fix(client): address PR #99 review round 2 — 3 doc/comment fixes
1. character_creation.gd:125 — cam_pitch_idx comment: 2=overhead(0°) → (-80°) 2. character_visual.gd:37 — segment arithmetic: 17+2+2=21 → 14+2+2=18 3. decisions/scope.md D-158 — overhead angle: 0° → -80° to match code Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -34,7 +34,7 @@ const TOON_SHADER_PATH := BASE_PATH + "shaders/toon.gdshader"
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const TOON_MASKED_SHADER_PATH := BASE_PATH + "shaders/toon_masked.gdshader"
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const OUTLINE_SHADER_PATH := BASE_PATH + "shaders/outline.gdshader"
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## All body segment names in assembly order. D-160: 17 base + 2 swappable torso + 2 face.
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## All body segment names in assembly order. D-160: 14 base + 2 swappable torso + 2 face = 18.
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## torso_upper is loaded and hidden by default; clothing coverage reveals it.
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const ALL_SEGMENTS: Array[String] = [
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"head", "neck", "torso", "torso_upper",
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@@ -122,7 +122,7 @@ const RECENT_SLOTS := 9
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var _descriptor: CharacterVisualDescriptor
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var _char_visual: CharacterVisual = null
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var _facing_idx: int = 0 # index into CARDINAL_DIRS (0 = south, default face-forward)
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var _cam_pitch_idx: int = 0 # 0=frontal(-5°), 1=dramatic(-30°), 2=overhead(0°)
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var _cam_pitch_idx: int = 0 # 0=frontal(-5°), 1=dramatic(-30°), 2=overhead(-80°)
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# --- Tab active slot state ---
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var _active_clothing_slot: String = "torso"
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+1
-1
@@ -343,7 +343,7 @@ What we're building: game concept, design pillars, prototype definition, map spe
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### D-158: Frontal camera angle is default for character editor / mugshot UI
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- **Date:** 2026-03-18
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- **Decision:** The character editor and mugshot UI use a frontal camera angle (-5° tilt, near eye-level) by default. Three confirmed camera presets: frontal (-5°, editor default), dramatic/low-angle (-30°, gameplay default), top-down (0°, overhead). ~~Isometric (-45°) superseded — not part of the confirmed set.~~
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- **Decision:** The character editor and mugshot UI use a frontal camera angle (-5° tilt, near eye-level) by default. Three confirmed camera presets: frontal (-5°, editor default), dramatic/low-angle (-30°, gameplay default), overhead (-80°, top-down). ~~Isometric (-45°) superseded — not part of the confirmed set.~~
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- **Rationale:** Frontal view is the natural angle for inspecting a character's face and outfit in an editor context. Identified during the Quaternius aesthetic spike — the frontal preset immediately felt right for close inspection while the tilted angles serve gameplay readability.
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- **Raised by:** Jeroen, during spike validation.
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- **Cross-reference:** [D-146](#d-146-character-creation-preview--tile-scale-sprite-with-heavy-zoom) (character creation as separate context), [D-155](#d-155-character-editor-rotation--cardinal-directions-only-no-free-spin) (editor rotation)
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