# Credits and asset provenance

Three.js 0.186.1: Copyright three.js authors, MIT; vendor/three/LICENSE.
Cannon-es 0.20.0: MIT; vendor/cannon-es/LICENSE.

assets/models/zombie.glb: WorldWar_zombie mesh, humanoid skeleton and mixamo.com animation. Adobe Mixamo character/animation, obtained from https://github.com/alexanderbenjamin4516-png/zombie-hunter/blob/main/models/zombie.glb whose README identifies the four creatures as Mixamo conversions. Used only incorporated in this local game. Adobe's FAQ permits royalty-free game use: https://helpx.adobe.com/creative-cloud/faq/mixamo-faq.html . This asset is NOT CC0 and is NOT licensed under this project's source code. No source project's gameplay code was reused. Future public release should refresh provenance/terms.

Rejected, removed candidate (not shipped): Zombie (Animated), AbhinavRaj50, CC BY 4.0 as documented in the motion corpus attribution. It is a research candidate, not loaded by the game. https://sketchfab.com/3d-models/none-a5618074309643c0857acb17761dd54a . Corpus mirror https://huggingface.co/datasets/fernandotonon/QtMeshEditor-motion-corpus . Candidate authorship mapping needs confirmation before public use.

Environment mesh kit, signage redraw, procedural textures, first-person weapon/hands, illustrated Black survivor portrait, combat code and synthesized audio: authored for this project. The source photos/video establish appearance; their pixels are not used as in-world textures. Venue architecture is interpreted from photos, not represented as a surveyed model.

AI concept images in assets/: created with built-in image generation in this chat from the user's supplied direction and real-photo/video references. Displayed only as concept art in menu/review.


## Four-dancer cast and survivor update

Foxx, Reese, Honey Bunny and Giselle: Tripo Studio H3.1 text-to-model adaptations of the user-approved concept lineup. Each generated for 55 credits, reduced to roughly 10,000 quads for 40, then humanoid-rigged with the Mixamo preset for 20; total 460 Studio credits, no paid retries. Source task IDs and export hashes: docs/FourCharacterProduction.json. Stage names/styles came from captioned @a_gentlemens_club archival posts; these fictional game adaptations are not exact scanned likenesses.

The prior WorldWar zombie GLB supplies the incorporated walk animation only; it is no longer a displayed enemy skin. Local tool tools/bake-walk.mjs transfers world-space rotation changes from its bind pose to each new rig's bind pose. Generated per-character motion JSON is used only inside this game.

Reallyfe Rook survivor portrait: built-in image generation using a cropped reference from the user's designated @reallyferook account, birthday reel https://www.instagram.com/reallyferook/reel/De5sdIUNeiz/ . It is a stylized game-character adaptation. Reference photo is production material, not deployed. Detailed camera-local survivor forearms/hands, skin pore bump map, finger joints and nails: authored for this project.

## Rigged Rook and co-op — 2026-10-26

Jeff, Fass, OD and Joker reference art: built-in image generation extending user-approved photographs from @reallyfe_jeff, @reallyfe_fass, @reallyfe_od and @reallyfe_joker. These are game adaptations, not scans or exact likeness claims. Marcus is deferred by the user. Prompts: docs/CrewReferencePrompts.json. Generation jobs, provider changes, spending limits and actual model validation status: docs/CrewProduction.json. The five-survivor roster retains a four-player match limit.

Rook full-body reference extends the approved @reallyferook-inspired game portrait with built-in image generation (prompt: docs/RookFullbodyPrompt.txt). Tripo Studio H3.1 task 09994c51-d406-4111-be59-bf417c56c1c5 generated the mesh, reduced to 9,593 quads, and rigged with the Mixamo skeleton preset. Exactly 115 approved Studio credits spent, balance 2430 to 2315; no paid retries. User manually uploaded the reference and exported the final GLB after browser gates denied automation. Model: 65 bones, embedded PBR textures, 7,435,728 bytes. This is an interpretation of approved character art, not a scan or a claim of exact likeness. FPS uses this actual mesh’s skinned arm triangles with authored IK and finger poses. Walk, aiming and down poses are procedural, not a complete captured animation library.

**Rook, Meshy 7 version — 2026-11-03** (current `assets/models/rook.glb`). Jeff supplied his own photos of Rook: two studio shots and a full-body photo, kept as production material in `evidence/rook-regen/refs/` and not deployed. Jeff chose a simple outfit that is easy to model (plain charcoal T-shirt, black jeans, black sneakers, his beanie, chain and tattoos).
- Reference picture: Tripo's free image tool, from those photos.
- 3D: Meshy 7 Ultra image-to-3D with PBR maps, an A-pose and Meshy's 24-bone auto-rig, through the Higgsfield connector. 50 Higgsfield credits, after Jeff's top-up.
- Local `tools/character-regen/tone.py`: skin toned to the photos' deep brown, clothes made matte.
- Face: `tools/character-regen/facefit.py` (original). The face shape is fitted to landmarks, and the face detail is projected from Jeff's polo photo of Rook (`evidence/rook-regen/refs/rook-face-polo.jpg`, not deployed).

It is a game adaptation of Jeff's photos, not a scan or a claim of exact likeness. The first export is kept at `evidence/rook-regen/rook-v1-original.glb`, and the Tripo head-swap attempt below at `evidence/rook-regen/rook-v2-atlas.glb`; neither is deployed.

**Rook regenerated with Tripo, superseded — 2026-11-03.** Jeff asked for a better-looking Rook that looks like his portrait (`assets/player/rook-portrait.png`). Made with Jeff's own Tripo Studio credits:
- the body: a new full-body picture made from the portrait with Tripo's free image tool, then Tripo H3.1 image-to-model (55 credits);
- the head: Tripo H3.1 image-to-model straight from the portrait (55 credits), whose face Jeff approved;
- Blender (local scripts in `tools/character-regen/`, original): the portrait head aligned onto the body; only the head and neck skin swapped in, so the body keeps its own shirt and collar; a matte skin strip tucked under the collar; the body's skin toned to the new face;
- Tripo auto-rig, Humanoid with the Mixamo preset (20 credits): 55 bones; the weights were copied onto the textured mesh in Blender, because Tripo keeps only one material on upload;
- then reduced to 48,000 triangles (26k body, 22k head) and the body and head maps packed into one 4096x2048 set.

One earlier full-body attempt whose face did not match cost 55 more: 185 credits in all (Tripo balance 2515 to 2330). It is a game adaptation of approved art, not a scan or a claim of exact likeness. Processing notes: `docs/RookRegen.md`.

Co-op client/server/room UI is original code. Cloudflare/Sites D1 stores authoritative room state. Colyseus/Geckos networking references were studied; no code from those projects or Call of Duty was copied. See docs/MultiplayerServerResearch.md.

