chore(meta): T-1088/T-1089 sidequest planning — tickets, route decisions, T-1090/T-1091 findings

Locomotion + clothing sidequest bookkeeping: T-1088 (locomotion sandbox) and
T-1089 (clothing engine + basic set) with full decision trail (Xenonauts-2
reference, cutaway scoping, style pins, Synty route rejection after the
evidence spike), T-1090 (5 body types misrender bare — blocks T-1089),
T-1091 (Rigify skin-bind log noise).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-06 13:22:57 +02:00
co-authored by Claude Fable 5
parent 3dc9cc431c
commit ce1811b5f9
4 changed files with 261 additions and 0 deletions
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@@ -0,0 +1 @@
INSERT INTO ticket_deps (blocker_record_id, blocked_record_id, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKE0EW2617K9VE4QHSYSR9HW', '06FKCPBF41RWK9PW9M22Q7961C', '2026-07-06 10:38:33.017', '2026-07-06 10:38:33.017', NULL, '290574b958bce69afc8a81d7487f8fd5', 2) ON CONFLICT(blocker_record_id, blocked_record_id) DO UPDATE SET updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > ticket_deps.updated_at OR (excluded.updated_at = ticket_deps.updated_at AND excluded.hash > ticket_deps.hash);
+157
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@@ -589,3 +589,160 @@ T-1085 STATUS: WS1 (chirality assignment) DONE, WS2 (wiki continuity) DONE, WS3
CLOSED 2026-07-05 (PR #172 merged to main @ 895bb83ba). Core deliverable shipped: WS1 chirality assignment, WS2 wiki continuity, WS3 biosphere_class plumbing (stamped regen-db), WS4 grassland biome-awareness + vocab doc. Both blocking review findings (C1 over-vegetation, H1 biosphere gate) fixed + N1 (Wetland gate) folded in; both reviewers approved. Remaining work split into follow-ups: T-1086 (propagate Linnaeus to bodies.proper_name) and T-1087 (Forest/Wetland biome palettes + introduced-Earth register + §8 material). Burnelli food-economy consumer stays a Phase-2 stakeholder follow-on (noted, not filed — cross-phase).', NULL, '2026-07-05 17:46:33', '2026-07-05 17:46:33.511', '2026-07-05 17:46:33.511', NULL, '3cae4321f60cc166089db5d3c656ef6f', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FGSK19FGZAC3H25VRAV4JRFW', 'status', 'review', 'done', NULL, '2026-07-05 17:46:36', '2026-07-05 17:46:36.690', '2026-07-05 17:46:36.690', NULL, '75db59fc46ee90ad66e9c61eadf627ac', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FJ91R8RV38BJXGB2V55FP3B8', 'status', 'review', 'done', NULL, '2026-07-05 17:46:36', '2026-07-05 17:46:36.698', '2026-07-05 17:46:36.698', NULL, '09edd98de1f765ba1a946b57f54533d9', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCER95EK266H8RWPW8XT1F0', 'description', 'Fable-5-window sidequest (sanctioned cascade exception, 2026-07-05): the presentation layer that turns discrete server tile steps into a believable walking 3D character. Scope: 3D sandbox dev scene (SR_LIVE=1, greybox tiles derived from server snapshots, no hand-authored map), CharacterVisual instantiated in-world, locomotion rig (tile-step + facing-octant interpolation, stance-aware speeds), UAL animation state machine (idle/walk/sprint/careful/crouch), D-148 camera rig (30deg low-angle follow, 45deg rotation). Server-authoritative from day one — no client-local movement model. Builds on D-148/D-149/D-244/D-066 and the T-417 stance system. If the Fable 5 window closes mid-flight, work parks here.', 'Fable-5-window sidequest (sanctioned cascade exception, 2026-07-05): the presentation layer that turns discrete server tile steps into a believable walking 3D character. Scope: 3D sandbox dev scene (SR_LIVE=1, greybox tiles derived from server snapshots, no hand-authored map), CharacterVisual instantiated in-world, locomotion rig (tile-step + facing-octant interpolation, stance-aware speeds), UAL animation state machine (idle/walk/sprint/careful/crouch), D-148 camera rig (30deg low-angle follow, 45deg rotation). Server-authoritative from day one — no client-local movement model. Builds on D-148/D-149/D-244/D-066 and the T-417 stance system. If the Fable 5 window closes mid-flight, work parks here.
Visual reference (user, 2026-07-06): Xenonauts 2 nails the target tiles/occlusion/character perspective — readable tile grid, low-angle tactical camera with angle options (matches D-148 30deg low-angle + 45deg rotation steps and the spikes/3dpipeline angle presets), and crucially its wall/roof occlusion treatment: camera-facing walls cut down/ghosted so interiors stay readable, floors peel per z-level. One deliberate difference: our camera locks to the player character (D-015/T-116) — no free map panning. Implication for the locomotion sandbox: greybox walls should prototype camera-facing cutaway occlusion early, since wall readability interacts with the locked low-angle camera.', NULL, '2026-07-06 07:10:07', '2026-07-06 07:10:07.799', '2026-07-06 07:10:07.799', NULL, '81c7180578510141745792125328712b', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCER95EK266H8RWPW8XT1F0', 'description', 'Fable-5-window sidequest (sanctioned cascade exception, 2026-07-05): the presentation layer that turns discrete server tile steps into a believable walking 3D character. Scope: 3D sandbox dev scene (SR_LIVE=1, greybox tiles derived from server snapshots, no hand-authored map), CharacterVisual instantiated in-world, locomotion rig (tile-step + facing-octant interpolation, stance-aware speeds), UAL animation state machine (idle/walk/sprint/careful/crouch), D-148 camera rig (30deg low-angle follow, 45deg rotation). Server-authoritative from day one — no client-local movement model. Builds on D-148/D-149/D-244/D-066 and the T-417 stance system. If the Fable 5 window closes mid-flight, work parks here.
Visual reference (user, 2026-07-06): Xenonauts 2 nails the target tiles/occlusion/character perspective — readable tile grid, low-angle tactical camera with angle options (matches D-148 30deg low-angle + 45deg rotation steps and the spikes/3dpipeline angle presets), and crucially its wall/roof occlusion treatment: camera-facing walls cut down/ghosted so interiors stay readable, floors peel per z-level. One deliberate difference: our camera locks to the player character (D-015/T-116) — no free map panning. Implication for the locomotion sandbox: greybox walls should prototype camera-facing cutaway occlusion early, since wall readability interacts with the locked low-angle camera.', 'Fable-5-window sidequest (sanctioned cascade exception, 2026-07-05): the presentation layer that turns discrete server tile steps into a believable walking 3D character. Scope: 3D sandbox dev scene (SR_LIVE=1, greybox tiles derived from server snapshots, no hand-authored map), CharacterVisual instantiated in-world, locomotion rig (tile-step + facing-octant interpolation, stance-aware speeds), UAL animation state machine (idle/walk/sprint/careful/crouch), D-148 camera rig (30deg low-angle follow, 45deg rotation). Server-authoritative from day one — no client-local movement model. Builds on D-148/D-149/D-244/D-066 and the T-417 stance system. If the Fable 5 window closes mid-flight, work parks here.
Visual reference (user, 2026-07-06): Xenonauts 2 nails the target tiles/occlusion/character perspective — readable tile grid, low-angle tactical camera with angle options (matches D-148 30deg low-angle + 45deg rotation steps and the spikes/3dpipeline angle presets), and crucially its wall/roof occlusion treatment: camera-facing walls cut down/ghosted so interiors stay readable, floors peel per z-level. One deliberate difference: our camera locks to the player character (D-015/T-116) — no free map panning. Implication for the locomotion sandbox: greybox walls should prototype camera-facing cutaway occlusion early, since wall readability interacts with the locked low-angle camera.
Scoping call (user + lead agreement, 2026-07-06): wall cutaway is CLIENT-SIDE presentation, decoupled from fog-of-perception. Rationale: two occlusion systems with different subjects — perception/fog governs what the CHARACTER knows (server-enforced info boundary; client only receives observer-filtered geometry), cutaway governs what the PLAYER''S CAMERA sees (pure render mode on wall data the client already holds). They compose: cutaway cuts render height; fog overlay still gates what is visible behind. Walls remain first-class client data objects (future destruction/explosion interactions), cutaway is a render mode on them like tint/LOD. Nuance parked for Phase 5 proper: destroyed-while-unobserved walls should render in remembered state (fog-memory applied to geometry). If this holds through implementation, mint a D-record (perception domain) when the sidequest lands.', NULL, '2026-07-06 07:14:14', '2026-07-06 07:14:14.484', '2026-07-06 07:14:14.484', NULL, '307b68ca9c7b56692d32a4c7bb8fe50e', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'description', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.', NULL, '2026-07-06 07:39:21', '2026-07-06 07:39:21.760', '2026-07-06 07:39:21.760', NULL, '4a859683cd2d1dfe39692711789a2bb7', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'description', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.', NULL, '2026-07-06 07:42:06', '2026-07-06 07:42:06.637', '2026-07-06 07:42:06.637', NULL, '3698f7e9fa21e699b9bf86b31d76f70d', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'description', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.', NULL, '2026-07-06 07:42:24', '2026-07-06 07:42:24.025', '2026-07-06 07:42:24.025', NULL, 'a9974a42f7017c372b5f35eadac019cd', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'description', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.
