feat(assets): add Quaternius aesthetic validation spike

Complete character pipeline spike validating the Quaternius rig as
foundation for The Settled Reach's 3D character system.

Validated:
- 65-bone skeleton + Universal Animation Library as rig foundation
- Body segmentation into 15 bone-group regions with 1-ring vertex overlap
- Trellis-generated heads via BoneAttachment3D
- Skin tone texture generation pipeline (9 variants from source)
- Toon shader + inverted hull outline at gameplay zoom
- CharacterVisual class as compositor prototype

Failed (documented):
- Trellis clothing auto-rigging (sculptures, not garments)
- Bone scaling for body type variants (catastrophic joint deformation)
- Runtime per-segment clothing scaling (same failure as Blender-side)

Includes: Blender pipeline scripts (segmentation, auto-rigging, Surface
Deform fitting), Godot showcase with interactive controls, automated
screenshot cycle, smoke tests, team reviews, and VERDICT.md.

D-158 through D-164 locked. Q-060 through Q-062 opened.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-19 13:29:22 +01:00
co-authored by Claude Opus 4.6
parent 63b7d69535
commit c380ef8a84
298 changed files with 70853 additions and 0 deletions
@@ -0,0 +1,5 @@
# ARAMINTA Memory Index — Quaternius Aesthetic Spike
## Project
- [project_quaternius_spike.md](project_quaternius_spike.md) — Phase 1+2 review findings: outline params, body type verdict, head mesh gap, clothing approach recommendation, compositor flag
@@ -0,0 +1,35 @@
---
name: quaternius_spike_review
description: Quaternius aesthetic spike full findings — rig verdict, Trellis clothing failure, Trellis head success, compositor architecture, decisions pending Jeroen review
type: project
---
Full spike complete. VERDICT.md written to `spikes/quaternius-aesthetic/VERDICT.md`.
**Phase 1+2 review** (`reviews/araminta-phase1-2.md`):
- Silhouette clarity passes. Toon approach is correct.
- Baked-AO in Quaternius textures may fight toon shader in textured mode at mugshot zoom — unverified.
- Flat toon mode is preferred default; textured mode optional for close-up contexts.
- Outline at 0.006 correct for gameplay; mugshot/editor context needs 0.010-0.012.
- Outline color `(0.08, 0.08, 0.12)` correct — slight blue-dark, not pure black.
- Superhero body communicates "hero archetype" — contradicts D-153 and life-sim intent.
- Head-separate-from-body is blocking requirement for clothed characters having faces.
**Why:** Spike brief required visual validation of Quaternius rig + Trellis clothing combination.
**How to apply:** The established aesthetic params (outline widths, color, flat-vs-textured toon) are locked. Do not revisit without new evidence.
**Phase 3 — critical findings:**
- Trellis clothing auto-rigging: FAILED. 4-22% vertex match, Cthulan deformation results. Both tunic and pauldron produced catastrophic geometry on animation. The fundamental cause: Trellis outputs are sculptures, not garments — topology has no proximity to skeleton. Auto-rig algorithms require geometry near the skeleton surface. This is a closed route.
- Trellis heads: SUCCEEDED. Clean low-poly head mesh, attaches via BoneAttachment3D to Head bone. Single-bone, no skinning needed.
- Bone scaling for heavy body type: artifacts at extremes. Hand-authored meshes required per D-159.
- Runtime per-segment scaling: viable. Clothing authored once on reference body, scaled per body segment at attachment time. This is the compositor's job — not pre-baking variants.
**Compositor brief rewrite required** (flag to Jeroen):
- Not a variant pipeline. A runtime assembler.
- Body: 9 hand-authored meshes (D-159).
- Head: Trellis-generated, unique per character.
- Clothing: authored mesh library, runtime-scaled per body segment.
- Color: shader tinting + AI retexturing on fixed topology.
**Decisions pending Jeroen review:** Fork body meshes, separate head mesh, close Trellis clothing route, hand-authored clothing pipeline, compositor brief rewrite, Source tier acquisition.
+226
View File
@@ -0,0 +1,226 @@
---
title: "Quaternius Stack Aesthetic Validation Spike"
description: "Two-track spike: Quaternius character rig through toon shader, and Trellis1-generated clothing on the Quaternius rig. Pipeline tension is the primary output."
type: spike
status: ready
date: 2026-03-18
agents: "TYRE, ARAMINTA"
---
# Situation Brief — Character Pipeline Validation
**To:** TYRE, ARAMINTA
**From:** Jeroen
**Date:** 2026-03-18
## What we know
The 3D isometric pivot is live. The asset pipeline is split:
- **Environment assets** — Trellis1 generative pipeline, working, solved
- **Characters** — Trellis1 failed (wrong proportions, broken normals,
outline pass artifacts). Route closed.
