CLOSED WITH THE DEFAULT — The turnaround is the standard four-view model sheet — orthographic front, side, back at one camera height, lens, scale and neutral flat light, plus a 3/4 hero view — required on every model-bearing being row; this is the industry deliverable, not a repo ruling.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:285 (character-creature gap 0))*
CLOSED WITH THE DEFAULT — Neutral pose follows the standard: A-pose for bipeds (matching the UE5/MetaHuman skeleton the whole lane retargets into), quadruped standing square, serpentine relaxed open S, avian perched wings half open — behaviour and attack poses are always additional plates and never the geometry input.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:397 (required_additions[7], THE NEUTR)*
CLOSED WITH THE DEFAULT — equip_slot closes on the standard paper-doll enum (head, shoulders, chest, hands, waist, legs, feet, back, accessory_1, accessory_2, main_hand, off_hand) layered over the undergarment base body per the thirty-second-sitting ruling; only whether the game carries an encumbrance/weight model at all stays a design call worth boarding.
CLOSED WITH THE DEFAULT — Outfit states are equipment layers, not character meshes: mesh_id_ref stays the base body for every character and each outfit state resolves to a set of equipment-layer rows, which retires D1-31's "schema structurally cannot express a second outfit" and the costume_set_ref variant-key proposal along with it.
*(supersedes: docs/concept_art/density_model.csv:32 (D1-31 missing_inputs: "T0_Character_Index carries exactly ONE mesh_id_ref - the s)*
CLOSED WITH THE DEFAULT — Adopt the standard socket convention — named sockets fixed on the canonical skeleton (weapon_r, weapon_l, sheath_back, sheath_hip, rider, FX) and every wielded mesh authored origin-at-grip with +X forward — so the socket plate becomes a QA overlay confirming the convention rather than a new marker id space.
CLOSED WITH THE DEFAULT — Facial follows the MetaHuman/ARKit-52 standard by inheritance from the already-ruled MetaHuman-first NPC routing, and lipsync is audio-driven — so the only artifact concept art owes is a small emotion reference sheet (neutral plus the states the persona layer actually drives), with no facial rig class, viseme column or per-line facial data home to design.
*(supersedes: docs/DESIGN_GAP_REGISTER.md:2461 (GAP-201: "no facial, viseme, lipsync, line-count or duration column"; "a facial-bearin)*
CLOSED WITH THE DEFAULT — Animation/montage lands as a first-class asset class in the drop-in contract on the same shape as the mesh classes — canon id = ability/attack id plus presentation_tier_ref, placeholder = the stock locomotion bind, drop path /Game/Animations/<class>/AM_<id>, path takeover, resolver key (canon id, presentation_tier_ref) with fallback down to the nearest authored tier.
*(supersedes: docs/ASSET_DROPIN_CONTRACT.md §2 asset-class table (eleven classes; grep animation|montage over the file = 0, positive c)*
CLOSED WITH THE DEFAULT — The canon attack row is authoritative over montage timing and every montage is retimed and notify-placed to its row, with the notify-vs-row tolerance check shipping now as a must-not-fire fixture — this is the standard data-driven combat convention and needs no ruling.
*(supersedes: docs/pipeline_review/tech_research/PIPE_ANIMATION_2026-07-29.md:168 ("THE RULING THIS NEEDS (PC-5, already recommended, )*
CLOSED WITH THE DEFAULT — The animation craft law adopts the genre defaults verbatim — root motion on attacks/dodges/traversal specials, in-place locomotion, AnimNotify-driven damage and cancel windows, directional additive hit reactions — so the only thing the craft-law pass authors is where we deviate, with per-move timings left to the existing tuning firewall.
*(supersedes: docs/DESIGN_GAP_REGISTER.md:2493 (GAP-204: T1_Combat_System_Spec contains animation x0 and VFX x0 against a parry x14 po)*
CLOSED WITH THE DEFAULT — Animation sourcing routes by class policy as PIPE_ANIMATION already states (bulk ambient/traversal generated or library; hero beats, ladder keys and care-gated motion hand-authored), with animation_source carried only as a sparse per-item override — the routing question is closed, only the owner seat needs assigning.