Art direction CONSOLIDATED (user, 2026-07-06 — supersedes the two notes above): the Reach has no single clothing style — ALL styles coexist, with modern/cyberpunk probably the most prevalent. Style is a prevalence DISTRIBUTION, not a genre rule, and may eventually vary by culture/settlement (fits the simulation DNA; fashion-as-cultural-data is a later phase concern, not this ticket). Consequences now: (1) the engine is style-agnostic by construction (slots/tints/logos carry no genre); (2) the basic set targets the prevalent center — modern casual + corporate — because it dresses the most NPCs and the shopping experience; (3) garments get a lightweight style tag in the manifest (e.g. style: modern|formal|fantasy|utility) as the cheap seam so per-culture distributions can be authored later without retrofitting; (4) Fantasy-pack pieces are legitimate catalogue members under their own tag, prevalence-weighted low.', NULL, '2026-07-06 07:43:12', '2026-07-06 07:43:12.193', '2026-07-06 07:43:12.193', NULL, '22061e346caf924cbf501beb836e802e', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'description', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.
Art direction CONSOLIDATED (user, 2026-07-06 — supersedes the two notes above): the Reach has no single clothing style — ALL styles coexist, with modern/cyberpunk probably the most prevalent. Style is a prevalence DISTRIBUTION, not a genre rule, and may eventually vary by culture/settlement (fits the simulation DNA; fashion-as-cultural-data is a later phase concern, not this ticket). Consequences now: (1) the engine is style-agnostic by construction (slots/tints/logos carry no genre); (2) the basic set targets the prevalent center — modern casual + corporate — because it dresses the most NPCs and the shopping experience; (3) garments get a lightweight style tag in the manifest (e.g. style: modern|formal|fantasy|utility) as the cheap seam so per-culture distributions can be authored later without retrofitting; (4) Fantasy-pack pieces are legitimate catalogue members under their own tag, prevalence-weighted low.', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.
Art direction CONSOLIDATED (user, 2026-07-06 — supersedes the two notes above): the Reach has no single clothing style — ALL styles coexist, with modern/cyberpunk probably the most prevalent. Style is a prevalence DISTRIBUTION, not a genre rule, and may eventually vary by culture/settlement (fits the simulation DNA; fashion-as-cultural-data is a later phase concern, not this ticket). Consequences now: (1) the engine is style-agnostic by construction (slots/tints/logos carry no genre); (2) the basic set targets the prevalent center — modern casual + corporate — because it dresses the most NPCs and the shopping experience; (3) garments get a lightweight style tag in the manifest (e.g. style: modern|formal|fantasy|utility) as the cheap seam so per-culture distributions can be authored later without retrofitting; (4) Fantasy-pack pieces are legitimate catalogue members under their own tag, prevalence-weighted low.
Scope pin (user, 2026-07-06, final word on style): for simplicity, THIS ticket ships ONE style only — cyberpunk/modern. The pluralistic distribution model above remains the long-term truth (keep the manifest style tag as the seam), but the v1 basic set is single-style; other styles are catalogue growth, not scope.', NULL, '2026-07-06 07:43:39', '2026-07-06 07:43:39.155', '2026-07-06 07:43:39.155', NULL, '11a05e0b8646bf168f5866245b3dbdb5', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'description', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.
Art direction CONSOLIDATED (user, 2026-07-06 — supersedes the two notes above): the Reach has no single clothing style — ALL styles coexist, with modern/cyberpunk probably the most prevalent. Style is a prevalence DISTRIBUTION, not a genre rule, and may eventually vary by culture/settlement (fits the simulation DNA; fashion-as-cultural-data is a later phase concern, not this ticket). Consequences now: (1) the engine is style-agnostic by construction (slots/tints/logos carry no genre); (2) the basic set targets the prevalent center — modern casual + corporate — because it dresses the most NPCs and the shopping experience; (3) garments get a lightweight style tag in the manifest (e.g. style: modern|formal|fantasy|utility) as the cheap seam so per-culture distributions can be authored later without retrofitting; (4) Fantasy-pack pieces are legitimate catalogue members under their own tag, prevalence-weighted low.
Scope pin (user, 2026-07-06, final word on style): for simplicity, THIS ticket ships ONE style only — cyberpunk/modern. The pluralistic distribution model above remains the long-term truth (keep the manifest style tag as the seam), but the v1 basic set is single-style; other styles are catalogue growth, not scope.', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.
Art direction CONSOLIDATED (user, 2026-07-06 — supersedes the two notes above): the Reach has no single clothing style — ALL styles coexist, with modern/cyberpunk probably the most prevalent. Style is a prevalence DISTRIBUTION, not a genre rule, and may eventually vary by culture/settlement (fits the simulation DNA; fashion-as-cultural-data is a later phase concern, not this ticket). Consequences now: (1) the engine is style-agnostic by construction (slots/tints/logos carry no genre); (2) the basic set targets the prevalent center — modern casual + corporate — because it dresses the most NPCs and the shopping experience; (3) garments get a lightweight style tag in the manifest (e.g. style: modern|formal|fantasy|utility) as the cheap seam so per-culture distributions can be authored later without retrofitting; (4) Fantasy-pack pieces are legitimate catalogue members under their own tag, prevalence-weighted low.
Scope pin (user, 2026-07-06, final word on style): for simplicity, THIS ticket ships ONE style only — cyberpunk/modern. The pluralistic distribution model above remains the long-term truth (keep the manifest style tag as the seam), but the v1 basic set is single-style; other styles are catalogue growth, not scope.
Route challenge (user, 2026-07-06): not sold on staying Quaternius-primary — ''Quaternius is limited and will move the wall at too slow a pace; I''d rather pick something that has what we need now.'' Fresh store verification (2026-07-06): Sidekick packs are one-time USD199.99, perpetual, engine-agnostic license (Godot legal, unsupported); NO raw FBX — extraction from unitypackage (community-proven: unitypackage_godot, third-party Sidekick Creator Godot plugin incl. body blend shapes); ''Sold out'' labels are a broken-theme artifact per Shopify JSON (needs one browser cart check); SyntyPass rejected (assets stop being developable after cancel). Relevant packs: Starter (FREE, 57+91 parts), Modern Civilians (165 parts = v1 basic set territory), Sci-Fi Civilians (103 parts, cyberpunk accents), Modern Police (uniforms/officials). DECISION NOW GATED ON THE FREE SPIKE: user downloads free Starter Pack -> Bridge-C spike (extract garment -> Robust Weight Transfer onto our rig -> 11-body batch -> animation QA in T-1088 sandbox). Pass -> buy Modern Civilians, Synty = primary garment supply (+UAL1/UAL2 Source ~USD30 for clips — no Synty substitute exists for Godot animations; Fantasy Outfits Source drops to low priority under the single-style pin). Fail -> hand-author route stands. Stay-vs-pivot governance record HELD until spike evidence lands.', NULL, '2026-07-06 08:14:11', '2026-07-06 08:14:11.037', '2026-07-06 08:14:11.037', NULL, '8d8631fb2a7bd74e481972a7728af370', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'description', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.
Art direction CONSOLIDATED (user, 2026-07-06 — supersedes the two notes above): the Reach has no single clothing style — ALL styles coexist, with modern/cyberpunk probably the most prevalent. Style is a prevalence DISTRIBUTION, not a genre rule, and may eventually vary by culture/settlement (fits the simulation DNA; fashion-as-cultural-data is a later phase concern, not this ticket). Consequences now: (1) the engine is style-agnostic by construction (slots/tints/logos carry no genre); (2) the basic set targets the prevalent center — modern casual + corporate — because it dresses the most NPCs and the shopping experience; (3) garments get a lightweight style tag in the manifest (e.g. style: modern|formal|fantasy|utility) as the cheap seam so per-culture distributions can be authored later without retrofitting; (4) Fantasy-pack pieces are legitimate catalogue members under their own tag, prevalence-weighted low.
Scope pin (user, 2026-07-06, final word on style): for simplicity, THIS ticket ships ONE style only — cyberpunk/modern. The pluralistic distribution model above remains the long-term truth (keep the manifest style tag as the seam), but the v1 basic set is single-style; other styles are catalogue growth, not scope.
