Commit Graph
7 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Fable 5 e562418d06 fix(assets): lookbook findings — 44 missing extracted albedos, manifest nesting, lookbook tool (T-1089)
The lookbook render pass load-checked all 264 garment GLBs and found four
garments (boots, cargo pants, jeans, tank top) shipped WITHOUT their
per-body Godot-extracted albedo textures — 44 GLBs would fail to load after
a clean import. Textures regenerated via forced reimport and committed.
Also: swimsuit_onepiece manifest entry was double-nested (lead's merge bug —
runtime unaffected, reads coverage.json); flattened. The parameterized
lookbook_scene tool (drives the production compositor, auto-framing, job
list) is committed for future catalogue renders. Grey head-template finding
filed as T-1095. Lookbook itself delivered to the desktop, not committed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 12:04:36 +02:00
jpmschweitzerandClaude Fable 5 ded5c62515 feat(assets): wardrobe wave 2 — footwear, sportswear, swimwear, sweater, cargos, thrds parka, slides (T-1089)
Twelve garments, per-body on all 11 bodies, chromakey-gated (worst clips:
parka 3px, boots 54, sweater/tank 83, sneakers 100 final-geometry, slides
123, swim trunks 132, cargo 138 — all under the 150px gate), previewed:
tank top, sweater (crew-neck via per-body ring-valley probe — first draft
read mock-neck, fixed by measured rim circularization), track jacket
(recolorable sleeve-stripe region), joggers (side-stripe region), cargo
pants, swim trunks, one-piece swimsuit, sneakers (prism-sole), formal
shoes, ankle boots (calf shaft), slides (open strap + sole), and the
hip-length thrds parka — the first canon-branded garment (Braemar
cold-weather cooperative), quilted, logo-capable.

Tops now hem into real hip geometry (the natural seg_torso bottom is a
9-14cm tooth ring — the sweater established the hem-into-hips practice).
Manifest merged by the lead: 24 clothing entries with region/default-tint
metadata. Full modern catalogue: 21 garments across tops/bottoms/feet/
full-body x casual/formal/sport/swim/outerwear.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:20:18 +02:00
jpmschweitzerandClaude Fable 5 c765efd54e feat(assets): wardrobe wave 1 — per-body shells, 8 garments, try-on UI (T-1089)
Infra: offset-shell gains --per-body mode (each body's own segments, cut/mask
thresholds derived from that body's bone landmarks — reproduces the
hand-calibrated reference constants exactly on average_m); compositor prefers
<body>_mask.png with reference_mask.png fallback; tshirt re-authored per-body
on all 11 (the Q-060 torso poke-through class is GONE — residual flags are a
sleeve-hem epsilon artifact on thick arms, offset-insensitive, documented).

Garments (all per-body x 11, chromakey-gated <=150px worst, previewed):
hoodie (hood-down roll, kangaroo pocket, logo), button-down (collar/placket),
shorts, jeans (analytic denim field driving albedo+mask together; boundary
weld + open-rim flattening — real segment-splitter findings), formal pants,
jacket (over-shirt standoff, zip), suit_jacket_black (lapel region, tintable
shirt triangle — the hand-author proof), uniform_utility (11-segment
coverall, gap-free waist join by construction, 4-zone showcase, logo patch).

Try-on UI: creation screen shows per-region tint pickers (multi_region
garments) + logo picker (logo_capable + logos/*.png scan), data-driven off
manifest+coverage. Manifest merged by the lead: 12 clothing entries.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 00:35:20 +02:00
jpmschweitzerandClaude Fable 5 e22ea0fa4a feat(assets): wardrobe engine + proof t-shirt — batch-fit, offset-shell, 4-region tint, thrds logo (T-1089)
Engine: tooling/garment-fit/blender_batch_fit_skinned.py (G1 — the skinned
Surface-Deform batch the old script couldn't produce; self-check green),
blender_author_offset_shell.py (route c: garment shells from OUR body
segments, weights inherited by construction, bone-plane cuts, procedural
RGBA region mask, UV2 chest channel), make_logo.py. Shader:
toon_garment.gdshader — channel-blended 4-region tint + UV2 logo composited
after tint / before toon shading. Proof: tshirt_modern fitted to the six
healthy bodies, manifest entry with style:modern + logo_capable, thrds
wordmark, 18-assertion test suite, 216-capture chromakey QA.

Key finding (Q-060 evidence): single-reference SD-fit of an offset-shell
degrades on girth-divergent bodies (muscular_m worst) — 24mm standoff
tripled headroom but the mechanism limits. Route guidance recorded on
T-1089: per-body shell authoring for offset-shell garments; SD-fit for
derived/hand-authored ones.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 22:21:33 +02:00
jpmschweitzerandClaude Opus 4.6 e91bd1c7e4 fix(client): post-sprint polish — protocol v21, schedule workaround, UI fixes
- 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>
2026-04-10 23:00:40 +02:00
jpmschweitzerandClaude Opus 4.6 bc168c861a feat(client): hair highlight swatch + manifest JSON for exports (#719, #720)
#719: Add display-only hair highlight swatch (Option B) — auto-derived
from primary tint, non-interactive (MOUSE_FILTER_IGNORE).

#720: Remove DirAccess.open() fallback scanning (breaks in PCK exports).
Fully populate manifest.json (11 body types, 14 hair, 4 heads, 4
eyebrows, 8 clothing). Add tooling/generate-character-manifest script
and make manifest target for regeneration.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 23:34:23 +02:00
jpmschweitzerandClaude Opus 4.6 4d9840b68f feat(client): character creator overhaul — manifest, segments, eye color
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>
2026-03-23 17:42:33 +01:00