## Reallyfe crew release — 2026-10-26

Jeff, Fass and Joker: approved full-body references converted through Meshy image-to-3D in the Higgsfield connector, textured, remeshed and rigged. Four first attempts were submitted at the quoted 35 credits each within the approved 140-credit limit; OD failed with no returned model and is disabled. No paid retries. Actual net account charges are unconfirmed. Each completed export has a 24-bone rig and four embedded PBR images; FPS uses its own mesh arm triangles with a fixed finger grip because these rigs have no finger joints. Procedural body poses, local inverse-skin mesh grip edits and elbow/wrist IK are authored game code. Generated sleeve weighting can pinch at the wrist. Rook retains his 65-bone Tripo rig. Model hashes, jobs and verification limits: docs/CrewProduction.json.

## Selected-character FPS hands and reference combat pass

Actual survivor GLB arm triangles remain the only FPS hands. Per-character skin shaders correct diffuse color, skin-only self-emission and metalness while retaining source UV detail and clothing colors. The close flashlight origin was moved ahead of the muzzle; no new textures or models were generated. Weapon recoil/pump motion, target-local directional reactions, blood mist/effect resource management and mixed infected paces are authored game code. The user-supplied Cesharpe / Out 4 Blood clip at https://x.com/Luaacro/status/2113649100193439951 supplied a visual gameplay target; no source assets/code were reused. Values remain authored approximations, not measured exact matching. See docs/GameplayReferencePass.md.

Animation reaction finish: original authored impact/recovery and melee poses plus cannon-es ragdoll physics; reference-led visual comparison with the user supplied Out 4 Blood clip, no source animations or code copied.


2026-10-30 cast polish: original analytic two-bone leg IK, alternating step planner, idle/walk blending and per-character posture tuning. Reuses the existing licensed retargeted clip and actual generated rigs; no new motion capture, asset download or paid generation. See docs/FoxxAndCastPolish.md.


2026-10-30 shotgun visual upgrade: original detailed geometry, procedural PBR texture data and asset-local reflection scene in shotgun-model.js. First-person and teammate instances share geometry/materials. General visual reference: Mossberg official tactical-pump overview (https://resources.mossberg.com/journal/7-shots-now-available-in-mossbergs-legendary-590-tactical-shotguns); no manufacturer image, branding, third-party weapon model or Call of Duty asset is included. No paid generations. See docs/ShotgunVisualUpgrade.md and assets/weapons/tactical-pump.manifest.json.


2026-10-30 environment polish: Poly Haven Asphalt 02, Concrete Wall 007 and Wood Floor Deck, CC0-1.0 (https://polyhaven.com/license), nine 1K maps incorporated locally. Source URLs, exact hashes and payload sizes: assets/environment/manifest.json. New architecture trim, surface UVs, leather/carpet/paint/metal microtextures, hedge leaf instances, cloud shader, scene reflection setup and small props are original game code. No LiDAR tile or COD asset was used. Venue/road appearance remains a photo-led interpretation, not a surveyed reconstruction. See docs/EnvironmentPolish.md.


## Real surrounding district (2026-10-30)
USGS 3DEP TX_Pecos_Dallas_B3_2018 LiDAR and USDA NAIP 2022-07-04 aerial imagery: public-domain government data. Copyright OpenStreetMap contributors; footprint/road source and derived databases are ODbL 1.0, available in assets/neighborhood/osm-source.json and district.json. License: https://opendatacommons.org/licenses/odbl/1-0/ . Attribution: https://www.openstreetmap.org/copyright . See docs/NeighborhoodReconstruction.md and assets/neighborhood/manifest.json for sources, dates, exact asset hashes and interpretation limits.

## Playable streets (2026-10-30, Claude)

- `street-art.js` and `street-textures.js`: all street geometry, vehicles, props and signage are original procedural work. Procedural textures (plywood, paint, stains, leaves, grass blades, chain-link, and offline fallbacks for the scanned surfaces) are generated in code. Scanned surface textures are the CC0 Poly Haven sets listed below. No paid generation or purchases.
- `street-cars.js` and `street-cars-studio.js` (street cars pass, 2026-11-02): the seven street makes (Meridian Vale, Solano Pico, Pecan Valley Statesman, Halcyon Strider, Canton Ridgeback, Cottonwood Wayfarer, Brazos Hauler) are original code built on the street fleet's loft (`vehicles-art.js`) and the car kit (`car-kit.js`). Every make, name, badge, grille, lamp, wheel, plate and tyre lettering (LLANO TOURING, BRAZOS TRAIL A/T) is invented; no real maker, badge shape or silhouette is copied, and there are no emergency liveries. The badge atlas is drawn on a canvas with system fonts. Nothing was downloaded, bought or generated.
- Street signage uses only real public street names (W Northwest Hwy) and OSM `addr:housenumber` values; no current tenant branding was invented.
- Playable terrain and footprints in `assets/neighborhood/street-map.json` are derived from the existing OSM (ODbL) and USGS LiDAR (public domain) data already credited above; the derived file keeps the ODbL notice.
- The existing Poly Haven CC0 `asphalt_02` set is reused for the asphalt layer of the street ground.
- Streets v2 slice (2026-11-03, `streets-v2.js`, `streets-v2-frontage.js`; docs/StreetsV2Pass.md): curbs, gutters, joints, driveway wings, lane paint, crack sealant, patches, oil, skid marks, tumbled-block edging, signals, the pole sign cabinet, door vinyl, facade weathering and downlight washes, locate paint, regulatory signs and flyers are original procedural geometry and canvas art. The only scans are CC0 Poly Haven sets already shipped: `grey_plaster` (cast concrete and DG's stucco) and `asphalt_02` (road albedo; `road_damaged` kept as large-scale variation). Sign wording is generic regulatory text; the only business name is DG's own. Nothing was downloaded, bought or generated.<!--STREETS_V2-->
- Streets v2 slice 2 (2026-11-03, `streets-v2-neighbours.js`, `tools/bake/bake-slice.mjs`; docs/StreetsV2Slice2.md): the neighbouring frontages (2111 and 2105 West Northwest Highway, the 2110 strip centre and the brick block in the north yards), DG's canvas awning, the precast wheel stops and the broom finish on the walk concrete are original procedural geometry and canvas art. The only scans are CC0 Poly Haven sets already shipped (`concrete_block_wall`, `grey_plaster`, `brick_wall_001`). Signage is generic: blank, empty and dead sign cabinets, FOR LEASE and SPACE AVAILABLE panels with a fictional 555-01xx number, suite and street numbers, regulatory plates and an OPEN neon. The only business name is DG's own, on its awning. The lighting atlases in `assets/street-bake/` are a new original bake of this project's own geometry. Nothing was downloaded, bought or generated.<!--STREETS_SLICE2-->

## Street scan textures (2026-10-30, downloaded with the user's approval)

All from Poly Haven, licensed CC0 1.0 (public domain dedication, https://polyhaven.com/license); credit is not required but recorded here. 1k JPG diffuse, OpenGL normal and roughness maps; SHA256 hashes and download URLs are in `assets/street-scans/manifest.json`.