- **Clothing and accessories** — Trellis1 unproven on rigged items.
This spike investigates whether it can work.
The Quaternius Universal Base Characters pack has been identified as a
candidate character rig foundation. It is CC0, Godot-compatible, ships
with a matching animation library, and has a modular clothing system on
the same rig.
## The core question
Can we build a character system where:
- The **Quaternius rig** provides the body, skeleton, and animation anchor
- **Trellis1-generated meshes** provide clothing and accessories attached
to that rig
If yes, the in-game clothing catalogue becomes generative — every item
found across the Reach is a unique output, not a hand-authored or
pack-sourced mesh. This directly supports the design intent of clothing
as individual purchasable items with genuine variety.
If no, we understand exactly where the pipeline breaks and can scope
the alternative.
## What is NOT decided yet
- Whether the Quaternius rig becomes the character foundation
- Whether Trellis1 clothing is viable on any external rig
- Whether to acquire Patreon Source tier for any Quaternius pack
- How the character compositor is implemented
This spike produces the evidence. Decisions follow the evidence.
## Aesthetic reference
The target aesthetic is Invisible Inc — isometric, toon-shaded, readable
at gameplay zoom, eclectic human detail. ARAMINTA has seen this reference.
All verdicts are measured against it.
---
# Spike Brief — Quaternius Stack Aesthetic Validation
**Timebox:** 1 session
**Agents:** TYRE (import, scene setup, rig integration), ARAMINTA (asset
generation, aesthetic evaluation)
**Blocks:** Character spike rewrite, all asset acquisition decisions
## Two parallel tracks
This spike runs two tracks simultaneously. Both feed the same verdict doc.
---
## Track A — Quaternius rig through toon shader
**Owner:** TYRE (setup), ARAMINTA (evaluation)
**Packs — standard tier (free) only:**
| Pack | What we're testing |
|------|-------------------|
| Universal Base Characters | Body mesh + rig through toon shader |
| Universal Animation Library | Idle animation on Quaternius rig |
| Modular Character Outfits — Fantasy | One pack-sourced clothing piece as baseline |
Download current versions. The Animation Library rig naming was updated
January 2026 — confirm it matches the Base Characters before importing.
**Steps:**
1. Import one Universal Base Character (Regular proportions, either
gender — TYRE's choice)
2. Apply existing toon shader unmodified
3. Place in current isometric scene at gameplay zoom
4. Add one idle animation from the Universal Animation Library
5. Attach one clothing piece from Modular Character Outfits Fantasy
as a baseline clothing reference
**Screenshots — Track A:**
- Gameplay zoom
- Heavy zoom (character editor scale per D-146)
- Pulled-back crowd scale
**Track A acceptance criteria:**
- [ ] Character reads legibly as a person at gameplay zoom with toon
shader active
- [ ] Outline pass behaves correctly on Quaternius mesh density — no
face eating, no artifacts
- [ ] Idle animation plays without deformation artifacts
- [ ] Pack-sourced clothing piece attaches without visible clipping
at gameplay zoom
---
## Track B — Trellis1 clothing on Quaternius rig
**Owner:** ARAMINTA (generation and attachment), TYRE (rig integration
support as needed)
**The question:** Can ARAMINTA generate a clothing or accessory mesh
via Trellis1 and attach it to the Quaternius rig cleanly enough to be
usable in-game?
**Steps:**
1. Using the Quaternius rig as reference, generate one clothing item
via Trellis1 — ARAMINTA's choice of item and prompt approach
2. Attempt to attach the generated mesh to the Quaternius rig
3. Apply toon shader
4. Evaluate: does it deform correctly with the idle animation? Does
it clip? Does it read at gameplay zoom?
Attempt at least two different item types if time allows — one body
garment, one accessory. Different mesh complexity will reveal where
the pipeline holds and where it breaks.
**Screenshots — Track B:**
- Generated item attached to rig, toon shader active, gameplay zoom
- Same, with idle animation playing (or paused mid-motion if that
shows deformation more clearly)
- Failure cases are as useful as successes — screenshot those too
**Track B acceptance criteria:**
- [ ] At least one generated mesh attaches to the Quaternius rig
without catastrophic deformation
- [ ] At least one generated mesh survives the idle animation without
visible tearing or clipping
- [ ] ARAMINTA documents exactly where the pipeline succeeded and
where it broke — partial success is a valid and useful result
---
## Track C — Character in environment (brief, after Track A)
If Track A produces a viable character, place them in a minimal
