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:
@@ -491,6 +491,7 @@ How the player observes and interacts with the world: camera, fog, line-of-sight
|
||||
- **Phase-5 nuance recorded, not implemented:** when destruction exists, a wall destroyed *while unobserved* should keep rendering in its remembered state — the fog-memory model applied to geometry, not just entities. The T-1088 never-evict tile store (last-observation-wins, remembered-state tint) is the embryo of exactly this.
|
||||
- **Cross-reference:** [D-011](#d-011), [D-015](#d-015), [D-148](architecture.md#d-148-30-low-angle-camera-with-45-map-rotation--supersedes-d-019), [D-244](architecture.md#d-244-asset-rendering--3d-objects-in-world-2d-limited-to-textures--flat-artwork), Q-081 (a 3D fog overlay composes on top of the cutaway, unaffected). Tickets: T-1088 (first implementation: smoothstep half-disc height-cut, `client/shaders/sandbox/greybox_wall_cutaway.gdshader`).
|
||||
- **Dissent:** None.
|
||||
- **Amendment (2026-07-06/07, T-1088 live sessions):** the half-disc evolved through play evidence into three cutaway MODES — sightline corridor (pitch-derived reach), bottom-walls-low (a wall drops when a KNOWN non-wall tile sits behind it, scanning through 2-thick wall runs and the corner diagonal), and both. **User verdict: mode 2 (both) is the shipped default** (`SandboxConstants.CUTAWAY_MODE`); C cycles modes as a dev affordance. Cut decisions are per-instance whole-box quantized (per-fragment falloff carved organic notches). The decoupling principle of this record is unchanged — all modes remain pure render-height treatments on boundary-filtered wall data.
|
||||
|
||||
---
|
||||
|
||||
|
||||
Reference in New Issue
Block a user