feat(art): add storybook meadow and woodland villagers
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@@ -51,6 +51,25 @@ selection never forces unsupported volumetric fog on.
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## Runtime hot paths already bounded
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The woodland storybook art pass adds portable Blender animal meshes and an
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opaque 35-triangle, seven-blade grass tuft. The existing camera-local grass
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field and quality controls own its instance budget; four loaded path strips
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provide disposable grass-clearance data after material isolation. Animal
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appearance is derived from stable NPC IDs, shares mesh resources, and retains
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profession tint, velocity-driven motion, inventory cues and death through the
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existing presentation controllers. No saved state or navigation changes.
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Characters and buildings use soft cel bands; tree crowns retain the shared
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breeze with painted color patches. A static procedural cloud sky, cooler
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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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`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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latency includes vsync and does not close the weak-PC evidence gap below.
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- Player interaction and villager inspection probes are throttled/event-driven;
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they no longer rebuild all candidate data every rendered frame.
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- `LoadedResourceSpatialIndex` bounds finite-resource discovery.
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