Route challenge (user, 2026-07-06): not sold on staying Quaternius-primary — ''Quaternius is limited and will move the wall at too slow a pace; I''d rather pick something that has what we need now.'' Fresh store verification (2026-07-06): Sidekick packs are one-time USD199.99, perpetual, engine-agnostic license (Godot legal, unsupported); NO raw FBX — extraction from unitypackage (community-proven: unitypackage_godot, third-party Sidekick Creator Godot plugin incl. body blend shapes); ''Sold out'' labels are a broken-theme artifact per Shopify JSON (needs one browser cart check); SyntyPass rejected (assets stop being developable after cancel). Relevant packs: Starter (FREE, 57+91 parts), Modern Civilians (165 parts = v1 basic set territory), Sci-Fi Civilians (103 parts, cyberpunk accents), Modern Police (uniforms/officials). DECISION NOW GATED ON THE FREE SPIKE: user downloads free Starter Pack -> Bridge-C spike (extract garment -> Robust Weight Transfer onto our rig -> 11-body batch -> animation QA in T-1088 sandbox). Pass -> buy Modern Civilians, Synty = primary garment supply (+UAL1/UAL2 Source ~USD30 for clips — no Synty substitute exists for Godot animations; Fantasy Outfits Source drops to low priority under the single-style pin). Fail -> hand-author route stands. Stay-vs-pivot governance record HELD until spike evidence lands.', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.
Art direction CONSOLIDATED (user, 2026-07-06 — supersedes the two notes above): the Reach has no single clothing style — ALL styles coexist, with modern/cyberpunk probably the most prevalent. Style is a prevalence DISTRIBUTION, not a genre rule, and may eventually vary by culture/settlement (fits the simulation DNA; fashion-as-cultural-data is a later phase concern, not this ticket). Consequences now: (1) the engine is style-agnostic by construction (slots/tints/logos carry no genre); (2) the basic set targets the prevalent center — modern casual + corporate — because it dresses the most NPCs and the shopping experience; (3) garments get a lightweight style tag in the manifest (e.g. style: modern|formal|fantasy|utility) as the cheap seam so per-culture distributions can be authored later without retrofitting; (4) Fantasy-pack pieces are legitimate catalogue members under their own tag, prevalence-weighted low.
Scope pin (user, 2026-07-06, final word on style): for simplicity, THIS ticket ships ONE style only — cyberpunk/modern. The pluralistic distribution model above remains the long-term truth (keep the manifest style tag as the seam), but the v1 basic set is single-style; other styles are catalogue growth, not scope.
Route challenge (user, 2026-07-06): not sold on staying Quaternius-primary — ''Quaternius is limited and will move the wall at too slow a pace; I''d rather pick something that has what we need now.'' Fresh store verification (2026-07-06): Sidekick packs are one-time USD199.99, perpetual, engine-agnostic license (Godot legal, unsupported); NO raw FBX — extraction from unitypackage (community-proven: unitypackage_godot, third-party Sidekick Creator Godot plugin incl. body blend shapes); ''Sold out'' labels are a broken-theme artifact per Shopify JSON (needs one browser cart check); SyntyPass rejected (assets stop being developable after cancel). Relevant packs: Starter (FREE, 57+91 parts), Modern Civilians (165 parts = v1 basic set territory), Sci-Fi Civilians (103 parts, cyberpunk accents), Modern Police (uniforms/officials). DECISION NOW GATED ON THE FREE SPIKE: user downloads free Starter Pack -> Bridge-C spike (extract garment -> Robust Weight Transfer onto our rig -> 11-body batch -> animation QA in T-1088 sandbox). Pass -> buy Modern Civilians, Synty = primary garment supply (+UAL1/UAL2 Source ~USD30 for clips — no Synty substitute exists for Godot animations; Fantasy Outfits Source drops to low priority under the single-style pin). Fail -> hand-author route stands. Stay-vs-pivot governance record HELD until spike evidence lands.
Scope guard (user concern, 2026-07-06): Synty intake must NOT displace the create-stuff-yourself pipeline — the user''s goal includes in-house garment creation capability, not just swapping vendor catalogs. Resolution: three-route portfolio sharing one engine — (a) Synty intake = variety bootstrap only; (b) derivation scripting (cuts/merges/retexture, agent-automatable) = create-yourself lite, turns any donor topology into original designs; (c) TRUE AUTHORING on owned UBC Source body .blends = the pipeline proper. GUARANTEE: the colorable uniform and black suit (no donor exists in any pack) are built via route (c) as the authoring pipeline''s end-to-end proof — non-negotiable deliverable of this ticket, so the pipeline exists even if Synty covers everything else. Spike status: extraction done inline by lead (158 FBX, sci-fi civilian theme confirmed); DECISIVE finding — Sidekick rig is UE-Mannequin-named, 52/65 bone-name overlap with our rig, sample garment binds to 12 vgroups of which 11 match ours exactly (only head->Head case rename) => transplant likely rename-and-rebind, far cheaper than the weight-transfer the pivot eval assumed; body blend shapes travel in the FBX. Transplant phase parked pending API recovery / token-window reset.', NULL, '2026-07-06 08:59:05', '2026-07-06 08:59:05.485', '2026-07-06 08:59:05.485', NULL, '18eabf5907931a8feb925b614cc4478c', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'description', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.
Art direction CONSOLIDATED (user, 2026-07-06 — supersedes the two notes above): the Reach has no single clothing style — ALL styles coexist, with modern/cyberpunk probably the most prevalent. Style is a prevalence DISTRIBUTION, not a genre rule, and may eventually vary by culture/settlement (fits the simulation DNA; fashion-as-cultural-data is a later phase concern, not this ticket). Consequences now: (1) the engine is style-agnostic by construction (slots/tints/logos carry no genre); (2) the basic set targets the prevalent center — modern casual + corporate — because it dresses the most NPCs and the shopping experience; (3) garments get a lightweight style tag in the manifest (e.g. style: modern|formal|fantasy|utility) as the cheap seam so per-culture distributions can be authored later without retrofitting; (4) Fantasy-pack pieces are legitimate catalogue members under their own tag, prevalence-weighted low.
Scope pin (user, 2026-07-06, final word on style): for simplicity, THIS ticket ships ONE style only — cyberpunk/modern. The pluralistic distribution model above remains the long-term truth (keep the manifest style tag as the seam), but the v1 basic set is single-style; other styles are catalogue growth, not scope.
Route challenge (user, 2026-07-06): not sold on staying Quaternius-primary — ''Quaternius is limited and will move the wall at too slow a pace; I''d rather pick something that has what we need now.'' Fresh store verification (2026-07-06): Sidekick packs are one-time USD199.99, perpetual, engine-agnostic license (Godot legal, unsupported); NO raw FBX — extraction from unitypackage (community-proven: unitypackage_godot, third-party Sidekick Creator Godot plugin incl. body blend shapes); ''Sold out'' labels are a broken-theme artifact per Shopify JSON (needs one browser cart check); SyntyPass rejected (assets stop being developable after cancel). Relevant packs: Starter (FREE, 57+91 parts), Modern Civilians (165 parts = v1 basic set territory), Sci-Fi Civilians (103 parts, cyberpunk accents), Modern Police (uniforms/officials). DECISION NOW GATED ON THE FREE SPIKE: user downloads free Starter Pack -> Bridge-C spike (extract garment -> Robust Weight Transfer onto our rig -> 11-body batch -> animation QA in T-1088 sandbox). Pass -> buy Modern Civilians, Synty = primary garment supply (+UAL1/UAL2 Source ~USD30 for clips — no Synty substitute exists for Godot animations; Fantasy Outfits Source drops to low priority under the single-style pin). Fail -> hand-author route stands. Stay-vs-pivot governance record HELD until spike evidence lands.
Scope guard (user concern, 2026-07-06): Synty intake must NOT displace the create-stuff-yourself pipeline — the user''s goal includes in-house garment creation capability, not just swapping vendor catalogs. Resolution: three-route portfolio sharing one engine — (a) Synty intake = variety bootstrap only; (b) derivation scripting (cuts/merges/retexture, agent-automatable) = create-yourself lite, turns any donor topology into original designs; (c) TRUE AUTHORING on owned UBC Source body .blends = the pipeline proper. GUARANTEE: the colorable uniform and black suit (no donor exists in any pack) are built via route (c) as the authoring pipeline''s end-to-end proof — non-negotiable deliverable of this ticket, so the pipeline exists even if Synty covers everything else. Spike status: extraction done inline by lead (158 FBX, sci-fi civilian theme confirmed); DECISIVE finding — Sidekick rig is UE-Mannequin-named, 52/65 bone-name overlap with our rig, sample garment binds to 12 vgroups of which 11 match ours exactly (only head->Head case rename) => transplant likely rename-and-rebind, far cheaper than the weight-transfer the pivot eval assumed; body blend shapes travel in the FBX. Transplant phase parked pending API recovery / token-window reset.', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.