- Road Damaged (https://polyhaven.com/a/road_damaged) by Dimitrios Savva — 2.200000047683716 m tile
- Concrete Pavement (https://polyhaven.com/a/concrete_pavement) by Charlotte Baglioni — 1.8000000715255737 m tile
- Concrete Block Wall (https://polyhaven.com/a/concrete_block_wall) by Charlotte Baglioni — 2 m tile
- Grey Plaster (https://polyhaven.com/a/grey_plaster) by Rob Tuytel — 1 m tile
- Brick Wall 001 (https://polyhaven.com/a/brick_wall_001) by Rob Tuytel, Dimitrios Savva — 3 m tile
- Corrugated Iron 02 (https://polyhaven.com/a/corrugated_iron_02) by Jenelle van Heerden, Sergej Majboroda — 2.700000047683716 m tile
- Gravel Road (https://polyhaven.com/a/gravel_road) by Amal Kumar — 2 m tile
- Painted Metal Shutter (https://polyhaven.com/a/painted_metal_shutter) by Dario Barresi, Rico Cilliers, Charlotte Baglioni — 2 m tile
- Sparse Grass (https://polyhaven.com/a/sparse_grass) by Amal Kumar — 2 m tile

## Baked street lighting (2026-10-30)

- `assets/street-bake/ground-bake.png` and `wall-bake.png` are original Blender 5.2.3 Cycles bakes of this project's own street geometry and fixtures (`tools/bake/export-bake-scene.mjs`, `tools/bake/bake_ground.py`). It contains no third-party imagery.

## Gameplay pass (2026-10-30, Claude)

- `gun-models.js` (K-9 COMPACT SMG, NWH CARBINE) are original procedural models built in code, sharing the shotgun's generated PBR materials. Gun names are invented; no real-world or game trademarks are used.
- Wall-buy stencils and power-up badges are drawn in code on canvas. Reload and power-up sounds are synthesized in code (Web Audio); no samples were added.
- Weapon, round, speed and power-up numbers are our own tuning with a genre-typical shape; no Activision data, assets or names. Research references (`Mugen87/dive`, MIT; `orangeduck/Spring-It-On`) informed patterns only; no third-party code was copied.
- No downloads, paid generation or purchases were made in this pass.

## CC0 viewmodel guns (2026-10-31, downloaded with the user's approval)

- **Free Classic Weapons Pack** by Stein Games (https://stein-indie.itch.io/classic-weapons-pack), CC0 1.0 per the pack's `license.txt`; credit is appreciated, so it is given here. Free pay-what-you-want download taken at $0.
- Used: `MP5/SKM_MP5.fbx` (in game as the K-9 COMPACT) and `AK47/SKM_AK47.fbx` (in game as the NWH RIFLE), with their color, normal and RMAO textures. Converted by `tools/weapons/convert_weapon.py`; hashes of the source zip and every shipped file are in `assets/weapons/cc0-guns.manifest.json`.
- The pack states that no generative AI was used and that the weapons carry no logos or registered trademarks. In-game names remain our own.

## Knife, frags and club windows (2026-10-31, Claude)

- The knife, frag grenade, window planks, steel frames, explosion fireball, smoke and scorch textures are original procedural geometry and canvas art in `weapon.js`, `barricades.js` and `tactical.js`. The knife, explosion, pin and board sounds are synthesized in code. No downloads, paid generation or purchases.

## Recorded gun sounds (2026-10-31, downloaded with the user's approval)

- **Snake's Authentic Gun Sounds** and **Snake's SECOND Authentic Gun Sounds** by SnakeF8 / F8 Studios (https://f8studios.itch.io/snakes-authentic-gun-sounds, https://f8studios.itch.io/snakes-second-authentic-gun-sounds-pack). The author states they can be used commercially with no credit needed, and calls pack 2 public domain; credit is given here anyway. Free downloads taken at $0.
- Twelve clips are used, trimmed and normalised by `tools/sounds/prepare-gun-sounds.mjs`: 20-gauge, 9mm and 7.62x39 shots; pump rack and shell load; AK and AR magazine and charging sounds; dry fire. Sources and hashes: `assets/sounds/guns.manifest.json`.

## Zombie motion clips (2026-10-31, downloaded with the user's approval)

- **Universal Animation Library 2 (Standard)** by Quaternius (https://quaternius.itch.io/universal-animation-library-2), CC0 1.0. Five clips (zombie walk, zombie idle, zombie scratch, melee hook, lay-to-idle) were retargeted onto the four dancer zombies by `tools/bake-zombie-clips.mjs`. Free download taken at $0. Provenance and hashes: `assets/characters/ual2.manifest.json`.

## Mixamo zombie animations (2026-10-31, exported from the user's Adobe account at their request)

- Eleven Mixamo (Adobe, https://www.mixamo.com) zombie clips are used under Adobe's Mixamo terms in this game: zombie run and sprint, swipe, overhead and punch attacks, two hit reactions, stand-up, scream, crawl and a climb-through. They are retargeted onto the dancer zombies by `tools/bake-mixamo-clips.mjs`. The raw FBX exports are not shipped. Details: `assets/characters/mixamo.manifest.json`.

## Perk machines, THE STASH and THE REMIX (2026-10-31, Claude)

- `machines.js` and `machines-view.js`: the four perk machines (BOUNCER cooler, FAST POUR bottle cooler with a tap tower, DOUBLE SHOT vending machine, LAST CALL jukebox), THE STASH road case and THE REMIX DJ booth are original procedural geometry and canvas art. Perk glyphs, signs, the remix shader and every machine sound are authored in code. The names are our own; Call of Duty zombies is only a game-feel reference and none of its names, art or audio are used. No downloads, paid generation or purchases.
- OAK CLIFF DMR (from THE STASH): `M14/SKM_M14.fbx` from the Stein Games Free Classic Weapons Pack credited above (CC0 1.0), with its color, normal and RMAO textures, converted by `tools/weapons/convert_weapon.py` from the copy already on disk. Its shots and magazine handling reuse the recorded gun sounds credited above. Hashes: `assets/weapons/cc0-guns.manifest.json`.