*(supersedes: docs/DESIGN_GAP_REGISTER.md:2450 (GAP-200: "Mocap-vs-keyframe routing has no owner, no ruling, and no column"; "No regis)*
CLOSED WITH THE DEFAULT — The UE5 Mannequin/MetaHuman-compatible skeleton is declared the single canonical humanoid rig and retarget hub — every humanoid mesh is authored to its proportions and every motion source lands through one IK Rig plus IK Retargeter into it — which is what the build already does and needs only to be written down.
CLOSED WITH THE DEFAULT — Creature rigging is archetype-first: hand-build roughly six morphology skeleton templates with their own shared animation sets and retarget every roster row onto its archetype by proportion, which turns the auto-rig question from 182 unknowns into six known templates and reduces rig_notes to an archetype declaration on the registry row.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:392-393 (rig_notes overlay for "the 1)*
CLOSED WITH THE DEFAULT — Every skeletal mesh ships a hand-tuned Physics Asset for ragdoll, per-bone hit volumes and secondary motion, with loose cloth/hair on Chaos Cloth or a kinematic bone chain — added to the finishing pipeline checklist beside collision and LOD, since the corpus currently names neither.
*(supersedes: Corpus-wide absence: grep -riE "physicsasset|chaos cloth|ragdoll|apex cloth" over _source/ and docs/ returns zero (posit)*
CLOSED WITH THE DEFAULT — Mounts follow the standard rider-on-socket architecture — rider as a separate skeletal mesh on a named mount socket, mount owning locomotion and the rider layering an additive pose set with weapon sockets unchanged — so only WHICH creatures are rideable stays Josh's content scope, not how riding is built.
*(supersedes: docs/concept_art/density_model.csv:34 (D1-33 "Vehicles and mounts", SHEET_3, 3 vehicle rows, no rider artifact))*
CLOSED WITH THE DEFAULT — height_m (plus a length axis for serpentine and quadruped forms) is written on every being row before any plate renders, and the scale plate is rendered against it — the standard model-sheet discipline, not a schema negotiation.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:315 (gap 6, no scale/proportion/anato)*
CLOSED WITH THE DEFAULT — plate_role closes on the standard deliverable vocabulary with a required-role set bound per density class, treated as production bookkeeping — the honest consequence being that boss and protagonist plate counts go up, which is expected, not a finding.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:345 (gap 12, plate_role is unvalidate)*
CLOSED WITH THE DEFAULT — The live T0_Creature_Roster row count is the single owner of the creature number and every budget, plate-count and schedule doc derives from it rather than restating it, with the 420+ ceiling carried only as a target on the registry itself.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json gap 13 (roster drift: live T0_Creatur)*
CLOSED WITH THE DEFAULT — Identity is held by the approved mesh, not by the generator: concept art locks the design once, and every later view of a subject is rendered from its model — so the LoRA-vs-multi-reference question narrows to the pre-mesh design window only and stops being lane-blocking for the character wave.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:407 (required_additions[9], THE IDENT)*
CLOSED WITH THE DEFAULT — The base locomotion set is the genre standard (idle/walk/jog/sprint/crouch/jump/fall/land/dodge-roll/mantle/climb/swim plus stagger and knockdown-getup) and builds without a spec; the item-26 locomotion entry narrows to the Pillar-10 regional traversal verbs, which are the only genuinely ours.
Genuine deviations (ours by vision — held, never defaulted)
Designating exactly one image as the geometry driver, with the other turnaround views demoted to verification only. — ****
UI / systems / progression
CLOSED WITH THE DEFAULT — Inventory follows the 100-hour action-RPG standard by default — category-tabbed list inventory, a soft carry limit that slows rather than blocks and never applies to quest, key or exchange-medium items, a shared stash reachable at every vril-recharge/safe site, and equipment as a paper-doll of named body slots plus weapon slots — and only departures from that shape get a brief.