Art direction CONSOLIDATED (user, 2026-07-06 — supersedes the two notes above): the Reach has no single clothing style — ALL styles coexist, with modern/cyberpunk probably the most prevalent. Style is a prevalence DISTRIBUTION, not a genre rule, and may eventually vary by culture/settlement (fits the simulation DNA; fashion-as-cultural-data is a later phase concern, not this ticket). Consequences now: (1) the engine is style-agnostic by construction (slots/tints/logos carry no genre); (2) the basic set targets the prevalent center — modern casual + corporate — because it dresses the most NPCs and the shopping experience; (3) garments get a lightweight style tag in the manifest (e.g. style: modern|formal|fantasy|utility) as the cheap seam so per-culture distributions can be authored later without retrofitting; (4) Fantasy-pack pieces are legitimate catalogue members under their own tag, prevalence-weighted low.
Scope pin (user, 2026-07-06, final word on style): for simplicity, THIS ticket ships ONE style only — cyberpunk/modern. The pluralistic distribution model above remains the long-term truth (keep the manifest style tag as the seam), but the v1 basic set is single-style; other styles are catalogue growth, not scope.
Route challenge (user, 2026-07-06): not sold on staying Quaternius-primary — ''Quaternius is limited and will move the wall at too slow a pace; I''d rather pick something that has what we need now.'' Fresh store verification (2026-07-06): Sidekick packs are one-time USD199.99, perpetual, engine-agnostic license (Godot legal, unsupported); NO raw FBX — extraction from unitypackage (community-proven: unitypackage_godot, third-party Sidekick Creator Godot plugin incl. body blend shapes); ''Sold out'' labels are a broken-theme artifact per Shopify JSON (needs one browser cart check); SyntyPass rejected (assets stop being developable after cancel). Relevant packs: Starter (FREE, 57+91 parts), Modern Civilians (165 parts = v1 basic set territory), Sci-Fi Civilians (103 parts, cyberpunk accents), Modern Police (uniforms/officials). DECISION NOW GATED ON THE FREE SPIKE: user downloads free Starter Pack -> Bridge-C spike (extract garment -> Robust Weight Transfer onto our rig -> 11-body batch -> animation QA in T-1088 sandbox). Pass -> buy Modern Civilians, Synty = primary garment supply (+UAL1/UAL2 Source ~USD30 for clips — no Synty substitute exists for Godot animations; Fantasy Outfits Source drops to low priority under the single-style pin). Fail -> hand-author route stands. Stay-vs-pivot governance record HELD until spike evidence lands.
Scope guard (user concern, 2026-07-06): Synty intake must NOT displace the create-stuff-yourself pipeline — the user''s goal includes in-house garment creation capability, not just swapping vendor catalogs. Resolution: three-route portfolio sharing one engine — (a) Synty intake = variety bootstrap only; (b) derivation scripting (cuts/merges/retexture, agent-automatable) = create-yourself lite, turns any donor topology into original designs; (c) TRUE AUTHORING on owned UBC Source body .blends = the pipeline proper. GUARANTEE: the colorable uniform and black suit (no donor exists in any pack) are built via route (c) as the authoring pipeline''s end-to-end proof — non-negotiable deliverable of this ticket, so the pipeline exists even if Synty covers everything else. Spike status: extraction done inline by lead (158 FBX, sci-fi civilian theme confirmed); DECISIVE finding — Sidekick rig is UE-Mannequin-named, 52/65 bone-name overlap with our rig, sample garment binds to 12 vgroups of which 11 match ours exactly (only head->Head case rename) => transplant likely rename-and-rebind, far cheaper than the weight-transfer the pivot eval assumed; body blend shapes travel in the FBX. Transplant phase parked pending API recovery / token-window reset.
ROUTE DECISION (user, 2026-07-06, final): Synty intake REJECTED despite the spike''s technical PASS — (1) USD199.99/pack is too expensive; (2) Sidekick modularity is baked body-segment swap (clothes fused to body chunks), incompatible with our layered clothing-over-body system (11 bodies, skin tones, slot swapping); (3) user dislikes the Synty style. The spike still paid: transplant/batch scripts are source-agnostic and become the G1-family production pipeline; T-1090 (5 bodies broken bare) discovered; the Synty question is closed with evidence, not parked. OPERATIVE ROUTE: (b) derive from owned Fantasy parts + (c) hand-author — with a new preferred authoring technique: OFFSET-SHELL FROM OUR OWN BODY MESHES (extract body segment surface, offset outward into garment shell, cut neckline/hem/sleeves; weights inherited by construction, style fully ours, USD0). Suit + uniform remain the full hand-author proof. Purchases still open (separate concerns): UAL1/UAL2 Source ~USD30 for animation clips; Fantasy Outfits Source USD20 low-priority convenience.', NULL, '2026-07-06 11:09:40', '2026-07-06 11:09:40.351', '2026-07-06 11:09:40.351', NULL, '0121b9bd7a9fb6c32a4974973a9614d6', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCER95EK266H8RWPW8XT1F0', 'description', 'Fable-5-window sidequest (sanctioned cascade exception, 2026-07-05): the presentation layer that turns discrete server tile steps into a believable walking 3D character. Scope: 3D sandbox dev scene (SR_LIVE=1, greybox tiles derived from server snapshots, no hand-authored map), CharacterVisual instantiated in-world, locomotion rig (tile-step + facing-octant interpolation, stance-aware speeds), UAL animation state machine (idle/walk/sprint/careful/crouch), D-148 camera rig (30deg low-angle follow, 45deg rotation). Server-authoritative from day one — no client-local movement model. Builds on D-148/D-149/D-244/D-066 and the T-417 stance system. If the Fable 5 window closes mid-flight, work parks here.
Visual reference (user, 2026-07-06): Xenonauts 2 nails the target tiles/occlusion/character perspective — readable tile grid, low-angle tactical camera with angle options (matches D-148 30deg low-angle + 45deg rotation steps and the spikes/3dpipeline angle presets), and crucially its wall/roof occlusion treatment: camera-facing walls cut down/ghosted so interiors stay readable, floors peel per z-level. One deliberate difference: our camera locks to the player character (D-015/T-116) — no free map panning. Implication for the locomotion sandbox: greybox walls should prototype camera-facing cutaway occlusion early, since wall readability interacts with the locked low-angle camera.
Scoping call (user + lead agreement, 2026-07-06): wall cutaway is CLIENT-SIDE presentation, decoupled from fog-of-perception. Rationale: two occlusion systems with different subjects — perception/fog governs what the CHARACTER knows (server-enforced info boundary; client only receives observer-filtered geometry), cutaway governs what the PLAYER''S CAMERA sees (pure render mode on wall data the client already holds). They compose: cutaway cuts render height; fog overlay still gates what is visible behind. Walls remain first-class client data objects (future destruction/explosion interactions), cutaway is a render mode on them like tint/LOD. Nuance parked for Phase 5 proper: destroyed-while-unobserved walls should render in remembered state (fog-memory applied to geometry). If this holds through implementation, mint a D-record (perception domain) when the sidequest lands.', 'Fable-5-window sidequest (sanctioned cascade exception, 2026-07-05): the presentation layer that turns discrete server tile steps into a believable walking 3D character. Scope: 3D sandbox dev scene (SR_LIVE=1, greybox tiles derived from server snapshots, no hand-authored map), CharacterVisual instantiated in-world, locomotion rig (tile-step + facing-octant interpolation, stance-aware speeds), UAL animation state machine (idle/walk/sprint/careful/crouch), D-148 camera rig (30deg low-angle follow, 45deg rotation). Server-authoritative from day one — no client-local movement model. Builds on D-148/D-149/D-244/D-066 and the T-417 stance system. If the Fable 5 window closes mid-flight, work parks here.
Visual reference (user, 2026-07-06): Xenonauts 2 nails the target tiles/occlusion/character perspective — readable tile grid, low-angle tactical camera with angle options (matches D-148 30deg low-angle + 45deg rotation steps and the spikes/3dpipeline angle presets), and crucially its wall/roof occlusion treatment: camera-facing walls cut down/ghosted so interiors stay readable, floors peel per z-level. One deliberate difference: our camera locks to the player character (D-015/T-116) — no free map panning. Implication for the locomotion sandbox: greybox walls should prototype camera-facing cutaway occlusion early, since wall readability interacts with the locked low-angle camera.
Scoping call (user + lead agreement, 2026-07-06): wall cutaway is CLIENT-SIDE presentation, decoupled from fog-of-perception. Rationale: two occlusion systems with different subjects — perception/fog governs what the CHARACTER knows (server-enforced info boundary; client only receives observer-filtered geometry), cutaway governs what the PLAYER''S CAMERA sees (pure render mode on wall data the client already holds). They compose: cutaway cuts render height; fog overlay still gates what is visible behind. Walls remain first-class client data objects (future destruction/explosion interactions), cutaway is a render mode on them like tint/LOD. Nuance parked for Phase 5 proper: destroyed-while-unobserved walls should render in remembered state (fog-memory applied to geometry). If this holds through implementation, mint a D-record (perception domain) when the sidequest lands.
