Character ages and Phase 8 checkpoint (interiors)
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@@ -131,8 +131,24 @@ cmake --build build --target demoLuaSceneScript # Demo: game-mode inline scene/p
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cmake --build build --target demoSceneSwitchingExtra # Demo: scene switching with CellGrid interior
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cmake --build build --target demoSokoban # Demo: forklift sokoban activity (vehicle + crates + quest HUD)
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cmake --build build --target demoTaxi # Demo: taxi driver (procedural town, sedans, NPC traffic, fare chain)
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cmake --build build --target characters-all # All adult/baby/child/teenager/elder character assets
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cmake --build build --target character-assets-check # Validate age catalogs/LODs/resource tree
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```
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### Parallel asset builds
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Blender 3.6 batch jobs are not safe to run concurrently (shared user
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config/addon state and shared build files). Every Blender invocation in
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the CMake pipeline goes through `${BLENDER_LOCKED}`, which is
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`flock -x ${BLENDER_LOCK} <blender>`, so `cmake --build build -jN` is
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safe: only one Blender job runs at a time while CMake copies, compiles
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and validates in parallel. `flock` must be installed (configure fails
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otherwise). The default lock is per build tree
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(`<build-dir>/blender-assets.lock`); if two build trees are built at the
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same time, configure them with the same lock file, for example
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`-DBLENDER_LOCK=/tmp/world2-blender-assets.lock`. New custom commands
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must use `${BLENDER_LOCKED}`, never `${BLENDER}` directly.
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### Build Outputs
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- `build/Game` - Main game executable (legacy)
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- `build/Editor` - World editor executable (legacy)
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@@ -375,6 +391,12 @@ JPH::BodyID body = physics->createBody(shape, 1.0f, position, rotation,
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`<name>.vehicle.json` scene entity (contract:
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`assets/blender/vehicles/CAR_MODELING.md`)
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- `import_vrm.py` - VRM character import
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- `characters/generate_age_blends.py` + `characters/agegen/` - one-shot
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adult → age-band seed converter (rig scaling, mesh/shape-key
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deformation, garment/hair conversion, animation retargeting; contract:
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`assets/blender/characters/AGES-PLAN.md`)
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- `characters/validate_age_assets.py` - structural validation of the
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generated age catalogs/LODs/resource tree
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3. **Build**: CMake processes assets during build
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4. **Runtime**: Assets loaded from `resources.cfg` paths
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