*(supersedes: docs/PRE_5090_BUILD_PLAN.md:427 (P2.6 row: "*(Equip/stash/weight SPEC is a Josh gap.)*"), re-quoted at docs/DESIGN_GAP_R)*
CLOSED WITH THE DEFAULT — T0_Equipment_Registry.equip_slot mints the standard paper-doll BODY-slot roster (head, chest, hands, waist, legs, feet, back, accessory ×2) as a second axis beside the existing seat/stat axis, because the ruled base-body-plus-equipment-layers architecture already requires it and the D1-23/D1-26 layer plates key to it.
*(supersedes: registries/T0_Equipment_Registry [DRAFT v0.1]/Sheet1.csv:2 (the one live row, equip_slot=unassigned_stat_slot); enum d)*
CLOSED WITH THE DEFAULT — The control scheme is the standard UE5 third-person action-RPG mapping on gamepad with a WASD+mouse mirror, every player-facing prompt resolved through a device-keyed glyph token rather than a literal key name, and full remap on both devices — leaving only the game-native verbs (the ModeSwitch radial and the six-option dialogue wheel) as real design picks.
*(supersedes: docs/PRE_5090_BUILD_PLAN.md:424 (P2.3 row: "*(Control-scheme SPEC is a Josh gap.)*"))*
CLOSED WITH THE DEFAULT — The HUD adopts the standard action-RPG layout by default (vitals bottom-left, ability cluster bottom-right, boss bar top-centre on engage, collapsible tracker top-right, world-space prompts, floating damage numbers, compass strip, every element toggleable in options), so the spec's actual content is the L1/L2/L3 reveal-gating and the vril-bubble resource grammar — not the placement.
*(supersedes: docs/PRE_5090_BUILD_PLAN.md:425 (P2.4 row: "*(UI/UX IA spec is a Josh gap.)*"))*
CLOSED WITH THE DEFAULT — The screen roster is standard-by-default for its standard members (inventory/equipment, character sheet, ability tree, quest log, map, journal, vendor, crafting, settings, save/load, achievements) and needs no ruling to enumerate; only the game-native screens — Rune Forge, Grimoire, imprint crafting, familiar roster, personal dimension — carry real IA design work.
*(supersedes: docs/DESIGN_GAP_REGISTER.md:1773-1780 (GAP-144: "~13 further ruled screens ... have no build item, no IA and no denomina)*
CLOSED WITH THE DEFAULT — The UI token schema is the standard design-system inventory (semantic colour roles over one ramp, type scale, spacing scale, radius, elevation, focus ring, state colours, icon grid + stroke weight) and lands with rank 20 as schema; only the token VALUES go to a board, and the component/state_grid/screen plate triad is their review surface.
*(supersedes: docs/DESIGN_GAP_REGISTER.md:1888-1898 (GAP-150: "No UI visual design system — no design tokens"))*
CLOSED WITH THE DEFAULT — Attunements ship the published AAA accessibility baseline as their default option roster (subtitle size/background/speaker name, full remap, hold-vs-toggle, per-axis sensitivity and invert, camera-shake/motion-blur/FOV, reduce-flashing, UI scale, assist strength, colourblind modes with a redundant non-colour channel), and the only game-specific entry is the already-ruled non-negotiable vril-polarity multi-channel readability requirement.
*(supersedes: docs/DESIGN_GAP_REGISTER.md:1833-1843 (GAP-145: Attunements names five option FAMILIES and "enumerates ZERO individual o)*
CLOSED WITH THE DEFAULT — Every screen is fully operable controller-only with a visible focus state and a consistent confirm/back pair, and the UI is authored to the standard two-class legibility target (desktop 1080p at desk distance and a 7-inch 1280x800 handheld), with a per-screen gamepad-only completion assertion in the QA loop.