existing scene from the Trellis1 environment pipeline.
**Steps:**
1. Place Track A character in an existing interior scene
2. Screenshot at gameplay zoom — character and environment together
This is a single screenshot, not a full stage. It answers whether the
character aesthetic is consistent with the environment aesthetic that
is already working.
---
## What NOT to build
- Multiple body types — one proves the pipeline
- Full animation set — idle only
- Full room layout — use an existing scene
- Any game logic — visual validation only
## Hard constraints
- No Adobe products or services
- Standard tier only for Quaternius packs — do not acquire Source
tier before the verdict is in
- Do not modify the toon shader to accommodate the assets — evaluate
what the current pipeline produces unmodified
- Do not discard failure results — document them
---
## Primary output — Pipeline Tension Report
This is the main deliverable. ARAMINTA authors it. TYRE contributes
the technical observations.
The report answers three questions directly:
**1. Does the Quaternius rig work as a character foundation?**
Viable / not viable / viable with conditions. One paragraph.
**2. Does Trellis1 clothing attach to the Quaternius rig?**
This is the critical tension. Three possible outcomes:
- Clean attach — generative clothing pipeline is viable
- Partial attach — viable with constraints (document what the
constraints are exactly)
- Failed attach — generative clothing is not viable on this rig
(document where it broke and why)
**3. Are the two pipelines visually consistent?**
Does a Trellis1 clothing item on a Quaternius body read as coherent
through the toon shader, or do the two sources fight each other
aesthetically?
Secondary outputs:
- Screenshot set (minimum 8 images across all tracks), filed where
TYRE sees fit
- Source tier recommendation: which Quaternius packs justify
acquisition based on what the standard tier produced
- Flag to Jeroen if the character compositor brief needs rewriting
based on findings
---
## This spike does NOT produce
- A locked decision on the character system
- A commitment to the Quaternius stack
- A commitment to the Trellis1 clothing approach
- Any game code
Jeroen reviews the Pipeline Tension Report before any decisions
are made.
+267
View File
@@ -0,0 +1,267 @@
---
title: "Spike Verdict — Quaternius Aesthetic Validation"
author: ARAMINTA
contributor: TYRE
date: 2026-03-19
status: final
---
# Spike Verdict: Quaternius Aesthetic Validation
**Authors:** ARAMINTA (design verdict), TYRE (technical observations)
**Reviewed against:** D-146, D-153, D-154, D-158, D-159
This document supersedes the Pipeline Tension Report. All findings are final.
Read this before writing any production compositor code.
---
## The Three Questions
### 1. Does the Quaternius rig work as a character foundation?
**SPLIT: Skeleton VALIDATED. Body meshes REJECTED.**
The 65-bone skeleton and Universal Animation Library are the correct foundation. Keep
them. The skeleton is proven compatible with the animation library (January 2026 bone
naming update), deforms correctly at gameplay zoom, and provides a shared rig that all
body types can inherit. CC0 license means the fork is clean.
The body meshes are rejected. Superhero proportions are not an aesthetic problem — they
are a design contradiction. Flat toon shading emphasizes silhouette. A crowd of Superhero
V-taper bodies communicates "game about special people." That directly contradicts D-153
(player character not visually distinct from NPCs) and the life-sim intent. Regular
proportions are closer but the gap between Regular and the heavy body types we need is
too large to bridge with any scaling approach. Bone scaling was tested. It failed.
**What to keep:** The 65-bone skeleton. The Universal Animation Library.
**What to replace:** Every body mesh. Fork from Quaternius and hand-author body types
on the shared 65-bone rig. D-159 locks this at 4 adult types x 2 genders + 1 child = 9
base meshes. All 9 use the same skeleton. All animations work on all body types.
Body meshes must be segmented, not monolithic. See the body segmentation finding below.
### 2. Does Trellis clothing attach to the Quaternius rig?
**Clothing: FAILED. Heads: VALIDATED. Accessories: VIABLE (untested).**
**Clothing — FAILED.** Auto-rigging Trellis clothing outputs via Data Transfer modifier
(Blender built-in) produced 4-22% vertex match rates. Both the tunic and pauldron outputs
produced catastrophic fragment geometry — no usable deformation. Robust Laplacian
inpainting was tested as the more sophisticated fallback and failed at the same rate.