## Effects flipbooks and alley props (2026-10-31, downloaded with the user's approval; the flipbooks and eleven alley props now ship)

- **Unity Labs free VFX image sequences and flipbooks** (https://unity.com/blog/engine-platform/free-vfx-image-sequences-flipbooks), shared by Unity "under CC0 license". Five flipbook zips: Explosion01, FireBall01, WispySmoke01, DiscSmoke01 and Flame02 (Houdini-rendered sequences).
  - **In the game since the combat-effects pass:** all five, as downsized lossy WebP conversions in `assets/fx/` (made by `tools/fx/convert-flipbooks.mjs`; `assets/fx/manifest.json` lists each source TGA and output with SHA-256), packed at runtime into one atlas by `combat-fx.js`. Explosion01, FireBall01, Flame02 and DiscSmoke01 draw the frag explosion (fireball, flames, ground smoke ring); WispySmoke01 draws the lingering frag smoke, blood mist, bullet-impact dust and the muzzle smoke wisp. The EXR versions are not used.
- **Poly Haven** (https://polyhaven.com), CC0 1.0 (https://polyhaven.com/license). Credit is not required but is recorded here. Sixteen 1k glTF models, mostly from the Hidden Alley collection:
  - covered_car, concrete_road_barrier_02, barrel_stove, Barrel_01, metal_trash_can, trashbag, cardboard_box_01, exterior_aircon_unit, utility_box_01, fire_hydrant, old_tyre, rollershutter_door, rollershutter_window_01, security_light, water_manhole_cover, modular_fire_escape.
  - Each asset's authors are listed on its Poly Haven page.
- **Where they are:** raw downloads sit in `assets-src/unity-vfx-flipbooks/` and `assets-src/polyhaven-hidden-alley/`. URLs, byte counts and SHA-256 hashes are in `assets-src/approved-2026-10-31.manifest.json`.
- **In the game since the ground-props pass (Pass 2, street life):** eleven of the Poly Haven models, converted by `tools/props/convert-props.mjs` into `assets/props/` (13 GLBs, about 3.2 MiB; reduced with the meshoptimizer simplifier that ships in the vendored three.js, two levels of detail each, maps re-encoded to 512-1024 px WebP; `assets/props/manifest.json` lists every source file's SHA-256, the output hash, bytes, triangles and measured footprint). covered_car (`covered-car.glb`), concrete_road_barrier_02 (`jersey-barrier.glb`), barrel_stove (`barrel-stove.glb`), Barrel_01 (`drum.glb`, its red explosive-barrel livery recoloured to faded blue so it does not read as an exploding barrel), metal_trash_can (split into `trash-can.glb` with its lid set back on and `trash-can-rust.glb`), trashbag (`trash-bag.glb`), cardboard_box_01 (`cardboard-box.glb`), old_tyre (`tyre.glb`), fire_hydrant (split into `hydrant.glb` and `hydrant-aged.glb`, 43k triangles each reduced to 3.4k), utility_box_01 (`utility-box.glb`, scaled 1.15) and water_manhole_cover (`manhole.glb`). `props-art.js` draws them for the shared layout in `street-layout.js` (solid covers in `PROPS`, visual-only clutter in `DECOR`); the burn-barrel flames, embers and smoke are the Flame02 and WispySmoke01 flipbooks above.
- exterior_aircon_unit, rollershutter_door, rollershutter_window_01, security_light and modular_fire_escape are not shipped by the ground-props pass. Nothing from `assets-src/` ships until it is converted and listed in `tools/package-web.mjs`.
## Facade dressing (2026-11-01, Poly Haven CC0, downloaded with the user's approval)

- **Poly Haven** (https://polyhaven.com), CC0 1.0 (https://polyhaven.com/license); credit not required, recorded here. Each asset's authors are listed on its Poly Haven page (https://polyhaven.com/a/<id>).
- **Shipped** (converted by `tools/facade/convert-facade.mjs` into `assets/facade/`; `assets/facade/manifest.json` lists every source file and output with SHA-256, bytes and triangles):
  - `rollershutter-door.glb` from rollershutter_door (plain and graffiti variants)
  - `rollershutter-window.glb` from rollershutter_window_01 (plain and graffiti variants)
  - `fire-escape.glb` from modular_fire_escape (the kit assembled into a drop-ladder and a stair configuration)
  - `aircon-unit.glb` from exterior_aircon_unit (plain and rusted variants)
  - `security-light.glb` from security_light (fixture body; the glowing diffuser is drawn by the game)
- Geometry simplified with meshoptimizer (vendored with three.js, MIT) and textures re-encoded as WebP; painted-metal metalness was lowered and the shutters darkened (street grime). Raw downloads stay in `assets-src/polyhaven-hidden-alley/download/`.
- Placed by `facade-dressing.js` (visual only: no collision, navigation, bullet or spawn effect).

## Recorded world sounds (2026-11-01, downloaded with the user's approval)

- **Zombies sound pack** by artisticdude, OpenGameArt (https://opengameart.org/content/zombies-sound-pack). Licence: CC0 1.0 (the page's licence field). All 24 clips (`zombie-1.wav` to `zombie-24.wav`) are used as zombie voices: idle and approach growls, attack snarls, runner shrieks, crawler rasps, hit grunts and death cries. They are layered over the game's own procedural voices, and each zombie (Foxx, Reese, Honey Bunny, Giselle) plays them at its own rate and colour.
- **Impact Sounds 1.0** by Kenney (www.kenney.nl, https://kenney.nl/assets/impact-sounds). Licence: CC0 1.0 (the page and the pack's `License.txt`). 48 of the 130 clips are used:
  - bullet and knife hits on zombies (punch medium and heavy, soft medium and heavy)
  - bullet hits on metal, cans and drums, wood, and brick, concrete and asphalt (metal light and medium, tin, wood light, plank, generic light)
  - grenade debris (mining)
  - window boards (wood heavy, plank)
  - footsteps on concrete and on the club carpet
- Credit is given although CC0 does not require it.
- Both packs were trimmed, made mono, faded and loudness-matched by `tools/sounds/prepare-world-sounds.mjs`. Every shipped clip is listed in `assets/sounds/world.manifest.json` with its source file, licence, author and sha256, together with the hashes of the two downloaded zips.
- **Not shipped yet:** four BigSoundBank recordings by Joseph Sardin (rain on concrete s1289, night after rain s0621, thunder s2718 and s3181) were approved but not downloaded, because the site needs a manual browser download. The game ships no ambience recordings. If they are added later, add them here with the licence shown on each download page (recorded as CC0 in `docs/GameRoadmap.md` Pass 4).
- The knife swish, explosion body, hit-confirm ticks, rain bed and the procedural layer of every zombie voice are still synthesized in code.

## Five more CC0 guns and their sounds (arsenal pass, 2026-11-01, from files already approved and downloaded)

- **Free Classic Weapons Pack** by Stein Games (https://stein-indie.itch.io/classic-weapons-pack), CC0 1.0, credited above. The five models the game did not use yet now ship:
  - `1911/SKM_1911.fbx` (in game as the BIG D 45)
  - `Tec9/SKM_Tec9.fbx` (STEMMONS 9)
  - `Mac10/SKM_Mac10.fbx` (MOCKINGBIRD MINI)
  - `LeverAction/SKM_LeverAction.fbx` (COWTOWN 45-70)
  - `M700/SKM_M700.fbx` (REUNION 308)
- **Conversion.** Each was converted by `tools/weapons/convert_weapon.py` with its colour, normal and RMAO textures.
  - The pack has only a colour map for the Tec9. Its normal map is flat and its ORM is derived from the colour in code.
  - Hashes of every source FBX and texture and of every shipped file are in `assets/weapons/cc0-guns.manifest.json` (`arsenalSources`, `files`).
- **Original work, not from the pack:**
  - the REUNION 308's scope (`gun-assets.js`; the pack's M700 has none);
  - the wall-buy chalk outlines, traced from our own renders of the converted models;
  - all in-game names (our own; no real-world trademarks).
- **Snake's Authentic Gun Sounds** and **Snake's SECOND Authentic Gun Sounds** by SnakeF8 / F8 Studios, credited above. 18 more clips, trimmed and normalised by `tools/sounds/prepare-gun-sounds.mjs`:
  - 9mm single (isolated), double tap and isolated double tap shots;
  - 7.62x54R and .308 single shots;
  - lever cycle and lever reload;
  - .308 bolt cycle and magazine;
  - 9mm pistol reloads and slide release;
  - .22 semi-auto reloads and rack;
  - "Angel" magazine reload.
  - Sources and hashes: `assets/sounds/guns.manifest.json`.
- No downloads, purchases or paid generation. Call of Duty was a game-feel reference only. Public patch-note numbers are cited in `docs/ArsenalPass.md`.