*(supersedes: docs/DESIGN_GAP_REGISTER.md:1899-1909 (GAP-151: "No controller-only navigability contract and no handheld/deck legibilit)*
CLOSED WITH THE DEFAULT — Saving follows the standard single-player RPG model — manual slots plus a three-deep rolling autosave ring plus one quicksave, autosaving on beat-complete, area transition, pre-boss and on quit, slot cards carrying chapter/location/playtime/timestamp/integrity band and a screenshot, a non-blocking save indicator, and cloud conflicts shown for player choice and never auto-merged — and the NG+ entry surface builds against the already-ruled #28 carry table rather than waiting on a new brief.
*(supersedes: docs/DESIGN_GAP_REGISTER.md:1910-1920 (GAP-152: "No save-slot or New Game+ presentation model"))*
CLOSED WITH THE DEFAULT — Difficulty is offered once at new game before the first playable moment, preselected to Fading (the true tuning), changeable at any time from the pause menu with no penalty and no achievement lock, with Attunements on a separate always-available tab — and only The Forgotten One is entry-locked, because it is an earned NG+ door rather than a menu row.
*(supersedes: docs/PRE_5090_BUILD_PLAN_VOL2.md:887 (PG-11 "difficulty-as-UX", cross-referenced with no owner spec))*
CLOSED WITH THE DEFAULT — The rarity ramp takes the settled loot-game grammar (common grey, uncommon green, rare blue, epic purple, legendary orange/gold) as ratified default, so the D1-34 board picks only the two off-ladder grades — mythic and the unique signature class — plus the shape/beam/pickup-SFX hooks, and the ladder plate exists to prove monotonicity rather than to re-choose six known colours.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:808 and :885 (D1-34's pick framed as )*
CLOSED WITH THE DEFAULT — Split the item and close the engineering half now: every player-facing string is an FText from a String Table with a gate that fails on literals, layouts carry a 40% expansion allowance, the font stack declares a CJK/RTL/Indic fallback chain with licence records, and subtitles meet the Game Accessibility Guidelines baseline — none of which waits on the locale list.
*(supersedes: docs/PRE_5090_BUILD_PLAN.md:426 (P2.5 row: "*(Loc STRATEGY is a Josh gap.)*"))*
CLOSED WITH THE DEFAULT — The vendor loop takes the standard shape — two-pane trade screen, sell-back at a fixed fraction of buy value, a buyback list, timed restock, per-vendor accepted-goods and stock lists, quest and key items unsellable — layered on the already-ruled per-region diegetic media plus presentation-only value lens, so EC-vendor unblocks on the Option-B ruling and only the item COUNT remains an authorial scope call.
*(supersedes: docs/PRE_5090_BUILD_PLAN_VOL2.md:1535 and :1537 (EC-vendor tagged *(BLOCKED-ON-BRIEF)* in two live wave rows))*
CLOSED WITH THE DEFAULT — Strike the Josh-pending labels on both: D-ECONOMY-MEDIUM was ruled Option B and D-DEFEAT-AXIS was overruled and implemented, so EC-medium and EC-vendor read UNBLOCKED everywhere, FR-062's tooth gets a real data_home, and the three surviving BLOCKED-ON-BRIEF tags come off in the same commit.
*(supersedes: docs/PRE_5090_BUILD_PLAN.md:48 ("the two live slice briefs — D-ECONOMY-MEDIUM · D-DEFEAT-AXIS — both Josh-pending"))*
CLOSED WITH THE DEFAULT — The map screen takes standard conventions — zoomable region map with discovered/undiscovered shading, category-filterable pins, a player-placed custom marker, a legend, a compass strip carrying the tracked objective's bearing — while the canon travel rule (walked geography, cross-region travel Vimana-gated at Ch 55, no pre-Ch-55 fast-travel network) stands exactly as ruled and is the only part that ever needed one.