Animation supply resolved (2026-07-06): user purchased UAL1[Source+Pro] (120 clips, identical lists) + UAL2[Source] (134 clips), unzipped in docs/assets/downloads/. Gains: Turn90_L/R + Turn180_L/R (turn-in-place), Sprint_Enter/Exit + Crouch_Enter/Exit (stance transitions), full 8-direction Walk/Jog/Crouch sets incl. diagonals, Counter_Idle + talking/phone/sitting idles (life-sim verbs), plus _RM root-motion variants (unused — in-place is correct for server-authoritative interpolation). Still absent everywhere: walk start/stop + stairs — the only remaining custom clips. Integration is NOT a drop-in swap: upstream renamed clips (Walk_Loop -> Walk_Fwd_Loop etc.), so wire via the design''s recorded plan — explicit library names + lib/Clip addressing + gait-table update. NOTE for facing design: the 8-dir walk sets unlock Q-084''s parked walk-vs-aim split (direction-matched clips relative to facing) — revisit during the S9 tuning session.', NULL, '2026-07-06 11:17:25', '2026-07-06 11:17:25.652', '2026-07-06 11:17:25.652', NULL, '5c337857bf33c1a3bbb2bd33152e955e', 2) ON CONFLICT(hash) DO NOTHING;
+4
View File
@@ -1,3 +1,7 @@
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INSERT INTO ticket_idmap (record_id, ticket_id, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FK6RTBN796N8WZ0GW8BREG0R', 'T-1086', '2026-07-05 17:46:13.289', '2026-07-05 17:46:13.289', NULL, '43700db551218d61b2f78202d07ed71d', 2) ON CONFLICT(record_id) DO UPDATE SET ticket_id=excluded.ticket_id, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > ticket_idmap.updated_at OR (excluded.updated_at = ticket_idmap.updated_at AND excluded.hash > ticket_idmap.hash);
INSERT INTO ticket_idmap (record_id, ticket_id, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FK6RVP1HS8RHN29XQPEXT5QM', 'T-1087', '2026-07-05 17:46:24.140', '2026-07-05 17:46:24.140', NULL, '74a9cd82e7d4d0baa22ff63537ddda14', 2) ON CONFLICT(record_id) DO UPDATE SET ticket_id=excluded.ticket_id, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > ticket_idmap.updated_at OR (excluded.updated_at = ticket_idmap.updated_at AND excluded.hash > ticket_idmap.hash);
INSERT INTO ticket_idmap (record_id, ticket_id, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCER95EK266H8RWPW8XT1F0', 'T-1088', '2026-07-06 07:01:06.475', '2026-07-06 07:01:06.475', NULL, 'aafbe831174124e9ca1da29255f022f8', 2) ON CONFLICT(record_id) DO UPDATE SET ticket_id=excluded.ticket_id, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > ticket_idmap.updated_at OR (excluded.updated_at = ticket_idmap.updated_at AND excluded.hash > ticket_idmap.hash);
INSERT INTO ticket_idmap (record_id, ticket_id, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'T-1089', '2026-07-06 07:34:18.657', '2026-07-06 07:34:18.657', NULL, '7283f875610cbd67d7dd0d6bc949d3cf', 2) ON CONFLICT(record_id) DO UPDATE SET ticket_id=excluded.ticket_id, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > ticket_idmap.updated_at OR (excluded.updated_at = ticket_idmap.updated_at AND excluded.hash > ticket_idmap.hash);
INSERT INTO ticket_idmap (record_id, ticket_id, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKE0EW2617K9VE4QHSYSR9HW', 'T-1090', '2026-07-06 10:38:16.595', '2026-07-06 10:38:16.595', NULL, '38d331606c3d8de414dec0c2c971ad71', 2) ON CONFLICT(record_id) DO UPDATE SET ticket_id=excluded.ticket_id, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > ticket_idmap.updated_at OR (excluded.updated_at = ticket_idmap.updated_at AND excluded.hash > ticket_idmap.hash);
INSERT INTO ticket_idmap (record_id, ticket_id, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKE0J4B8GQ17NFFV8N7D45BW', 'T-1091', '2026-07-06 10:38:43.290', '2026-07-06 10:38:43.290', NULL, 'da0796307c06acd6609ac466d6ea48c3', 2) ON CONFLICT(record_id) DO UPDATE SET ticket_id=excluded.ticket_id, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > ticket_idmap.updated_at OR (excluded.updated_at = ticket_idmap.updated_at AND excluded.hash > ticket_idmap.hash);
+99
View File
@@ -556,3 +556,102 @@ Workstream 3 DONE + committed (cc7c5ada0): biosphere_class plumbing via the stam
T-1085 STATUS: WS1 (chirality assignment) DONE, WS2 (wiki continuity) DONE, WS3 (biosphere plumbing) DONE, WS4 (vocab→palette) DONE-partial (grassland biome-awareness + vocab doc; Forest/register/§8-material continuation noted). REMAINING: (a) rename completion — propagate Linnaeus to bodies.proper_name in the DB (still Cadwal; proper_name is atlas-CLI-owned, wipe+reimport would drop non-proposal cols → needs a targeted approach); (b) WS4 continuation; (c) Burnelli food-economy consumer (separate stakeholder follow-on).
CLOSED 2026-07-05 (PR #172 merged to main @ 895bb83ba). Core deliverable shipped: WS1 chirality assignment, WS2 wiki continuity, WS3 biosphere_class plumbing (stamped regen-db), WS4 grassland biome-awareness + vocab doc. Both blocking review findings (C1 over-vegetation, H1 biosphere gate) fixed + N1 (Wetland gate) folded in; both reviewers approved. Remaining work split into follow-ups: T-1086 (propagate Linnaeus to bodies.proper_name) and T-1087 (Forest/Wetland biome palettes + introduced-Earth register + §8 material). Burnelli food-economy consumer stays a Phase-2 stakeholder follow-on (noted, not filed — cross-phase).', 'done', 'medium', 'miri', NULL, 'D-247', '2026-07-02 20:30:57.222', '2026-07-05 17:46:36.698', NULL, '8b1b13167ab0c9f9ef270ce13532778b', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCER95EK266H8RWPW8XT1F0', 'story', '06FB0TNSRXX29H5X0EB0F0GBW4', '3D character locomotion sidequest — composited character walks the Gauntlet on the live server', 'Fable-5-window sidequest (sanctioned cascade exception, 2026-07-05): the presentation layer that turns discrete server tile steps into a believable walking 3D character. Scope: 3D sandbox dev scene (SR_LIVE=1, greybox tiles derived from server snapshots, no hand-authored map), CharacterVisual instantiated in-world, locomotion rig (tile-step + facing-octant interpolation, stance-aware speeds), UAL animation state machine (idle/walk/sprint/careful/crouch), D-148 camera rig (30deg low-angle follow, 45deg rotation). Server-authoritative from day one — no client-local movement model. Builds on D-148/D-149/D-244/D-066 and the T-417 stance system. If the Fable 5 window closes mid-flight, work parks here.', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 07:01:06.475', '2026-07-06 07:01:06.475', NULL, 'b5f4cd0311d6327be4b8cc8226c1c8de', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCER95EK266H8RWPW8XT1F0', 'story', '06FB0TNSRXX29H5X0EB0F0GBW4', '3D character locomotion sidequest — composited character walks the Gauntlet on the live server', 'Fable-5-window sidequest (sanctioned cascade exception, 2026-07-05): the presentation layer that turns discrete server tile steps into a believable walking 3D character. Scope: 3D sandbox dev scene (SR_LIVE=1, greybox tiles derived from server snapshots, no hand-authored map), CharacterVisual instantiated in-world, locomotion rig (tile-step + facing-octant interpolation, stance-aware speeds), UAL animation state machine (idle/walk/sprint/careful/crouch), D-148 camera rig (30deg low-angle follow, 45deg rotation). Server-authoritative from day one — no client-local movement model. Builds on D-148/D-149/D-244/D-066 and the T-417 stance system. If the Fable 5 window closes mid-flight, work parks here.
Visual reference (user, 2026-07-06): Xenonauts 2 nails the target tiles/occlusion/character perspective — readable tile grid, low-angle tactical camera with angle options (matches D-148 30deg low-angle + 45deg rotation steps and the spikes/3dpipeline angle presets), and crucially its wall/roof occlusion treatment: camera-facing walls cut down/ghosted so interiors stay readable, floors peel per z-level. One deliberate difference: our camera locks to the player character (D-015/T-116) — no free map panning. Implication for the locomotion sandbox: greybox walls should prototype camera-facing cutaway occlusion early, since wall readability interacts with the locked low-angle camera.', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 07:01:06.475', '2026-07-06 07:10:07.799', NULL, '97cd308b84225e379e7399416932ee0f', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCER95EK266H8RWPW8XT1F0', 'story', '06FB0TNSRXX29H5X0EB0F0GBW4', '3D character locomotion sidequest — composited character walks the Gauntlet on the live server', 'Fable-5-window sidequest (sanctioned cascade exception, 2026-07-05): the presentation layer that turns discrete server tile steps into a believable walking 3D character. Scope: 3D sandbox dev scene (SR_LIVE=1, greybox tiles derived from server snapshots, no hand-authored map), CharacterVisual instantiated in-world, locomotion rig (tile-step + facing-octant interpolation, stance-aware speeds), UAL animation state machine (idle/walk/sprint/careful/crouch), D-148 camera rig (30deg low-angle follow, 45deg rotation). Server-authoritative from day one — no client-local movement model. Builds on D-148/D-149/D-244/D-066 and the T-417 stance system. If the Fable 5 window closes mid-flight, work parks here.