## Four original guns and 13 more gun sounds (arsenal pass 2, 2026-11-01, no new downloads)

- **The WHITE ROCK COACH double-barrel, the HALF ACRE 44 revolver, the LOOP 12 light machine gun and the BLUE NORTHER wonder weapon are original DGs work.** They are built in code (`arsenal2-guns.js`) from the procedural pump's own PBR material library (`shotgun-model.js`, `gun-models.js` kit). There is no third-party model, texture or scan.
  - The new walnut grain, the frost glow, the canister glass and the cartridge brass are painted or set in code.
  - The wall-buy chalk outlines and the career camo masks are traced from the guns' own geometry (`tools/weapons/code-gun-stencil.mjs`).
- **The BLUE NORTHER's look and sound are original.**
  - The frost skin, the ice crystals, the cold-front mist and the shatter bursts are drawn in code. They use the existing CombatFX particle system and the CC0 Unity Labs flipbooks (WispySmoke, DiscSmoke), credited above.
  - Its blast, freeze, shatter and ice-chip sounds are synthesized in WebAudio (`arsenal2-view.js`). There is no recording.
- **Snake's Authentic Gun Sounds** and **Snake's SECOND Authentic Gun Sounds** by SnakeF8 / F8 Studios are credited above. 13 more clips were trimmed and normalised by `tools/sounds/prepare-gun-sounds.mjs`:
  - **Double-barrel:**
    - the 20 gauge single shot (isolated take);
    - Single Shot Reload parts 1 and 2 (break open, snap shut);
    - Single Shotgun Load.
  - **Revolver:**
    - the 5.56 single shot (isolated take), played at 0.85x. Neither pack has a .44 Magnum shot.
    - .44 Magnum Open Cylinder, Eject Empty Full, Single Load, Close Cylinder and Cock Hammer.
  - **LMG:**
    - the first shot of the 5.56 spray;
    - Bipod Raise Both Legs;
    - AR Bolt Release (the feed cover). Its magazine and charging sounds are the AR clips that already ship.
  - Sources and hashes are in `assets/sounds/guns.manifest.json`.
- **Names are our own**: Dallas–Fort Worth places (White Rock, Hell's Half Acre, Loop 12) and a Texas weather word (a blue norther). There are no real-world trademarks or team names.
- **Nothing was downloaded, bought or generated.** Call of Duty was a game-feel reference only. Public patch-note numbers are cited in `docs/Arsenal2Pass.md`.

## Kestrel K1 hypercar (2026-11-02)

- **Kestrel K1** by Jeffrey Oyeneye (20/20 Vision Productions), built with Claude Code. Source: the user's own repository `joyeneye/kestrel-k1` (a single-file three.js viewer that builds the car in code; nothing in it is a downloaded model). Used with the owner's direction for DG's VIP car and the title showroom.
- `kestrel.js` is a port of that viewer's car (body loft, canopy, cockpit, wheels, lights, livery decals and materials) from three.js r170 to the game's vendored r186, with detail levels, merged draws and a livery atlas added for the game. `showroom.js` recreates the viewer's studio (soft boxes, strip lights, mirror floor, turntable) for the title screen.
- No downloads, fonts, purchases or generated assets. The viewer's Google fonts (Barlow Condensed, Michroma) are not loaded; the livery text falls back to local system fonts.
- `reflection-probes.js` (street reflection probes) is original code for this project.

## First-person arms (FPS arms pass, 2026-11-02, from the two MakeHuman packages the user approved and downloaded)

- **What ships:** `assets/player/fps-arms/` (the arm rig `fps-arms.glb` and its JPG maps). `manifest.json` there lists every file with its hash.
- **Source: MakeHuman, CC0 1.0.** The arms are derived from MakeHuman data, explicitly released as CC0 in September 2020 (copyright holders at release: Data Collection AB, Joel Palmius, Jonas Hauquier; http://www.makehumancommunity.org). We used:
  - from the MPFB 2.0.18 extension's `data/` folder: the hm08 base mesh, the macro and arm/hand targets, and the default rig with its weights (each file carries its CC0 header or `"license": "CC0"`);
  - from `makehuman_system_assets_cc0.zip` (every entry in its pack index is CC0): the young African male skin, as a low-frequency colour reference only.
- **MPFB's code is GPL-3.0, and none of it ships or runs in the game.** Our own Blender script (`tools/fps-arms/`) reads MPFB's CC0 data files. The zips are kept unmodified in `assets-src/approved-2026-11-02/makehuman/` of the main tree. Their extracted copies (`assets-src/makehuman/`) are build inputs only and are never shipped.
- **Licence audit:** the system-assets pack index lists 94 entries, all CC0. No CC-BY material from the pack is used: no clothes, hair, eyes, proxies or other skins.
- **Our own work:** everything else was authored for this project.
  - The arm cut, build morphs, finger rest pose and UV layout.
  - All detail maps: knuckle creases, palm and wrist lines, nails, veins, pores, roughness and occlusion, painted procedurally in texture space.
  - The four sleeves: Rook's black shirt, Jeff's black track jacket with green and yellow stripes, Fass's collage print, and Joker's cream overshirt with its horn button. All patterns are original, matched by eye to the approved full-body references, and copy no garment artwork.
  - The skin shading, twist and finger code (`fps-arms.js`).
- **Nothing else:** no other downloads, purchases or generated assets.

## Guns beauty pass (2026-11-02)

- Everything in this pass is original code written for this project: the first-person gun's studio rig
  (`viewmodel-studio.js`, `viewmodel-studio-core.js`), the per-gun finishes and their shader (`gun-finishes.js`, the
  finish layer in `viewmodel-look.js`), the BLUE NORTHER showpiece parts and their code-drawn textures
  (`norther-look.js`), the weapon inspect (`weapon-inspect.js`, `weapon-inspect-core.js`) and the gun studio page
  (`tools/gun-studio.html`, `tools/gun-studio.js`).
- The studio rig reuses the panel layout of the Kestrel K1 showroom (`car-kit.js` `studioEnvironment`), from the user's
  own Kestrel K1 viewer (Jeffrey Oyeneye / 20/20 Vision Productions, see the Kestrel section above).
- Wood grain, case-hardening colours, polymer stipple, edge wear, plasma streaks, the cryo-lens swirl and the rime
  crystals are procedural (shader noise or canvas drawing). No texture, model, font or sound was downloaded, bought or
  generated, and no real maker's name, mark or logo appears on any gun. The CC0 guns keep their Stein Games Classic
  Weapons Pack scans (credited above); this pass only shades over them.