*(supersedes: docs/PRE_5090_BUILD_PLAN_VOL2.md:742 (U11.21 in-game map/minimap/compass/waypoint, BUILD-NOW, no spec))*
CLOSED WITH THE DEFAULT — Mint T0_Recipe with the standard schema — recipe_id, output_item_ref + quantity, inputs[item_ref × quantity], required trade + tier, required station/site class, discovery state — as a schema act rather than a design question, leaving only the recipe CONTENT as authoring; and correct #26, whose crafting/gathering member already has a runtime owner.
*(supersedes: docs/DESIGN_GAP_REGISTER.md:2108-2116 (GAP-169: "The ten trades have no product catalog"; T0_Equipment_Registry.recipe_r)*
CLOSED WITH THE DEFAULT — Close #26's tutorial/onboarding member against U11.30's existing ownership and assume the standard shape — contextual first-use prompts, shown once, skippable, non-modal, always re-readable from a controls/help screen — so UX_TEACHING_SPEC.md writes the game-specific teaching beats (forced-run bear, first-water attunement, telegraph shape channel) rather than the convention.
*(supersedes: docs/PRE_5090_BUILD_PLAN.md:621 (#26 "tutorial/onboarding ... None exist as specs today") vs docs/PRE_5090_BUILD_PLAN_VO)*
Genuine deviations (ours by vision — held, never defaulted)
Whether progression shows a visible skill-up read at all — the register's own constraint says a visible skill-up scoreboard would contradict CVD §12.1's practitioner framing. — Do NOT close this one with the default — CVD §12.1's "becoming a practitioner rather than levelling up a stat" makes the absent skill-up scoreboard load-bearing canon, so the between-gates read lands as diegetic learned-knowledge; it is correctly held, and is the counterweight showing the audit is n
Genuinely open (no standard exists)
~~Which languages ship at Early Access and at 1.0.~~ — CLOSED 2026-08-04, RULED by Josh (SHIP-LANGUAGES). EA ships 14 text locales at tier 1 (EN · FR · IT · DE · ES-ES · ES-419 · PT-BR · PL · RU · TR · ZH-Hans · ZH-Hant · JA · KO) with English partial VO only; 1.0 adds AR · TH · VI · ID and completes slice VO; every locale passes a native-review bar before it ships. The ruling and its reasoning live at docs/ROADMAP_POST_5090_TO_SHIP.md § P4.1, which is the owner. It is off the rank-18 bundle.
World / rendering / tech
CLOSED WITH THE DEFAULT — Interiors, caves and overhangs are authored mesh geometry — a modular kit assembled as a Level Instance / streamed sublevel, placed against the heightfield Landscape with a landscape visibility-mask hole at the entry and collision + nav authored on the meshes — so no interior-geometry brief is required; Mesh Terrain stays a prototype-only evaluation, and the W-SPACE tooth is amended to refuse DEM slope as evidence for any zone whose zone_space_class is interior_authored.
