipeline.pyto judge the library's face/hand detail is wrong. - Pose capture fixed (2026-11-04): the harness was missing
set_physics_process(false)/set_process(false)on the avatar, so the FSM (_advance_fsm+_move_toward_target) ran every tick, resetarrived/velocity and madetheater_pose()revert to idle/rest. Disabling both fixes it (sit vs idle diff 5.63, walk vs idle 2.29). The earlier "moving theRigchild does not render" probe was a red herring — it set the position inside_shoot()in the same frame asroot.get_texture().get_image(), so it never rendered a frame. Lesson: pose/portrait harnesses must freeze the avatar's process/physics before driving_animate(). - Capture/pose harness gotchas: scripts that read captured-mouse input must run windowed
(
smoke_props.gd); the NPC FSM rewritesrotation.yevery physics tick, so pose/portrait captures set the yaw afterset_physics_process(false);visible=falsedoes not keep the crowd out of a portrait frame (park the rest of the crowd away instead). - Blender:
bisect_planeand 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-rotateUpperArm.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 → exportexport_apply=False. Missing the pose reset double-applies the arm-down (mesh ±0.53 instead of ±0.23).armature_applyin 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: noremove_doublesweld, 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
NpcAvatarwiring (commits2a6f29f,cd285b3):RIG_BONES+NpcAvatar.bone_name(joint, side)hold the only side mapping — the Quaternius labelsL/Ropposite the project, so proxy side 0 (-x) drivesUpperLeg.R/UpperArm.Rwhile side 1 drives the.Lbones. The arm/elbow swing axis isVector3.LEFT(legs stayRIGHT). The hand proxy isglobal_wrist − global_elbow(subtracting the parent-relativeelbow.positionmisplaces handheld gear). Old 13-core names resolve through the same table. - Bone posing must write the global pose (
NpcAvatar._swing_bone):reset_bone_pose()thenset_bone_global_pose(Transform3D(Basis(swing * global_rot), current_origin)), conjugated withget_bone_global_rest(). Both rejected alternatives fail: the rest-relativeset_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 plainrest⁻¹ * swing * restconjugation flips the limbs 180°. Verified by measuringget_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), andset_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.pynow 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) thenbake_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_imageapplies model-specific sizing; concept generation defaults to--request-size 1536. - Local photo research tooling: DDG rate-limits by IP (HTTP 202) — the
refcollect.pytoken bucket (0.5 req/s, burst 3) plus retry/backoff handles it; some DDG frames are AVIF mislabeled.png/.jpg(convert with ffmpeg;refcollect.py sheetskips unreadable). Commons API needs a descriptive User-Agent and rate-limits thumbnail downloads (fetch all metadata in onetitles=A|B|Cquery). - Frozen decisions: do not re-open
override_access; do not bind wand toW; do not remove the radio easter egg. - GDScript: no static signals; lambdas capture locals by value (mutating a captured local does not affect the outer variable — use member functions for accumulators).
- Reference cycles:
FSMholds its owner viaWeakRef,ShiftCoordinatorisRefCounted; if a new subsystem introduces a cycle, repeat the WeakRef pattern. - Headless (dummy renderer) logs
Parameter m is nullfrommesh_get_surface_count— benign, does not occur with a real GL driver. - macOS export requires
rendering/textures/vram_compression/import_etc2_astc=true(universal build demands ETC2 ASTC). - Typed spawn signal: handlers must accept the 4th
event: Dictionaryarg or Godot will not call them. - GDScript inference trap: a
vartyped as a base class (radial: CanvasLayer) exposes script members asVariant; type it as the script type (ActionRadial).--check-only --scriptcannot see theSaveautoload — use a real boot (--quit-after 180) to verify full-scene compile. - Do not snapshot right after changing a transform in the same frame —
capture_screenshots.gdneeds a state/frame gap or the capture uses the old camera orientation. EventSchedulerprobabilities are per simulated second, not per call; never poll it per frame.- Light falloff:
omni_attenuation = 0.0is constant, not physical, falloff in Godot 4.7 — all local lights use1.0. - glTF
