feat(characters): add modular woodland traveler kit
@@ -38,6 +38,7 @@ when extending the game.
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| Add caravans, routes, scheduled work, or regional saves | [Regional simulation and persistence](FEATURE_REGIONAL_SIMULATION_AND_PERSISTENCE.md) | `simulation/regional/`, `simulation/state/*StateRecord.gd` |
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| Add an enemy or animal using an existing behavior | [Entity families](FEATURE_ENTITIES_COMBAT_ANIMALS.md) | `CombatantFactory.gd`, `AnimalFactory.gd`, shared visual roots |
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| Change rendering or support weaker PCs | [Presentation and performance](FEATURE_PRESENTATION_PERFORMANCE.md) | `world/jajce/jajce_world.gd`, `world/presentation/` |
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| Author humanoid animal characters or combine clothing and body shapes | [Modular character kit](../assets/characters/README.md) | `tools/CharacterWorkshop.tscn`, `CharacterAppearanceProfile.gd`, `tools/art/build_character_kit.py` |
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| Change a saved field or migration | [Save schema and migrations](FEATURE_SAVE_SCHEMA_AND_MIGRATIONS.md) | `SimulationStateRecord.gd`, nested state records, `SaveSlotStore.gd` |
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| Add a regression, benchmark, or run the gate | [Testing and benchmarks](FEATURE_TESTING_AND_BENCHMARKS.md) | `tests/`, `tools/`, `docs/benchmarks/` |
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@@ -108,6 +108,17 @@ ambient fill and warm sunlight follow the simulation day/night clock. The
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cloud shader adds no volumetric pass, outline pass or screen-space postprocess.
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See [the asset contract and rebuild commands](../assets/storybook/README.md).
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The current humanoid cast uses the [modular woodland character kit](../assets/characters/README.md):
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31 Blender parts, five animal heads, six authored examples and independently
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configurable proportions, outfits and accessories. `CharacterAppearanceProfile`
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resources are cosmetic. Meshes are shared; `Stout` morph weights and palette
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materials are per actor. The reference traveler has 20,070 base triangles across
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10 opaque surfaces; Godot imports LODs. The standalone
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`tools/CharacterWorkshop.tscn` previews and saves profiles. Existing motion,
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profession/inventory/death cues, and shader grass interaction remain owned by
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their existing controllers. The appearance scenario verifies imported parts,
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independent shape weights, stable identity, extreme proportions and cue clearance.
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`docs/baselines/storybook_*.png` records the native Metal review. The accompanying
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`storybook_render_metrics.json` records a bounded local 1600×900 static-camera
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sample on Apple M1 Max with six NPCs and High/Balanced/Low settings. Wall-frame
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