Visual reference (user, 2026-07-06): Xenonauts 2 nails the target tiles/occlusion/character perspective — readable tile grid, low-angle tactical camera with angle options (matches D-148 30deg low-angle + 45deg rotation steps and the spikes/3dpipeline angle presets), and crucially its wall/roof occlusion treatment: camera-facing walls cut down/ghosted so interiors stay readable, floors peel per z-level. One deliberate difference: our camera locks to the player character (D-015/T-116) — no free map panning. Implication for the locomotion sandbox: greybox walls should prototype camera-facing cutaway occlusion early, since wall readability interacts with the locked low-angle camera.
Scoping call (user + lead agreement, 2026-07-06): wall cutaway is CLIENT-SIDE presentation, decoupled from fog-of-perception. Rationale: two occlusion systems with different subjects — perception/fog governs what the CHARACTER knows (server-enforced info boundary; client only receives observer-filtered geometry), cutaway governs what the PLAYER''S CAMERA sees (pure render mode on wall data the client already holds). They compose: cutaway cuts render height; fog overlay still gates what is visible behind. Walls remain first-class client data objects (future destruction/explosion interactions), cutaway is a render mode on them like tint/LOD. Nuance parked for Phase 5 proper: destroyed-while-unobserved walls should render in remembered state (fog-memory applied to geometry). If this holds through implementation, mint a D-record (perception domain) when the sidequest lands.', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 07:01:06.475', '2026-07-06 07:14:14.484', NULL, 'ebbbd5ff1ed11d0ebf37303782e6e1d5', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'story', '06FB0TNSRXX29H5X0EB0F0GBW4', 'Clothing catalogue engine + basic set — recolorable, logo-capable everyday garments', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 07:34:18.656', '2026-07-06 07:34:18.656', NULL, 'f95f8855e41f59a6c23ab7adb4dd7b31', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'story', '06FB0TNSRXX29H5X0EB0F0GBW4', 'Clothing catalogue engine + basic set — recolorable, logo-capable everyday garments', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 07:34:18.656', '2026-07-06 07:39:21.760', NULL, '5db4379bf42ee42226f1fb7e212e6348', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'story', '06FB0TNSRXX29H5X0EB0F0GBW4', 'Clothing catalogue engine + basic set — recolorable, logo-capable everyday garments', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 07:34:18.656', '2026-07-06 07:42:06.637', NULL, '6400115dc840a8e65f55b1932a1449c1', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'story', '06FB0TNSRXX29H5X0EB0F0GBW4', 'Clothing catalogue engine + basic set — recolorable, logo-capable everyday garments', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 07:34:18.656', '2026-07-06 07:42:24.025', NULL, '990ed335ad3d3f59255ba4f8f8ef1c07', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'story', '06FB0TNSRXX29H5X0EB0F0GBW4', 'Clothing catalogue engine + basic set — recolorable, logo-capable everyday garments', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.
Art direction CONSOLIDATED (user, 2026-07-06 — supersedes the two notes above): the Reach has no single clothing style — ALL styles coexist, with modern/cyberpunk probably the most prevalent. Style is a prevalence DISTRIBUTION, not a genre rule, and may eventually vary by culture/settlement (fits the simulation DNA; fashion-as-cultural-data is a later phase concern, not this ticket). Consequences now: (1) the engine is style-agnostic by construction (slots/tints/logos carry no genre); (2) the basic set targets the prevalent center — modern casual + corporate — because it dresses the most NPCs and the shopping experience; (3) garments get a lightweight style tag in the manifest (e.g. style: modern|formal|fantasy|utility) as the cheap seam so per-culture distributions can be authored later without retrofitting; (4) Fantasy-pack pieces are legitimate catalogue members under their own tag, prevalence-weighted low.', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 07:34:18.656', '2026-07-06 07:43:12.193', NULL, '4fb0958003b1bd349d7e58e07e53690e', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'story', '06FB0TNSRXX29H5X0EB0F0GBW4', 'Clothing catalogue engine + basic set — recolorable, logo-capable everyday garments', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.
Art direction CONSOLIDATED (user, 2026-07-06 — supersedes the two notes above): the Reach has no single clothing style — ALL styles coexist, with modern/cyberpunk probably the most prevalent. Style is a prevalence DISTRIBUTION, not a genre rule, and may eventually vary by culture/settlement (fits the simulation DNA; fashion-as-cultural-data is a later phase concern, not this ticket). Consequences now: (1) the engine is style-agnostic by construction (slots/tints/logos carry no genre); (2) the basic set targets the prevalent center — modern casual + corporate — because it dresses the most NPCs and the shopping experience; (3) garments get a lightweight style tag in the manifest (e.g. style: modern|formal|fantasy|utility) as the cheap seam so per-culture distributions can be authored later without retrofitting; (4) Fantasy-pack pieces are legitimate catalogue members under their own tag, prevalence-weighted low.
Scope pin (user, 2026-07-06, final word on style): for simplicity, THIS ticket ships ONE style only — cyberpunk/modern. The pluralistic distribution model above remains the long-term truth (keep the manifest style tag as the seam), but the v1 basic set is single-style; other styles are catalogue growth, not scope.', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 07:34:18.656', '2026-07-06 07:43:39.155', NULL, '35d33cc74fde16fe96e0e4000d26056b', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'story', '06FB0TNSRXX29H5X0EB0F0GBW4', 'Clothing catalogue engine + basic set — recolorable, logo-capable everyday garments', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.
Art direction CONSOLIDATED (user, 2026-07-06 — supersedes the two notes above): the Reach has no single clothing style — ALL styles coexist, with modern/cyberpunk probably the most prevalent. Style is a prevalence DISTRIBUTION, not a genre rule, and may eventually vary by culture/settlement (fits the simulation DNA; fashion-as-cultural-data is a later phase concern, not this ticket). Consequences now: (1) the engine is style-agnostic by construction (slots/tints/logos carry no genre); (2) the basic set targets the prevalent center — modern casual + corporate — because it dresses the most NPCs and the shopping experience; (3) garments get a lightweight style tag in the manifest (e.g. style: modern|formal|fantasy|utility) as the cheap seam so per-culture distributions can be authored later without retrofitting; (4) Fantasy-pack pieces are legitimate catalogue members under their own tag, prevalence-weighted low.
Scope pin (user, 2026-07-06, final word on style): for simplicity, THIS ticket ships ONE style only — cyberpunk/modern. The pluralistic distribution model above remains the long-term truth (keep the manifest style tag as the seam), but the v1 basic set is single-style; other styles are catalogue growth, not scope.
Route challenge (user, 2026-07-06): not sold on staying Quaternius-primary — ''Quaternius is limited and will move the wall at too slow a pace; I''d rather pick something that has what we need now.'' Fresh store verification (2026-07-06): Sidekick packs are one-time USD199.99, perpetual, engine-agnostic license (Godot legal, unsupported); NO raw FBX — extraction from unitypackage (community-proven: unitypackage_godot, third-party Sidekick Creator Godot plugin incl. body blend shapes); ''Sold out'' labels are a broken-theme artifact per Shopify JSON (needs one browser cart check); SyntyPass rejected (assets stop being developable after cancel). Relevant packs: Starter (FREE, 57+91 parts), Modern Civilians (165 parts = v1 basic set territory), Sci-Fi Civilians (103 parts, cyberpunk accents), Modern Police (uniforms/officials). DECISION NOW GATED ON THE FREE SPIKE: user downloads free Starter Pack -> Bridge-C spike (extract garment -> Robust Weight Transfer onto our rig -> 11-body batch -> animation QA in T-1088 sandbox). Pass -> buy Modern Civilians, Synty = primary garment supply (+UAL1/UAL2 Source ~USD30 for clips — no Synty substitute exists for Godot animations; Fantasy Outfits Source drops to low priority under the single-style pin). Fail -> hand-author route stands. Stay-vs-pivot governance record HELD until spike evidence lands.', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 07:34:18.656', '2026-07-06 08:14:11.037', NULL, 'ecbabb557fe69f476b66e9b4ec50f93e', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'story', '06FB0TNSRXX29H5X0EB0F0GBW4', 'Clothing catalogue engine + basic set — recolorable, logo-capable everyday garments', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.