## Interface fonts (UI pass, 2026-11-02, downloaded with the user's approval)

The menus, titles and HUD use three self-hosted font families from fonts.google.com (Latin subsets, WOFF2), all under
the SIL Open Font License 1.1. The licence texts ship next to the fonts in `assets/fonts/`. No other font is loaded;
nothing was bought or generated, and no Call of Duty font, logo or asset is used (the series is only a reference for feel).

- **Big Shoulders Display** (variable, weights 800-900): titles, banners and big static numbers.
  Copyright 2019 The Big Shoulders Project Authors (https://github.com/xotypeco/big_shoulders), designed by Patric King.
  SIL OFL 1.1, `assets/fonts/OFL-bigshouldersdisplay.txt`. File: `big-shoulders-display-800-900.woff2`.
- **Barlow Condensed** (500, 600, 700): menus, buttons, labels, HUD and every changing number (tabular figures).
  Copyright 2017 The Barlow Project Authors (https://github.com/jpt/barlow), designed by Jeremy Tribby.
  SIL OFL 1.1, `assets/fonts/OFL-barlowcondensed.txt`. Files: `barlow-condensed-500/600/700.woff2`.
- **Barlow** (400, 500): body copy, hints and captions.
  Copyright 2017 The Barlow Project Authors (https://github.com/jpt/barlow), designed by Jeremy Tribby.
  SIL OFL 1.1, `assets/fonts/OFL-barlow.txt`. Files: `barlow-400.woff2`, `barlow-500.woff2`.
- The menu sounds (move, select, back, tab) are synthesized in code with WebAudio; no audio file was added.

## Menu key art (key art pass, 2026-11-03)

The attract-screen background and the mode tiles (`assets/ui/keyart-title.webp`, `assets/ui/tile-*.webp`) are original in-engine captures of this game (its own map, cast, survivors and lighting), made with `tools/keyart-capture.mjs`; nothing was downloaded, bought or generated. The MULTIPLAYER tile (`assets/ui/tile-pvp.webp`) was made the same way with `tools/pvp-keyart.mjs` (multiplayer stage 1, 2026-11-03).

## Crew voices (crew banter, 2026-11-03)

The survivors' voice lines (`assets/voice/`, listed in `assets/voice/manifest.json`; script in `docs/CrewBanterScript.md`) are original lines written for this game, spoken by AI clones of the real people's own voices, used at Jeff's direction: Jeff's lines with his ElevenLabs instant clone ("Jeffrey — Creator Voice", made from his own recording; model eleven_v4), Rook's lines with the Higgsfield voice element "Real Life Rook" (Seed Audio 1.0). Cut, levelled to -18 LUFS and encoded as Opus locally. Fass and Joker have no voice clones and are silent.

## NORTHWEST HWY (GREY) map package (build slice 1, 2026-11-03)

`maps/nwhwy/map.json` (exported by `tools/nwhwy-export.mjs` from `tools/nwhwy/layout.js`, the level plan's grey-box layout) places the big map's zones on real places found in OpenStreetMap data (copyright OpenStreetMap contributors, ODbL 1.0) and sizes them with USGS 3DEP TX_Pecos_Dallas_B3_2018 LiDAR (public domain), both credited above. The raw extracts stay with the level plan's research; nothing from them ships. Outside DG's block, distances are compressed (`docs/LevelPlan-NorthwestHighway.md`): the map is Northwest Highway as the night remembers it, not a survey. Business names on the big map are invented (STARLITE MOTOR INN, THE BRANDING IRON HALL, LONE STAR FUEL; checked against Dallas businesses on 2026-11-03); roads and public places keep their real names. All of its geometry is original grey-box; nothing was downloaded, bought or generated.

## MOTEL ROW art (NORTHWEST HWY build slice 3, 2026-11-04)

`assets/nwhwy/motel/motel.glb` and its two light bakes (`wall-bake.png`, `ground-bake.png`) are original work: the motel kit (two wings, walkways, stairs, ROOM 214 and ROOM 107, the drained pool, the office and the STARLITE MOTOR INN pole sign, the truck yard, the 138 kV tower, the highway's wrecks) is generated in Blender 5.2.3 by `tools/nwhwy-motel/build_motel.py` from the motel zone's own colliders in `maps/nwhwy/map.json`, and lit by `tools/nwhwy-motel/bake_motel.py` (Cycles). The `.blend` source and its input are in `assets-src/nwhwy-motel/`. The motel atlas (doors, windows, drapes, AC grilles, room numbers, signs, the pool tile, invented graffiti tags, carpet, stains) is drawn on a canvas at load by `maps/nwhwy/motel-paint.js`, with the game's own SIL OFL fonts (Big Shoulders Display, Barlow Condensed) and a cursive system face for the script name, like the street cars' badges. Surfaces reuse the textures already credited above (Poly Haven CC0 street scans: brick_wall_001, grey_plaster, concrete_block_wall, corrugated_iron_02, gravel_road; asphalt_02; the streets' concrete, paint, chain-link, leaf and weed textures). STARLITE MOTOR INN is an invented name (no Dallas business found by that name on 2026-11-03); the trailer markings, signs and tags are invented. `assets/nwhwy/motel/draco/` is the Draco decoder (`draco_decoder.wasm`, `draco_wasm_wrapper.js`) copied unchanged from three.js's vendored copy (`vendor/three/examples/jsm/libs/draco/gltf/`, Apache-2.0, Google). Nothing was downloaded, bought or generated by AI.