*(supersedes: docs/DESIGN_GAP_REGISTER.md:1690 (GAP-142 "Proposed home"); reinforced by docs/DESIGN_GAP_REGISTER.md:1662 and docs/pipe)*
CLOSED WITH THE DEFAULT — Concept art is a human-facing pre-production artifact and is never engine-imported: its declared consumers under the anti-orphan rule are the art bible, the DCC/3D-gen conditioning lane and the review critics, and the only 2D art with a UE import path is the separately-classed UI/HUD/texture art already in the drop-in contract.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/e2e_compat_pass.json:549 (engine-factory RC 12; violation at :476))*
CLOSED WITH THE DEFAULT — The in-engine blockout is the spatial authority: layout review plates are orthographic top-down and flythrough CAPTURES emitted from the blockout (so approving a layout is approving the pads themselves), and no image-side sidecar, pad-emitter or sidecar-hash tooth is built.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:77 (env gap 3) and :154 (env addition)*
CLOSED WITH THE DEFAULT — The conditioning/reference plate follows the standard model-sheet convention — single isolated subject on a neutral mid-grey seamless backdrop, flat even lighting with no rim, cast shadow, bloom or lens effects, alpha-matted PNG-RGBA, orthographic front/side/back plus one three-quarter, and the scale reference on its own separate plate — and is written down as adopted practice rather than derived as a repo-original ruling.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:548 (props gap 1) and :184 (env addit)*
CLOSED WITH THE DEFAULT — The four-view model sheet is authored for every hero-tier subject regardless of backend (it is the critic and retopo reference, not a model input), and the number of views actually fed to each image-to-3D backend is a measured benchmark parameter recorded per backend rather than a ruling.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:553 (props gap 2, "VIEW COUNT IS UNRU)*
CLOSED WITH THE DEFAULT — Every prop-bearing registry carries real-world dimensions (bbox_m, L×W×H in metres) as a required authored field, and the mesh import step rescales unit-normalised generator output to that box — assets are built to real scale by default, with 1 uu = 1 cm.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:563 (props gap 4) and :665 (props add)*
CLOSED WITH THE DEFAULT — Adopt a project texel-density standard now — 5.12 px/cm world standard, 10.24 px/cm hero, 2.56 px/cm background/vista — as a declared field on the asset class and a UV-checker tooth in mesh_finish.py, so no asset is authored or baked against an unstated density.
CLOSED WITH THE DEFAULT — Time of day is a continuous normalized scalar driving keyframed sky/lighting curves with named presets as sample points, and weather is a weighted blendable state set with transition times — canon rows and beats reference the preset name and an optional override, and no closed time_of_day enum is minted as the storage type.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:92 (env gap 6) and :174 (env addition)*
CLOSED WITH THE DEFAULT — Water builds on the engine's water system — Water Body Ocean/Lake/River actors with water zones, buoyancy and a swimmable/underwater volume, at an absolute surface elevation from the heightmap's absolute encoding — and the canon side carries only water_class, surface_elevation_m, navigable/swimmable and shore_type, so FR-073's data home is a column pack on existing zone rows rather than an open pass.
*(supersedes: docs/FACTORY_CONTRACT.md:216 (FR-073, data_home NONE_YET(GAP-142), tooth NONE); docs/DESIGN_GAP_REGISTER.md:1670 ("the r)*
CLOSED WITH THE DEFAULT — Navigation and collision follow standard practice — a Recast nav mesh built per World Partition cell in the same overnight builder pass as HLOD, nav modifier volumes and nav-link proxies for non-walk traversal, per-creature-class agent radii, simple-primitive or convex-hull collision on props with complex-as-simple banned on gameplay surfaces, and a declared landscape collision MIP — written into the engine doctrine as adopted convention so FR-033's teeth have a spec to bind to.
*(supersedes: docs/FACTORY_CONTRACT.md:176 (FR-033: "NONE(the slope assertion and navmesh continuity teeth are game-repo side)"); docs)*
CLOSED WITH THE DEFAULT — HLOD and imposters stay the budgeted automated overnight bake already adopted in the engine doctrine, and landmark/sightline authority is the standard level-art composition pass done ON the blockout at blockout time — marked beacons, vista lines and silhouette reads validated by a golden-path walk — with any vista plate being a capture of that pass rather than its source.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:107 (env gap 9, "No vista/landmark/HL)*
CLOSED WITH THE DEFAULT — Extend the per-asset-class table to the standard open-world taxonomy — landscape/terrain, modular architecture kit, prop, foliage/vegetation, decal, water body, interior level/sublevel and animation set alongside the eleven already listed — each inheriting the existing id → convention path → resolver → placeholder invariant unchanged, so no lane re-derives a missing class as a novel mint.