baseColorFactoris LINEAR — writing sRGB makes props pastel;srgb_to_linear()is applied inbuild_glb. A new/changed.glbneedsgodot --headless --importbeforeload()sees it. - Rebuilding a character GLB also requires re-baking its AO (
tools/bake_ao.py -- --only <name>).blender_assets.py buildwrites the GLB only; the old<name>_ao.pngthen maps onto the new geometry and produces large dark cheek/jaw blotches. Bake the AO, re-import, and refresh the stale.godotcache (scratch-copy import) before judging a face/body change. Save.SETTINGS_FILEis declared and unused; settings persist throughload_settings()/save_settings().- Crowd reactions emit
event_bus.crowd_changed;GameManager._connect_crowd()must reconnect after everycoordinator.setup()(same class of bug as the radio-dispatch reconnect). - Packaging: NSIS uses
-Ddefines (never/D) and resolves relative defines against the script directory (pass$PWD-absolute paths); installed exe must be space-free; ICO must be classic BMP entries (PIL emits PNG-compressed ICOs NSIS can't load). appimagetool runs systemappstreamcli— pass--pedantic. - Credentials:
~/.git-credentialsholds the Gitea creds;.envholds onlyOPENROUTER_API_KEY. assets/textures/game_ready/is not imported (no.import) — use the importedassets/textures/skyline.pngpath.- Godot 4.7 writes
*.gd.uidfiles — kept out ofgit statusvia.git/info/exclude. - Collaborators occasionally leave uncommitted work in the shared tree; check
git statusbefore committing and leave foreign changes untouched.
Commands
- Tests:
godot --headless --path . --script res://src/test/test_runner.gd - Boot check:
godot --headless --path . --quit-after 120 - Single screenshot:
godot --path . -s res://src/test/take_screenshot.gd - Staged gallery:
tools/check_screenshots.sh(re-run the whole script, never a partial capture) - Blender build:
flatpak run org.blender.Blender --background --python tools/npc_pipeline.py -- build(flatpak cwd is/app/blenderand cannot read/tmp— use absolute repo paths;.gdignoremarkers keep Godot from importing.blend/tmp) - Textures:
python3 tools/generate_textures.py(thengodot --headless --import); AI modepython3 tools/generate_textures.py --ai; general pipelinepython3 tools/asset_pipeline.py - Character checks:
python3 tools/blender_assets.py inspect|audit|fit,python3 tools/npc_proportions.py - Docs:
python3 tools/check_docs.py(every tracked image must be linked from its folder README) - Head/part pipeline:
python3 tools/npc_parts.py build|extract|assemble|inspect|sheet|compare(Blender subcommands run under flatpak). Head sources:build_character(head="face"|"proto"|"mh"). - Reference research:
python3 tools/refcollect.py search <q> --slug <block> --limit N(local-only),tools/refboard.py(Commons),tools/three_up.py compose/rows,tools/scene_concepts.py generate/anchor/realism
Open Questions
- Whether the responder avatar should be playable/controllable or purely scripted.
- 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
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.
Full roster (0.9.9, commits a6ccd86 … 9fd4824): all twelve characters run on the
Quaternius bases (62 joints, 73–74 px/m texel density), built by the shipped
tools/blender_assets.py two-pass pipeline (_quaternius_tpose_glb → _bake_quaternius_rest).
The owner signed the roster off with follow-ups and rejected three review rows; the Worker
body defects (holes, unibrow, missing eyes) and the head-gear seating are fixed, every hat except
the firefighter helmet is removed, and every head has an authored mouth. Gates: audit 12/12,
inspect clean, fit OK, 24-NPC budget 174,976 tris / 0.85 ms, Godot 278/278, Python 167/167.
The owner accepted the roster on 2026-11-06 and the review page plus its sheets were then
retired; durable evidence lives in docs/3d-model-review.md and docs/blender-assets.md. Release
packaging was fixed the same day:
excluding tmp/, build/, docs/, tools/, src/test/ and .agents/ from the export presets
cut the Linux binary from 426 MB to 273 MB, and tools/build_releases.sh writes a SHA256SUMS file.
Open after the swap: hand-held gear and role props are still authored for the old body (wrist
y 0.78 → 1.017, arm shorter), so the clipboard and umbrella are oversized; the eyes have no whites;
the arms graze the torso on the worker base; roster variety is three meshes for twelve roles. The
prop/gear fit pass is queued in TODO.md under 0.9.10.
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
the face-gate decision (owner chose the full swap).
Test counts as of 2026-11-05: Python 167/167, Godot 278/278, check_docs OK.