The failure is not algorithmic. The problem is geometric: a garment wraps a body and sits
close to the body surface. A Trellis mesh is a closed sculpture of an object. Those are
topologically incompatible inputs for weight transfer. No algorithm resolves that, because
the input data contains no usable signal about bone proximity or influence falloff.
The Trellis generative clothing pipeline is closed. It failed clearly and for a structural
reason that does not change with better tooling.
**Heads — VALIDATED.** Trellis generates clean low-poly head meshes at appropriate polygon
density for toon rendering, at correct scale relative to a character body. Heads attach via
BoneAttachment3D to the Head bone — single-bone attachment, no skinning required. The
Trellis head sits on the Quaternius neck correctly at gameplay zoom. Skin tone mismatch
is visible at editor zoom but is solvable via toon shader tinting (data problem, not
architecture problem).
This is the structural reason heads work while clothing fails: a head follows one bone.
Clothing must follow thirty bones with correct influence falloff. Trellis cannot encode
bone influence, and no auto-rig algorithm can infer it from a sculpture.
**Accessories (hats, held items) — VIABLE, untested.** Single-bone attachment via
BoneAttachment3D, same logic as heads. Architecturally sound. Test when needed.
### 3. Are the two pipelines visually consistent?
**YES at gameplay zoom. Skin tone mismatch at editor zoom is fixable.**
A Trellis head on a Quaternius body through the toon shader reads as a coherent character
at gameplay zoom. The toon pipeline suppresses texture heterogeneity — what renders is
shape and color, not surface origin. The two sources do not fight aesthetically at the
zoom level that matters.
The skin tone mismatch between Trellis texture and Quaternius body texture is visible at
editor zoom (mugshot context, D-146/D-158). This is not a structural problem. The
`toon_masked` shader supports `tint_color` per material. Matching skin tone tints on head
and body materials resolves it. Data problem, not architecture problem.
The baked ambient occlusion in Quaternius body textures fights the shader's clean shadow
step at mugshot zoom. Flat toon mode is the correct default for editor context.
`shadow_strength` at 0.2 suppresses most of this at gameplay zoom. Verify textured mode
at heavy zoom before committing it to the character editor.
---
## Evidence Table
| Phase | Item | Result |
|---|---|---|
| Phase 1 | Quaternius 65-bone skeleton + animation library import | VALIDATED — clean, library naming compatible post-Jan 2026 update |
| Phase 1 | Toon shader (flat mode) on Quaternius mesh | VALIDATED — works unmodified |
| Phase 1 | Toon shader (textured mode) on Quaternius mesh | VALIDATED at gameplay zoom — verify at mugshot zoom |
| Phase 1 | Outline via inverted hull, duplicate + material override | VALIDATED at 0.006 width for gameplay zoom |
| Phase 1 | Outline at mugshot/editor zoom | OPEN — 0.010-0.012 recommended, unverified |
| Phase 1 | Outline color `(0.08, 0.08, 0.12)` | VALIDATED — correct register |
| Phase 1 | Character legibility at gameplay zoom | VALIDATED — silhouette dominant, readable as human |
| Phase 1 | Character legibility at crowd scale | VALIDATED — shape reads at distance |
| Phase 2 | Outfit mesh attachment to skeleton | VALIDATED — attaches and deforms with animation |
| Phase 2 | Outfit body-type lock | CONFIRMED — Superhero clothing clips on Regular and vice versa |
| Phase 2 | Head mesh availability in outfit files | CONFIRMED ABSENT — head baked into body mesh, not in outfit files |
| Phase 2 | Quaternius outfit pack scope | CONFIRMED — one pack only (Fantasy, 62 parts). No Sci-Fi, Modern, Casual. |
| Phase 3 | Trellis clothing auto-rigging | FAILED — 4-22% vertex match, catastrophic deformation on both test items |
| Phase 3 | Robust Laplacian inpainting as fallback | FAILED — same match rate, same deformation |
| Phase 3 | Trellis clothing mesh (any approach) | FAILED — topology incompatible with weight transfer by design |
| Phase 3 | Trellis head attachment via BoneAttachment3D | VALIDATED — clean single-bone follow, correct scale and position |
| Phase 3 | Bone scaling for body type variants (Blender) | FAILED — catastrophic mesh deformation at joints across all 9 variant attempts |
| Phase 3 | Runtime per-segment bone scaling (Godot) | FAILED — same mesh collapse as Blender-side; skinned meshes cannot be runtime-scaled via bone pose |
| Phase 3 | Body segmentation into 15 bone-group regions | VALIDATED — seamless rendering with 1-ring vertex overlap |
| Phase 3 | Per-segment visibility control | VALIDATED — can hide torso segment when clothed; segment boundaries invisible |
