docs(assets): PR #213 review fixes — DoorSpec fields, spike inventory, axis honesty, D-154
doors.md now presents D-231's actual struct shape (initial_state Open/Closed/Locked/Sealed; TemporalWindow lives in the independent credential field) and attaches the Phase-5 runtime bridge to initial_state only. furniture-props.md inventories all five spike GLBs — acceptance is 4 promotable (3 furniture + lion_statue), vw_beetle explicitly excluded to the Q-067 deferral. deferred.md + station-walls gain the axis-completeness note: roof/facade/street textures ride the wall-brief convention as a same-family follow-on, so the register accounts for all four D-235 axes. The briefing's D-257 pointer corrected to palette.md §2.1–2.2, and both the briefing and palette.md (leave-cleaner, gap inherited from PR #211) now carry D-154's amendment to D-033 — relationship colors display only in the insert/perception overlay; normal gameplay is a uniform #1a1a1a outline (D-150). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -67,10 +67,16 @@ Read `decisions/architecture.md` (primary) and `decisions/perception.md`
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(secondary — the still-live camera/color/neutrality bedrock). Key decisions:
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- **D-033:** Entity color = relationship to player (unknown teal, friendly
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green, POI amber, hostile red) — active, unchanged since 2026-02-11. The
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single most important color system in the game; applies at any render
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fidelity. Also the rationale root for D-257's glazing carve-out (a player
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must be able to judge sightlines correctly).
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green, POI amber, hostile red) — active, amended by **D-154** (2026-03-17,
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confirmed): the relationship-color palette displays **only within the
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insert/perception-mode overlay**; normal gameplay renders all character
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outlines as a uniform dark gray/black (`#1a1a1a`) that carries zero
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semantic information (an inverted-hull silhouette, D-150). Read both
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records together — D-033 defines the palette and its meaning, D-154
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restricts *where* it's shown. Still the single most important color
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system in the game; applies at any render fidelity, but only inside the
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insert channel. Also the rationale root for D-257's glazing carve-out (a
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player must be able to judge sightlines correctly).
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- **D-045:** Environmental neutrality — strict zero shift. Governs how the
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D-235 material register may and may not respond to game state (condition
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bands shift with `prosperity_score`, never with narrative state).
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@@ -143,7 +149,7 @@ be organized, this is the model to check against first.
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deferral note, not briefs — they're Phase-6-adjacent set-dressing, not
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blocking the walkable-exterior deliverable.
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2. **D-257 glazing shader implementation — unassigned.** The ruling is
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recorded (palette.md §2.3, D-257); nobody has yet built the minimal-PBR
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recorded (palette.md §2.1–2.2, D-257); nobody has yet built the minimal-PBR
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material variant for `glass_curtain_wall`/`industrial_glazing`. This is
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implementation work waiting for an owner, not a design gap.
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3. **T-1198 (backlog) — elevation-white vs ice-white grammar split.** Her own
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@@ -169,6 +175,7 @@ running `/image-gen` or `/glb-gen` for real (non-spike) production assets.
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- `docs/assets/briefs/` + `docs/assets/_templates/asset-brief.md` — the per-class production briefs and their template (T-1049): how every asset class is gated before generation
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- `docs/assets/briefs/deferred.md` — the formal deferral register (T-1051 classes + cars/Q-067) with revisit triggers
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- `docs/architecture/character-asset-organization.md` — the proven pipeline reference model
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- `decisions/architecture.md` — D-148, D-149, D-217, D-228, D-232, D-235, D-244, D-255, D-257
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- `decisions/architecture.md` — D-148, D-149, D-150, D-217, D-228, D-232, D-235, D-244, D-255, D-257
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- `decisions/perception.md` — D-019 (superseded for gameplay), D-033, D-045
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- `decisions/scope.md` — D-154 (D-033's insert-only display amendment)
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- `docs/workshops/body-map-viewer/` — D-255 design record, measurement appendix, her co-design contribution
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