*(supersedes: docs/ASSET_DROPIN_CONTRACT.md:83 (the single "Vril-site / prop / environment mesh" row) and :92 ("Eleven asset classes"))*
CLOSED WITH THE DEFAULT — Sockets and attach points are authored on the mesh itself under a fixed naming convention (grip / grip_axis / tip / sheath / fx_*) in the DCC or Static Mesh editor and read directly by the equipment and animation systems; any socket-plan drawing is optional reference and is never the authority.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:568 (props gap 5) and :640 (props add)*
CLOSED WITH THE DEFAULT — Material inputs are keyed to a shared material library — one authored entry per material token (bronze, iron, obsidian, lacquer, hardwood, ochre…), with per-culture variant sets and a master-material/instance structure — and an object's registry row references library entries rather than owning its own per-material plates.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:558 (props gap 3, "THE PBR LANE IS DE)*
CLOSED WITH THE DEFAULT — Each plate role renders at the aspect of its use by default — 16:9 for vista/establishing/key art, square or 4:5 for prop and character lineups, north-up orthographic at a declared metres-per-pixel for plans — set as a per-role render default in the dispatcher rather than boarded as an open schema question.
*(supersedes: docs/pipeline_review/art_pipeline_reviews_2026-08-03/build_sufficiency_review.json:122 (env gap 12, "Every measured rend)*
CLOSED WITH THE DEFAULT — Invented terrain enters the existing chain from an AUTHORED heightmap — synthesised in Gaea or sculpted in-engine and exported as the same 16-bit absolute-elevation PNG the DEM leg emits, with hand-authored layer weights standing in for WorldCover — so the fairy realm skips only the DEM fetch leg and needs no separate path or prototype ruling.
*(supersedes: docs/PRE_5090_BUILD_PLAN.md:211-214 (DEPENDENCIES block, "THE fairy_realm INVENTED-TERRAIN PROTOTYPE"))*
Genuine deviations (ours by vision — held, never defaulted)
Fast travel and world-map navigation are bundled with ten other systems as specs that "none exist" for, sitting in the Decisions-needed-from-Josh section rather than being assumed. — First crossing of every seam is the ruled FORK C playable compressed segment (the genuine deviation, already ruled); RETURN travel to any already-visited node is standard discovered-node fast travel from the map screen, blocked in combat and inside interiors — so the only thing that needs specifying
---
Superseded closures — the equip_slot roster, 2026-08-05
This section is APPENDED rather than inserted, and no line above it was edited: the closures in this
file are cited by line number across the corpus, so an insertion mid-file silently breaks every
citation below it. The two closures named here still stand as the record of what the genre default
said; they are simply no longer the live enum.
**The equip_slot paper-doll closure and the "second axis beside the seat/stat axis" closure are both
SUPERSEDED** by Josh's own enumeration, in chat, verbatim: "All already ruled in canon... 2 rings,
bracers, neck or amulet, cape, trinkets, runes, then weapons, then tiara or whatever the cultural
word is for the head third eye, the helmet, chest, leggings, gloves, boots, belt - that's your 16."
What the ruling changes:
The live roster is THE RULED 16, held as slot_axis == paper_doll in
registries/T0_Equip_Slot_Registry [DRAFT v0.1]/Sheet1.csv. The genre default was a placeholder
standing in for an unstated ruling, and the ruling arrived.
There is ONE unified paper-doll, not a body axis beside a seat/stat axis. The vril-seat rows now
MAP onto the doll: each points at its carrying slot. Seven of the ruled 16 — boots, leggings,
belt, chest, neck_amulet, tiara_third_eye, helmet — are exactly the seven carriers
docs/original_predclaude/ELEMENTS_MATRIX_RECOVERED.md §3 names, which is the evidence the two
statements were always describing one doll.
Token deltas: shoulders is dropped, accessory_1 and accessory_2 become the single plural
trinkets, rings are an explicit ×2, runes and tiara_third_eye join the doll, and
head / hands / waist / legs / feet / back / main_hand / off_hand take Josh's own words