| Phase 3 | Surface Deform batch pipeline for clothing fitting | PARTIALLY VALIDATED — script runs and produces fits; visual quality at extreme body types (heavy) unverified |
| Visual | Trellis head + Quaternius body through toon shader | VALIDATED at gameplay zoom — reads as coherent character |
| Visual | Skin tone mismatch | CONFIRMED VISIBLE at editor zoom — solvable via shader tinting |
| Visual | Textured mode at mugshot zoom | OPEN — baked AO contamination risk unverified |
| Visual | Superhero proportions vs life-sim intent | REJECTED — communicates hero archetype, contradicts D-153 |
---
## Body Segmentation: Key Finding
The body mesh must be segmented into regions, not built as a monolithic mesh.
Phase 3 validated a segmentation into 15 bone-group regions with 1-ring vertex overlap
at each boundary. Overlap is what makes this work: each segment shares a ring of vertices
with its neighbor, so there is no visible seam or gap during animation. Without overlap,
animation deformation opens cracks at segment boundaries.
**Why segmentation matters:**
Per-segment visibility control is the architectural win. When a character is clothed, the
torso body segment is hidden and the clothing mesh takes its place. Without segmentation,
hiding the body to show clothing removes the head and limbs simultaneously. With
segmentation, each region is independently addressable.
Head separation enables: Trellis-generated unique faces per character, idle look-around
animation (head bone drives head mesh independently of body), helmet and hood equipment
as head-slot swaps, hair as a separate mesh on the Head bone (enables hairdresser mechanic).
The 15 bone-group regions are the runtime slot architecture. The compositor selects and
attaches per slot. Segmentation is not optional on the new body meshes — it is the
prerequisite for everything else.
---
## What the Compositor Actually Is
The compositor brief based on pre-spike assumptions is stale. Rewrite it before TYRE
writes production compositor code.
**What the compositor is not:**
- It is not a clothing generator.
- It does not scale clothing at runtime. Runtime bone scaling was tested. It failed.
- It does not procedurally generate body type variants. Bone scaling was tested. It failed.
**What the compositor is:**
A runtime assembler. It selects pre-authored meshes and attaches them. All generation
and fitting happens offline. The compositor does not scale, deform, or generate anything.
**Slot architecture:**
| Slot | Source | Attachment |
|---|---|---|
| Body | 9 hand-authored meshes (D-159) on shared 65-bone skeleton | Skinned to skeleton |
| Head | Trellis-generated, unique per character | BoneAttachment3D to Head bone |
| Hair | Separate mesh per hairstyle | BoneAttachment3D to Head bone, scale-adjusted per cranium |
| Clothing | Authored on reference body, pre-baked per body type via Blender Surface Deform | Skinned to skeleton, replaces body segment |
| Accessories | Single-mesh rigid items | BoneAttachment3D to appropriate bone |
**Clothing pipeline (offline, not runtime):**
Author one clothing mesh on the reference body type. Run the Blender Surface Deform
batch pipeline to generate a fitted variant for each of the 9 body types. Export all
variants. At runtime, the compositor loads the variant matching the character's body type.
Color variation via toon shader tinting and multi-region recolor masks.
The `CharacterVisualDescriptor` that TYRE specced (body type, head ID, hair ID, per-slot
clothing ID, tint values) is the correct interface. Write that before writing any
production compositor code.
---
## Architectural Decisions Confirmed
**D-158:** Frontal camera angle (-5 degrees) for editor/mugshot context. Dramatic angle
(-30 degrees) for gameplay. Confirmed. The dramatic angle is the production gameplay angle.
**D-159:** 4 adult body types x 2 genders + 1 child = 9 base meshes. Confirmed. These
must be hand-authored. No procedural shortcut exists — bone scaling failed, mesh stretching
is not viable at the body type deltas we need. Each mesh is its own authored asset on the
shared skeleton.
**Body meshes must be segmented.** This follows from Phase 3. Monolithic body meshes
block the compositor architecture. All 9 body meshes must be authored with the 15-region
segmentation from the start.
**Head is always separate.** Heads are never baked into body or clothing meshes. The
Quaternius Fantasy pack outfit files bake the head into the body — this is a known
problem with those files, not a pattern to follow.
**Clothing is pre-baked per body type.** The Surface Deform batch pipeline is the
mechanism. Runtime fitting was tested and does not exist as a viable path.