Art direction CONSOLIDATED (user, 2026-07-06 — supersedes the two notes above): the Reach has no single clothing style — ALL styles coexist, with modern/cyberpunk probably the most prevalent. Style is a prevalence DISTRIBUTION, not a genre rule, and may eventually vary by culture/settlement (fits the simulation DNA; fashion-as-cultural-data is a later phase concern, not this ticket). Consequences now: (1) the engine is style-agnostic by construction (slots/tints/logos carry no genre); (2) the basic set targets the prevalent center — modern casual + corporate — because it dresses the most NPCs and the shopping experience; (3) garments get a lightweight style tag in the manifest (e.g. style: modern|formal|fantasy|utility) as the cheap seam so per-culture distributions can be authored later without retrofitting; (4) Fantasy-pack pieces are legitimate catalogue members under their own tag, prevalence-weighted low.
Scope pin (user, 2026-07-06, final word on style): for simplicity, THIS ticket ships ONE style only — cyberpunk/modern. The pluralistic distribution model above remains the long-term truth (keep the manifest style tag as the seam), but the v1 basic set is single-style; other styles are catalogue growth, not scope.
Route challenge (user, 2026-07-06): not sold on staying Quaternius-primary — ''Quaternius is limited and will move the wall at too slow a pace; I''d rather pick something that has what we need now.'' Fresh store verification (2026-07-06): Sidekick packs are one-time USD199.99, perpetual, engine-agnostic license (Godot legal, unsupported); NO raw FBX — extraction from unitypackage (community-proven: unitypackage_godot, third-party Sidekick Creator Godot plugin incl. body blend shapes); ''Sold out'' labels are a broken-theme artifact per Shopify JSON (needs one browser cart check); SyntyPass rejected (assets stop being developable after cancel). Relevant packs: Starter (FREE, 57+91 parts), Modern Civilians (165 parts = v1 basic set territory), Sci-Fi Civilians (103 parts, cyberpunk accents), Modern Police (uniforms/officials). DECISION NOW GATED ON THE FREE SPIKE: user downloads free Starter Pack -> Bridge-C spike (extract garment -> Robust Weight Transfer onto our rig -> 11-body batch -> animation QA in T-1088 sandbox). Pass -> buy Modern Civilians, Synty = primary garment supply (+UAL1/UAL2 Source ~USD30 for clips — no Synty substitute exists for Godot animations; Fantasy Outfits Source drops to low priority under the single-style pin). Fail -> hand-author route stands. Stay-vs-pivot governance record HELD until spike evidence lands.
Scope guard (user concern, 2026-07-06): Synty intake must NOT displace the create-stuff-yourself pipeline — the user''s goal includes in-house garment creation capability, not just swapping vendor catalogs. Resolution: three-route portfolio sharing one engine — (a) Synty intake = variety bootstrap only; (b) derivation scripting (cuts/merges/retexture, agent-automatable) = create-yourself lite, turns any donor topology into original designs; (c) TRUE AUTHORING on owned UBC Source body .blends = the pipeline proper. GUARANTEE: the colorable uniform and black suit (no donor exists in any pack) are built via route (c) as the authoring pipeline''s end-to-end proof — non-negotiable deliverable of this ticket, so the pipeline exists even if Synty covers everything else. Spike status: extraction done inline by lead (158 FBX, sci-fi civilian theme confirmed); DECISIVE finding — Sidekick rig is UE-Mannequin-named, 52/65 bone-name overlap with our rig, sample garment binds to 12 vgroups of which 11 match ours exactly (only head->Head case rename) => transplant likely rename-and-rebind, far cheaper than the weight-transfer the pivot eval assumed; body blend shapes travel in the FBX. Transplant phase parked pending API recovery / token-window reset.', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 07:34:18.656', '2026-07-06 08:59:05.485', NULL, 'cb85c826871146df718f5cc94ee89c7d', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKE0EW2617K9VE4QHSYSR9HW', 'bug', '06FB0TNSRXX29H5X0EB0F0GBW4', '5 of 11 body types misrender bare in CharacterVisual (thin_f/m, heavy_f/m, child)', 'Found by the T-1089 Synty intake spike (2026-07-06), body-only controls with NO garment attached: thin_f/m, heavy_f/m, child misrender in CharacterVisual (exploded/spider arms, detached head/hair; child 303mm max warp, 87 collapsed edges; f-bodies bust-through). These are the newer high-poly bodies (no seg_hips, different segmentation) — exactly the 5 with no production peasant-clothing variants. Upstream of ANY clothing route; blocks T-1089''s 11-of-11 acceptance criterion and resolves part of Q-060. Evidence: spikes/synty-intake/out/bodies_fit_log.json + out/qa_bodies/ (44 screenshots) + out/bodies_recon.json.', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 10:38:16.593', '2026-07-06 10:38:16.593', NULL, '3c7e5d110be1dde94aa27379cf3664e4', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKE0J4B8GQ17NFFV8N7D45BW', 'task', '06FBPPMZNNEV052DBYYY3A897C', 'Silence MCH-*/ik_* skin-bind warnings from production head/hair asset (Rigify control bones)', 'Godot logs ~600 lines of ''Skin bind #N ... Skeleton3D has no bone'' per CharacterVisual load — traced by the T-1089 spike to a production head/hair asset carrying Rigify control-bone names (MCH-*/ik_*), not to any garment. Strip the stale bind targets from the asset (Blender re-export) or filter at import. Pure log hygiene / asset cleanliness.', 'backlog', 'low', NULL, 'client', NULL, '2026-07-06 10:38:43.290', '2026-07-06 10:38:43.290', NULL, 'd01e49191a4e9bcd5ca83866c2d65468', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCPBF41RWK9PW9M22Q7961C', 'story', '06FB0TNSRXX29H5X0EB0F0GBW4', 'Clothing catalogue engine + basic set — recolorable, logo-capable everyday garments', 'Fable-5-window sidequest workstream 2 (user directive 2026-07-06, extends T-1088 scope family): build the clothing ENGINE and a basic set now, park variety for later. Target bar: RimWorld''s original apparel breadth — varied enough to not feel limiting. Goal experience: being able to pick and SHOP for clothes — colorize + slap logos on casualwear. Basic set: t-shirt (logo-capable), hoodie (logo-capable), button-down shirt, shorts, jeans, formal pants, jacket, colorable uniform, black suit (moved up so officials are includable). Skipped by explicit call: capes, dresses/skirts (parked — difficulty tier). Engine deliverables: (1) multi-region tint masks — requires Quaternius Source tier files (USD5 Patreon month, one-time download, CC0 retained — user purchase action); (2) logo decal region on garment chest UV — flat 2D artwork per D-244, diegetic hook into economy generated brands (wiki/economics/corporations/generated_brands.toml) for brand-logo shirts; (3) manifest + CharacterVisualDescriptor category coverage (slots/tints already generic); (4) batch-fit each authored garment to all 11 body types via the validated Sprint-28 Blender Surface Deform pipeline (tooling/blender_*.py). Authoring routes per garment TBD by feasibility pass: derive from owned Fantasy pack meshes (62 parts, e.g. tunic->tshirt sleeve cut, pants->shorts hem cut) vs hand-author low-poly on the 65-bone rig (Garment Tool). Related: T-1088 locomotion sandbox doubles as the garment-under-animation QA rig (cycle outfits through Walk/Sprint/Crouch_Fwd).
Correction (2026-07-06): Source tier is PARTIALLY owned already — docs/assets/downloads/ (gitignored vendor archives, present in both checkouts) holds Universal Base Characters[Source] (630MB: full .blend files for all 6 base bodies incl. FullBody + OnlyHead variants, hairstyle .blends origin-at-0 + rigged-to-head-bone, texture masters, Godot engine project) plus UBC[Standard], UAL 1+2[Standard], Modular Character Outfits Fantasy[Standard]. NOT owned: Fantasy Outfits[Source] — the garment recolor masks + named vertex groups. Consequence: authoring NEW garments is fully unblocked (author against source body .blends, create our own tint masks/vertex groups — no purchase needed); only pack-DERIVED garments'' clean masks would want one more USD5 Patreon month, decision deferred until the feasibility route table says how much derivation we actually use.
Art direction (user, 2026-07-06): garments read CYBERPUNK/MODERN — near-future everyday civilian + corporate wear — NOT fantasy/medieval. The owned Fantasy pack is at most a topology donor (low-poly base shapes like pants/shirts are genre-neutral; genre lives in silhouette details, textures, trims, and accessories) — no medieval trim/textures may survive into shipped garments. Weight the authoring routes accordingly: texture identity matters as much as mesh. Canon hook: the wiki already ships a garment brand — thrds (wiki/star-systems/GJ-475/index.md, Braemar fiber cooperative, corridor fashion markets) — so branded clothing connects to Phase-1 lore, not only generated_brands.toml. This emphasis also feeds the Quaternius-pivot evaluation: commercial alternatives skew sci-fi/urban while Quaternius clothing is fantasy-only.