## NORTHWEST HWY slice 4: DANIELS CREEK art and FLASH FLOOD (2026-11-04)

`assets/nwhwy/creek/creek.glb`, its three light bakes (`wall-bake.png`, `ground-east.png`, `ground-south.png`) and `trees.json` are original work: the creek kit (the channel's mud bed and banks on the game's own terrainAt, the twin box culvert under Northwest Highway and the long culvert under the 2126 yard with their painted walls, soffits, headwalls and portal decks, rip-rap, standing water, trash drift lines, the storm gate openings, the FLASH FLOOD control cabinet, a shopping cart, chain-link on the creek's fences, the measured shells 2129 and 2126, slice 1's shed, the light poles at the culvert's portals and two dusk-to-dawn lights behind the south fence) is generated in Blender 5.2.3 by `tools/nwhwy-creek/build_creek.py` from the creek's own colliders in `maps/nwhwy/map.json`, and lit by `tools/nwhwy-creek/bake_creek.py` (Cycles). The `.blend` source and its input are in `assets-src/nwhwy-creek/`. The creek atlas (board-formed culvert concrete, high-water lines, invented tags made of random syllables, the headwall plate, the storm gate, the cabinet front, DANGER SWIFT WATER and NO DUMPING signs, the warehouse dock plates, the litter drift line) is drawn on a canvas at load by `maps/nwhwy/creek-paint.js` with the game's own SIL OFL fonts. The trees, brush, reeds and leaf litter are instanced on the streets' existing leaf, blade and trunk materials. Surfaces reuse textures already credited above (the streets' concrete, the Poly Haven CC0 scans sparse_grass, gravel_road, concrete_block_wall, corrugated_iron_02, grey_plaster, the streets' dirt, chain-link, leaf and blade textures). FLASH FLOOD's water, foam, storm gate flaps and cabinet screen (`maps/nwhwy/flood-view.js`) are drawn in code and its siren, gate motor and roar are synthesized. No frog or dripping sounds were added: the repo has no such recordings with provenance. The motel follow-ups (light poles, rails, the moved back gate) are original geometry in `tools/nwhwy-motel/build_motel.py`. DANIELS CREEK is a real creek (a public place); the structure number, stencils and tags are invented. Nothing was downloaded, bought or generated by AI.

## BIG T (GREY) map package and the map registry (BIG T build slice 1, 2026-11-05)

- **Code:** original (`maps/registry.js`, `maps/dgs|nwhwy|bigt/package.js`, `maps/views.js`, `maps/bigt/*.js`, `bigt-landing.js`, `blockout/bigt-*`, `tools/bigt*`).
- **Data (Big T Plaza, 4515 Village Fair Dr, Dallas):** (c) OpenStreetMap contributors (ODbL 1.0, https://www.openstreetmap.org/copyright); USGS 3DEP LiDAR `TX_Pecos_Dallas_B3_2018` (public domain); USDA NAIP 2022-07-04 imagery (public domain). Downloads approved by Jeff on 2026-11-05 and recorded with URL, size and SHA-256 in `research/bigt/manifest.json`; the raw files stay out of `assets/`.
- **Names:** Gem City and Big T Pizza are real businesses Jeff named; their signs are plain placeholder type with no logos. Other real shop names show only with `?realnames=1` until Jeff confirms them. No third-party models, textures, images or sounds.

## Realism slice 1: DG's front, the lot and Northwest Highway (2026-11-04)

- `realism.js`, `realism-dressing.js`, `realism-flags.js` and `tools/realism-*.mjs` are original code: the movers' bake lighting, the rim light, the car road grime, the grade and bloom, the overcast cloud structure and the slice dressing. No assets were downloaded, bought or generated by AI; Call of Duty night maps were a mood and quality reference only (no COD assets, names, art or screenshots are used or stored).
- **New uses of CC0 models already in the game:** the slice dressing places 12 more instances of three Poly Haven CC0 scans the ground-props pass ships (trashbag as `assets/props/trash-bag.glb`, cardboard_box_01 as `cardboard-box.glb`, old_tyre as `tyre.glb`; licence https://polyhaven.com/license, sources and hashes in `assets/props/manifest.json`). It also re-uses the game's own procedural street debris (paper, cans) and gutter-leaf instances. No new file ships.

## Realism slice 2: DG's front, the lot and Northwest Highway, taken further (2026-11-04)

- `realism2.js`, `realism2-density.js`, `tools/props/convert-realism2.mjs`, `tools/props/realism2_tripo.py` and `tools/props/realism2_stats.py` are original code: the screen-space reflections, the highlight limits and frosted globes, the light-shaft breakup, the grade per zone, the contact shadows, the lit smoke, and the street-paper atlas. Every flyer, sticker, tag and road sign is drawn in code with invented words and marks (no brand, logo, person or real business). Call of Duty night maps were a look and quality reference only (no COD assets, names, art or screenshots are used or stored).
- **New CC0 assets (Poly Haven, CC0 1.0, https://polyhaven.com/license):** approved by Jeff on 2026-11-04 and downloaded by the orchestrator into the slice inbox (URLs, sizes, md5 and sha256 in `assets/realism2/manifest.json`; raw files in `assets-src/realism-2/`). In the game: `concrete_wall_003` (DG's facade) and `brushed_concrete_04` (walks, curbs, gutter pans), shipped as `assets/realism2/textures/*_1k.jpg`. Converted but not used in this slice: `worn_asphalt` (tried as the road layer and rejected in the matched captures), `garage_floor`, and the models `utility_box_02`, `security_camera_01`, `modular_metal_gutter`, `spray_paint_bottles_02` (`assets/realism2/*.glb`, not shipped by `tools/package-web.mjs`).
- **Paid generation (Tripo, model tripo-v3.1, Jeff's account, approved by Jeff on 2026-11-04, 30 credits each, 120 of a 150-credit cap):** sedan `e1632501-b3c5-4de6-b26a-e1f6151b92ed`, pickup `90bb0640-0440-49ca-a78d-00cc7e8ff2d2`, street-lamp head `198fac4f-0982-4ccd-a046-89b5ab394611`, and a bell lamp `77f4a691-0b1b-47f9-bc60-81062e300a36` (not used). Converted copies with brand marks painted out, decimated, glass and lamps split: `assets/realism2/sedan.glb`, `pickup.glb`, `lamphead.glb` (provenance in `assets/realism2/PROVENANCE.md`). None is in the game yet: they are not shipped by `tools/package-web.mjs`.

## Realism slice 3: DG's front finished toward the Call of Duty bar (2026-11-05)

- `realism3.js`, `realism3-cars.js`, `realism3-light.js`, `realism3-density.js`, `realism3-surfaces.js`, `realism3-mirror.js`, `realism3-people.js`, `realism3-grade.js` and `tools/realism3/*` are original code: the fleet's per-row hide and lit-row list (in `vehicles-art.js`), the Tripo car placement and materials, the hand-built sedan grille insert, the headlight shafts and pools, the rain streaks in the lamp cones, the downspout, camera and cabinet placement, the wall-foot grime atlas (drawn in code), the garbage mounds, the road detail layer, the MEDIUM mirror, the survivors' face fill, the blood weight and the eye adaptation, and the Blender bake and normal-combine scripts. Call of Duty night maps were a look and quality reference only (no COD assets, names, art or screenshots are used or stored).
- **Tripo models now in the game (paid generation, model tripo-v3.1, generated on Jeff's account with his approval on 2026-11-04; owned by Jeff):** the sedan (task `e1632501-b3c5-4de6-b26a-e1f6151b92ed`) in DG's lot and the pickup (task `90bb0640-0440-49ca-a78d-00cc7e8ff2d2`) on Northwest Highway, as converted in slice 2 (`assets/realism2/sedan.glb`, `pickup.glb`: brand marks painted out). New in this slice: `assets/realism3/sedan_normal.webp` and `pickup_normal.webp`, normal maps baked in Blender Cycles from the 1.5M-triangle Tripo originals onto the game's LOD0 and blended into the converted maps (flat wherever slice 2 painted an emblem out). No new generation and no credits were used in this slice (the cap stays 120 of 150).
- **CC0 assets newly used (Poly Haven, CC0 1.0, https://polyhaven.com/license; downloaded and recorded in slice 2, `assets/realism2/manifest.json`):** `modular_metal_gutter` (downspouts, couplers, brackets, shoes and conductor heads on DG's corners), `security_camera_01` (three wall cameras), `utility_box_02` (a wall cabinet on DG's east wall), `worn_asphalt` (normal and roughness only, as the road's detail layer) and `garage_floor` (the front lot's stain, patch and crack layer). The props pass's CC0 trash-bag and cardboard-box scans are re-used for the garbage mounds. No new downloads or purchases.