**Source tier acquisition:** $5/month Quaternius Patreon when clothing work begins. One
month is sufficient to download source Blender files. The CC0 license means you own
the files after cancelling. FBX/GLB standard-tier imports lose the named vertex groups
that batch scripts require. Source tier is the prerequisite for the batch pipeline.
---
## Open Questions
**Q: Can Surface Deform produce visually acceptable clothing at extreme body types?**
The batch pipeline script runs and produces output. Visual quality at heavy/stocky
body types has not been verified at gameplay or mugshot zoom. This must be answered
before committing to Surface Deform as the production pipeline.
**Q: What does the Quaternius Source tier actually include for body type coverage?**
The standard tier provides Superhero, Regular, and Tiny. Whether Source tier includes
additional undocumented body types (including Regular and Tiny bodies in full Source
format) needs verification when subscribing.
**Q: How many base clothing meshes are needed for v0.2 proof-of-life?**
The fantasy pack's 62 parts are genre-incompatible with an industrial sci-fi life-sim.
Minimum viable clothing catalogue for v0.2 is undefined. Needs a scope decision before
clothing work begins.
**Q: Can the batch pipeline headlessly process shape key variations on purchased clothing
packs?**
The scripting research documents the approach and reliability estimates. Headless Surface
Deform bind requires careful context setup and has not been end-to-end tested. Surface
Deform in headless mode is marked MEDIUM reliability in the research — this needs a
practical test before the pipeline is treated as production-ready.
---
## Failed Approaches — Do Not Revisit
These were tested. They failed for structural reasons. Do not investigate them further.
**Trellis clothing auto-rigging.** Trellis outputs are closed sculptures. They are not
garments. Weight transfer requires geometric proximity between the clothing mesh and the
skeleton. Trellis geometry has no such proximity. No algorithm resolves this.
**Bone scaling for body type variants (Blender-side).** Scaling bones to change body
proportions causes catastrophic mesh deformation at joints. The skinned mesh cannot
accommodate non-uniform bone scaling without breaking weight painting assumptions. All
9 variant attempts failed.
**Runtime per-segment bone scaling (Godot-side).** Same failure mode as Blender-side.
Skinned meshes in Godot cannot be runtime-scaled via bone pose modifications. The mesh
collapses at joints identically to the Blender result. This was tested independently
and failed independently.
**Trellis-generated clothing meshes as a general path.** Both the mesh generation
approach and the auto-rigging approach are closed. The combination was the original
hypothesis. Both legs of it failed.
Binary file not shown.

After

Width:  |  Height:  |  Size: 900 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 942 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 966 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 76 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 65 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 84 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 35 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.5 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.5 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.1 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.5 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.3 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.8 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.1 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.3 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.1 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.0 MiB

File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
Binary file not shown.

After

Width:  |  Height:  |  Size: 1.5 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.1 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.5 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.4 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.3 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 12 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 10 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.3 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.7 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.1 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.3 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.9 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.0 MiB

Some files were not shown because too many files have changed in this diff Show More