Nuance (user, 2026-07-06): the cyberpunk/modern direction is the DEFAULT, not a prohibition — fashion in the Reach is cyclical, so fantasy/medieval-flavored garments may appear here and there as deliberate fashion statements (subculture pieces, luxury/revival trims, statement outerwear). Supersedes the previous note''s hard ''no medieval trim may survive'' line. Practical consequence: a small number of Fantasy-pack pieces may ship near-as-is where they read as intentional fashion; the basic set itself stays modern.
Art direction CONSOLIDATED (user, 2026-07-06 — supersedes the two notes above): the Reach has no single clothing style — ALL styles coexist, with modern/cyberpunk probably the most prevalent. Style is a prevalence DISTRIBUTION, not a genre rule, and may eventually vary by culture/settlement (fits the simulation DNA; fashion-as-cultural-data is a later phase concern, not this ticket). Consequences now: (1) the engine is style-agnostic by construction (slots/tints/logos carry no genre); (2) the basic set targets the prevalent center — modern casual + corporate — because it dresses the most NPCs and the shopping experience; (3) garments get a lightweight style tag in the manifest (e.g. style: modern|formal|fantasy|utility) as the cheap seam so per-culture distributions can be authored later without retrofitting; (4) Fantasy-pack pieces are legitimate catalogue members under their own tag, prevalence-weighted low.
Scope pin (user, 2026-07-06, final word on style): for simplicity, THIS ticket ships ONE style only — cyberpunk/modern. The pluralistic distribution model above remains the long-term truth (keep the manifest style tag as the seam), but the v1 basic set is single-style; other styles are catalogue growth, not scope.
Route challenge (user, 2026-07-06): not sold on staying Quaternius-primary — ''Quaternius is limited and will move the wall at too slow a pace; I''d rather pick something that has what we need now.'' Fresh store verification (2026-07-06): Sidekick packs are one-time USD199.99, perpetual, engine-agnostic license (Godot legal, unsupported); NO raw FBX — extraction from unitypackage (community-proven: unitypackage_godot, third-party Sidekick Creator Godot plugin incl. body blend shapes); ''Sold out'' labels are a broken-theme artifact per Shopify JSON (needs one browser cart check); SyntyPass rejected (assets stop being developable after cancel). Relevant packs: Starter (FREE, 57+91 parts), Modern Civilians (165 parts = v1 basic set territory), Sci-Fi Civilians (103 parts, cyberpunk accents), Modern Police (uniforms/officials). DECISION NOW GATED ON THE FREE SPIKE: user downloads free Starter Pack -> Bridge-C spike (extract garment -> Robust Weight Transfer onto our rig -> 11-body batch -> animation QA in T-1088 sandbox). Pass -> buy Modern Civilians, Synty = primary garment supply (+UAL1/UAL2 Source ~USD30 for clips — no Synty substitute exists for Godot animations; Fantasy Outfits Source drops to low priority under the single-style pin). Fail -> hand-author route stands. Stay-vs-pivot governance record HELD until spike evidence lands.
Scope guard (user concern, 2026-07-06): Synty intake must NOT displace the create-stuff-yourself pipeline — the user''s goal includes in-house garment creation capability, not just swapping vendor catalogs. Resolution: three-route portfolio sharing one engine — (a) Synty intake = variety bootstrap only; (b) derivation scripting (cuts/merges/retexture, agent-automatable) = create-yourself lite, turns any donor topology into original designs; (c) TRUE AUTHORING on owned UBC Source body .blends = the pipeline proper. GUARANTEE: the colorable uniform and black suit (no donor exists in any pack) are built via route (c) as the authoring pipeline''s end-to-end proof — non-negotiable deliverable of this ticket, so the pipeline exists even if Synty covers everything else. Spike status: extraction done inline by lead (158 FBX, sci-fi civilian theme confirmed); DECISIVE finding — Sidekick rig is UE-Mannequin-named, 52/65 bone-name overlap with our rig, sample garment binds to 12 vgroups of which 11 match ours exactly (only head->Head case rename) => transplant likely rename-and-rebind, far cheaper than the weight-transfer the pivot eval assumed; body blend shapes travel in the FBX. Transplant phase parked pending API recovery / token-window reset.
ROUTE DECISION (user, 2026-07-06, final): Synty intake REJECTED despite the spike''s technical PASS — (1) USD199.99/pack is too expensive; (2) Sidekick modularity is baked body-segment swap (clothes fused to body chunks), incompatible with our layered clothing-over-body system (11 bodies, skin tones, slot swapping); (3) user dislikes the Synty style. The spike still paid: transplant/batch scripts are source-agnostic and become the G1-family production pipeline; T-1090 (5 bodies broken bare) discovered; the Synty question is closed with evidence, not parked. OPERATIVE ROUTE: (b) derive from owned Fantasy parts + (c) hand-author — with a new preferred authoring technique: OFFSET-SHELL FROM OUR OWN BODY MESHES (extract body segment surface, offset outward into garment shell, cut neckline/hem/sleeves; weights inherited by construction, style fully ours, USD0). Suit + uniform remain the full hand-author proof. Purchases still open (separate concerns): UAL1/UAL2 Source ~USD30 for animation clips; Fantasy Outfits Source USD20 low-priority convenience.', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 07:34:18.656', '2026-07-06 11:09:40.351', NULL, 'aec99c98e0291eb224f12840fdeb7c7d', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKCER95EK266H8RWPW8XT1F0', 'story', '06FB0TNSRXX29H5X0EB0F0GBW4', '3D character locomotion sidequest — composited character walks the Gauntlet on the live server', 'Fable-5-window sidequest (sanctioned cascade exception, 2026-07-05): the presentation layer that turns discrete server tile steps into a believable walking 3D character. Scope: 3D sandbox dev scene (SR_LIVE=1, greybox tiles derived from server snapshots, no hand-authored map), CharacterVisual instantiated in-world, locomotion rig (tile-step + facing-octant interpolation, stance-aware speeds), UAL animation state machine (idle/walk/sprint/careful/crouch), D-148 camera rig (30deg low-angle follow, 45deg rotation). Server-authoritative from day one — no client-local movement model. Builds on D-148/D-149/D-244/D-066 and the T-417 stance system. If the Fable 5 window closes mid-flight, work parks here.
Visual reference (user, 2026-07-06): Xenonauts 2 nails the target tiles/occlusion/character perspective — readable tile grid, low-angle tactical camera with angle options (matches D-148 30deg low-angle + 45deg rotation steps and the spikes/3dpipeline angle presets), and crucially its wall/roof occlusion treatment: camera-facing walls cut down/ghosted so interiors stay readable, floors peel per z-level. One deliberate difference: our camera locks to the player character (D-015/T-116) — no free map panning. Implication for the locomotion sandbox: greybox walls should prototype camera-facing cutaway occlusion early, since wall readability interacts with the locked low-angle camera.
Scoping call (user + lead agreement, 2026-07-06): wall cutaway is CLIENT-SIDE presentation, decoupled from fog-of-perception. Rationale: two occlusion systems with different subjects — perception/fog governs what the CHARACTER knows (server-enforced info boundary; client only receives observer-filtered geometry), cutaway governs what the PLAYER''S CAMERA sees (pure render mode on wall data the client already holds). They compose: cutaway cuts render height; fog overlay still gates what is visible behind. Walls remain first-class client data objects (future destruction/explosion interactions), cutaway is a render mode on them like tint/LOD. Nuance parked for Phase 5 proper: destroyed-while-unobserved walls should render in remembered state (fog-memory applied to geometry). If this holds through implementation, mint a D-record (perception domain) when the sidequest lands.
Animation supply resolved (2026-07-06): user purchased UAL1[Source+Pro] (120 clips, identical lists) + UAL2[Source] (134 clips), unzipped in docs/assets/downloads/. Gains: Turn90_L/R + Turn180_L/R (turn-in-place), Sprint_Enter/Exit + Crouch_Enter/Exit (stance transitions), full 8-direction Walk/Jog/Crouch sets incl. diagonals, Counter_Idle + talking/phone/sitting idles (life-sim verbs), plus _RM root-motion variants (unused — in-place is correct for server-authoritative interpolation). Still absent everywhere: walk start/stop + stairs — the only remaining custom clips. Integration is NOT a drop-in swap: upstream renamed clips (Walk_Loop -> Walk_Fwd_Loop etc.), so wire via the design''s recorded plan — explicit library names + lib/Clip addressing + gait-table update. NOTE for facing design: the 8-dir walk sets unlock Q-084''s parked walk-vs-aim split (direction-matched clips relative to facing) — revisit during the S9 tuning session.', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 07:01:06.475', '2026-07-06 11:17:25.652', NULL, 'f5d3ba9fab6f37a621d71047b25cc5a9', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);