## Realism slice 4: DG's front closed out toward the Call of Duty bar (2026-11-05)

- **Code:** original (`realism4.js` and `realism4-*.js`: the zombies' fight light, the ground at your feet, the street-lamp heads, the MEDIUM mirror additions, the Tripo cars' local probes, the lit cars and their beams; the slice 4 hooks in `realism3.js`, `street-art.js`, `vehicles-art.js`; `tools/realism4/`). Call of Duty night maps were a look and quality reference only (no COD assets, names, art or screenshots are used or stored).
- **Tripo model newly placed (paid generation, model tripo-v3.1, generated on Jeff's account with his approval on 2026-11-04; owned by Jeff):** the roadway street-lamp head "lamphead2" (task `198fac4f-0982-4ccd-a046-89b5ab394611`, 30 credits, recorded in slice 2), as converted in slice 2 (`assets/realism2/lamphead.glb`: re-oriented, origin at the slip-fitter, lens split, decimated). It now replaces the box heads on the slice's three highway light poles. No new generation and no credits were used in this slice (the cap stays 120 of 150).
- **CC0 asset newly re-used (Poly Haven, CC0 1.0, https://polyhaven.com/license):** `water_manhole_cover` (the props pass's `assets/props/manhole.glb`, already credited above) as the cast-iron covers on the four walk inlet lids. No new downloads or purchases.
<!-- dancers-2 begin: DG's dancers round 2 (one appended block) -->
## DG's dancers, round 2: Entyce, Cinnamon and Fiya (2026-11-05)

Entyce, Cinnamon and Fiya: Tripo API v3.1 text-to-model (model v3.1-20260211, detailed geometry and texture), fictional adaptations of stage names DG's promoted (DG's own YouTube and Instagram captions; sources in docs/DancerCharacters2.md). No public photo of any of them was used and no likeness is claimed. Each: two 50-credit candidates, retopology to about 10k quads (decimate v3.0) for 40 and a Mixamo-spec rig for 25, 165 credits; 495 credits in all, approved by Jeff on 2026-11-05 on his own Tripo account, candidates picked by him. Task ids: Entyce c1 `34abc44d-3ac7-444c-bb89-f8b0fedf24d1` (retopology `977fd987-8027-42ba-9e0e-c3eaf3e80f64`, rig `8db02971-8345-4cfd-863f-66ac8a7cb797`; the other candidate `9589a580-403e-4ad9-bd3e-21cb96399687` rejected); Cinnamon c2 `ded3cb36-bc62-4ff5-bddd-6d3531ce3cd0` (retopology `f842e06e-f1bb-4fba-b331-152a2e2d40f3`, rig `09b902dc-7e45-4578-b6ce-b49fdfd69463`; the other candidate `86503e00-4ba3-4170-b101-3ec1e8b79b0b` rejected); Fiya c1 `0b5ae7c3-e4a0-4dde-be6e-4350bbb6b4f0` (retopology `3614666c-4bbd-43c5-a6ec-ac78357f01a2`, rig `57c916c2-d3ad-42c9-ad13-b2a0df4898a0`; the other candidate `b425f7ac-027c-48a6-b70b-390aae8865d6` rejected). Full record: docs/DancersRound2Production.json; untouched rigged originals: assets-src/original-models/ (dancers-2.manifest.json).

- **Motion:** the first four's clip sources, baked onto the new rigs by tools/dancers2/bake-clips.mjs (assets/characters/dancers-2.manifest.json): Quaternius Universal Animation Library 2 (CC0 1.0), the Mixamo clips exported from Jeff's own Adobe account (Mixamo terms, as above) and the walk of the prior zombie GLB.
- **Voices:** the artisticdude "Zombies sound pack" (CC0 1.0, credited above), three new colours in world-sound-core.js.
- **Code:** original: stall-net.js, dancer-roster.js, dancer-roles.js, tools/dancers2/, tools/story-reach.mjs and story-reach-sim.mjs, tools/stall-net.test.mjs, tools/dancer-roles.test.mjs, and the dancers-2 changes in zombies.js, story-campaign.js, characters.js, world-sound-core.js, zombie-voices.js, multiplayer/server-core.js and multiplayer/view.js. No downloads or purchases in this build.
<!-- dancers-2 end -->

<!-- quickplay-2 start -->
## Quick Play 2 (RECEIPTS, DOMINATION, the filter, matching by connection), 2026-11-05

No third-party assets. Everything new that a player sees or hears is our own, made in code: the DG'S receipt slip texture,
the flag pennants with their letters, the light shafts and rings (`objective-view.js`), the RECEIPTS and DOMINATION tile marks
and the search area (`quickplay-view.js`), and every new sound, synthesized with the Web Audio API through the game's UI
sound path: the register ding (confirmed), the thunk (denied), the capture call, the loss call, the under-attack alarm, the
neutral and contested tones, the half-time horn and the search-widening ping. Call of Duty was the reference for how the
modes and matchmaking behave only; no names, art, icons, announcer lines or sounds were taken. Research sources are listed in
`docs/QuickPlay2.md`. No downloads or purchases in this build.
<!-- quickplay-2 end -->

<!-- players-1 start -->
## Other players' movement (players-1, 2026-11-06)

Rifle animation: **Mixamo** (mixamo.com, Adobe), free for use in games, downloaded from Jeff's own Mixamo account: the Rifle 8-Way Locomotion Pack (walk, run, sprint and crouch walk in 8 directions, idle aiming), Reloading, and the Shooter Pack's short-step strafe (used for strafing left, and mirrored for right), on the Y Bot character. Baked by tools/players/bake-rifle-clips.mjs into assets/characters/survivor-rifle.json as bone rotations and hip motion only; no Mixamo character or mesh ships. Source files and their notes: assets-src/mixamo/download/rifle/ (SOURCE.md).

Original code (players-avatar.js, players-core.js, players-clips.js): the retarget onto the four survivors, world-planted feet, the gun in the right hand, the left hand by IK, recoil, the fallback gait. Call of Duty is a quality reference only; no asset comes from it.
<!-- players-1 end -->
