- Bump client protocol version 20 → 21 to match server (#822)
- Fix render_priority parameter name (was _render_priority, unused prefix)
- Fix debug console type inference (var sub := → var sub: String =)
- Economics panel: add population row, improve key hint text
- Stance indicator: hide on gameplay_occluded (D-170 fullscreen apps)
- Remove 5 broken clothing items from manifest and delete their GLBs
(boots_work, coveralls_basic, jacket_utility, pants_cargo, shirt_henley)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Test character model (test_raw.glb) with eye, hair, and body textures
for validation of the character compositor pipeline.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Per-body-type texture maps (BaseColor, Normal, Roughness/ORM) for all
clothing items across all body types. Adds eyebrow variants, facial
hair (beard, moustache, mutton chops), hair styles (12 variants),
and head templates. Sprint 28 character visuals pipeline output.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Updated clothing models (boots_work, coveralls_basic, jacket_utility,
pants_cargo, shirt_henley) for average_m and reference variants.
Added segmented body textures (BaseColor, Normal, Roughness) for all
body types: average_f, average_m, child, heavy_f, heavy_m, muscular_f,
muscular_m, teen_f, teen_m. Sprint 28 character visuals work.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Body segments: face-based exclusive assignment for all 8 body types
(average/muscular/teen m/f, child) + hips segment
Hair: solidified 20mm, normals recalculated, white masks (was black)
Clothing: peasant tunic/pants/shoes solidified 25mm for all body types
Eye: iris mask from T_Eye_Split.png green channel
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Segmentation:
- Face-based exclusive assignment (no overlap, no caps needed)
- Hips split from torso (pelvis as own segment)
- Torso_upper independent (spine_03 + clavicle, not a variant)
- Clavicle moved from arm_upper to torso_upper
Hair pipeline:
- Solidify modifier (20mm) for scalp hair volume
- Normal recalculation before solidify for consistent direction
- Eyebrows/facial hair NOT solidified
- Fixed mask generation (was outputting black, now white)
Clothing pipeline:
- Solidify modifier (25mm) for clothing thickness
- Peasant shoes added from Fantasy pack
Tooling:
- convert_outfit.py with solidify support
- inspect_glb.py, check_hair_symmetry.py for debugging
- Segment reference distribution locked
- Q-063 footsteps VFX filed
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Major changes from runtime testing and iteration:
- Asset manifest (manifest.json) controls all available content —
replaces filesystem scanning, solves DirAccess/PCK export issue
- Dynamic tabs: only show tabs with manifest content
- Body segmentation: face-based exclusive assignment, hips split from
torso, torso_upper independent (not a variant)
- Eye color with iris-only mask from T_Eye_Split.png green channel
- Eyebrows tinted with hair color (from body segment, not separate GLB)
- Hair/clothing loaded as skinned meshes on shared skeleton
- Segment hiding disabled for clothing (solidify handles coverage)
- Gender-aware randomizer (no facial hair on female/teen)
- Clothing slots hidden when empty in manifest
- UI: color docks docked to bottom on all tabs, padding, flow layout
- Debug tab with per-segment visibility toggles
- Screenshot automation with test config JSON
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Writing ALPHA caused Godot to treat all meshes as transparent, breaking
per-pixel depth testing. Hair clipped through the head, clothing through
the body — all caused by object-level depth sorting instead of z-buffer.
Removing ALPHA makes everything opaque with correct depth behavior.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Warning fix:
- Remove torso_upper from hides in 3 coverage.json files
(coveralls_basic, jacket_utility, shirt_henley) and the generator
script — redundant when torso_variant is "full"
Suggestions addressed:
- Add pants_cargo authoring note about foot segment distinction
- Add pipeline_log.json provenance output to Surface Deform batch
pipeline (tracks method per variant: surface_deform/shrinkwrap/copy)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Five placeholder clothing items fitted to all 11 body types via the
Surface Deform batch pipeline (60 GLBs total):
- coveralls_basic, jacket_utility, pants_cargo, shirt_henley, boots_work
Each item includes reference.glb, reference_mask.png, coverage.json,
and 11 body-type variant GLBs. All Surface Deform binds succeeded
with no Shrinkwrap fallbacks needed (#711).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Fix stale 21→18 segment count in architecture doc, script docstrings,
and disk budget table (critical — both reviewers)
- Add average_m/README.md noting role as clothing reference body
- Add __main__ guards to diagnostic scripts
- Preflight-check all source paths in blender_process_bodies.py
- Document solid-white hair masks as v0.2 placeholder for multi-region
- Add fallback size comment for head mask generation
- Add bald_mask.png (1×1 black) for sidecar convention consistency
- Document child non-uniform scale rationale (Y=0.72 vs XZ=0.75)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Port proven shaders (toon, toon_masked, outline) and skin tone textures
from quaternius-aesthetic spike to production client. Import 65-bone
armature and Universal Animation Libraries (UAL1 + UAL2). Set
gltf/embedded_image_handling=3 in project.godot (critical import setting).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>