docs+fix: sidequest close-out — T-1095 head tint, design doc, wardrobe docs, changelog (T-1088/T-1089)

T-1095 fixed: template heads now receive the body's skin tone (same
treatment as seg_head) — _load_head passes tone.lit with a full-white
fallback mask through _attach_to_bone; without a mask sidecar the tint was
silently ignored, so untinted templates read grey against mid/dark tones.
Verified by lookbook render (head_001 on child, tone 6 — face matches arms).

Docs: the T-1088 locomotion design document committed to docs/design/ (the
sandbox code's 'design §' references now resolve in-repo); character-asset-
organization gains §11 Wardrobe Pipeline and sheds three stale claims (the
never-built indexed-greyscale mask plan, single-mask-per-asset for clothing,
the resolved multi-region open question); CHANGELOG carries the sidequest
entry; D-250 amended with the shipped cutaway-modes verdict (mode 2 default,
user-decided live).

Tickets: T-1088, T-1089, T-1095 closed; T-1096 filed (S9 live feel-tuning,
needs the user). The Fable-5 cascade exception is closed — the cascade
resumes at Phase 4 (T-750).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-07 14:15:56 +02:00
co-authored by Claude Fable 5
parent e709462a7b
commit 3d6dcc9d05
8 changed files with 684 additions and 14 deletions
+1
View File
@@ -7,6 +7,7 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
## [Unreleased]
### Added
- **3D locomotion sandbox + in-house wardrobe engine — Fable-5 character sidequest** (D-248–D-252, T-1088, T-1089) — a sanctioned cascade exception delivered a walking 3D character ahead of Phase 5: a locomotion sandbox (SR_LIVE, greybox tiles derived from live server snapshots, no hand-built map) with per-leg constant-velocity interpolation cadence-synced to gait clips, mouse-driven move-here pathing with a walk/sprint/take-cover gesture vocabulary, and a client-side wall-cutaway camera kept decoupled from fog-of-perception. The server protocol's `Facing` is now view-only — movement direction is derived client-side from position deltas, and NPC gaze relocates to path-follow intent (D-252). Alongside it, a full in-house wardrobe engine: offset-shell garment authoring from our own body meshes (per-body mode, weights inherited by construction), a 24-garment catalogue — everyday casual through a hand-authored suit and colorable uniform — fitted across all 11 body types, RGBA multi-region tinting with per-character brand logos, a creation-screen try-on UI, 12 named outfit presets, and a chromakey QA harness gating every garment for clip-through before release. The character asset route (Quaternius rig, in-house wardrobe) was re-confirmed after a hands-on vendor evaluation (D-251 — Synty proved technically viable but was rejected on cost, modularity, and style), and the purchased UAL1/UAL2 animation tiers are wired in. Five of the eleven body types, found broken bare mid-sidequest (T-1090), were repaired — all eleven now render and fit correctly
- **Layer 2 — inter-settlement road & rail graph** (D-211, T-1038) — the generation cascade now draws the transport network *between* a body's settlements: a minimum-spanning backbone connects every city, extra direct links are added where that backbone would force a long detour, and each route is pathed across the real terrain — hugging river valleys (preferred), skirting steep ground, never crossing open water. Every road carries a *maintenance authority* you'll be able to read in its condition (Administrative government highway, Corporate access road, Communal local lane, long-haul Trade route, or Abandoned), and long routes gain waypoint stops at their midpoints. Deterministic and held in the per-body world cache (re-derived from seed, never saved); the Atlas overlay and downstream layers (road-entry directions, territory road-coverage) consume it next. Corp HQs are kept out of the city pool so they don't spawn duplicate roadside towns (D-242)
- **Layer 3 — settlement placement** (D-211, #955) — the generation cascade now places a body's settlements on terrain that fits their economy: capitals and cities are matched to river mouths, coasts, valleys, passes, etc. via the D-195 affinity table (a financial hub gravitates to the coast, a farm to a fertile valley, a fort to a mountain pass). Runs in-game: when a body is first viewed, its settlements are read from the atlas and placed by the live cascade, then held in the per-body world cache
- **Layer 3 — settlement political character** (D-212/213/214/215, #956) — each placed settlement now carries the spatial character that will shape its streets: a *territorial status* (who controls the province — the Concord Assembly, a Syndic corp, the autonomist Compact of Westphalia, contested, or open frontier), a *political archetype* (Commission/Corporate/Pioneer/Military/Academic/Industrial), the *arrangement pattern* its districts will follow (radial core, campus grid, ribbon, fortified perimeter, hub-and-spoke), and a *founding orientation* (street grid facing the coast, the river, the contours, the cardinals, or — for pioneers — a seed-varied bearing). All derived deterministically from the system's governing faction + the settlement's economy; the layouts that consume it come with the quarter generator