Add Agrarian asset pipeline policy

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2026-05-21 22:16:57 +00:00
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commit f0713c6c46
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@@ -948,6 +948,7 @@ Required order:
- [x] Replace or upgrade the terrain material first so Ground Zero no longer reads as flat tan placeholder ground. Rebuilt `M_AGR_GZ_Terrain_CoastalScrub` as a procedural coastal scrub material that blends dry soil, scrub green, and sandy path color families with broad and fine noise, documented the visual baseline, and extended the natural-environment verifier so flat constant-color terrain fails.
- [x] Replace or upgrade grasses, shrubs, and trees with believable coastal-scrub vegetation assets, density, color variation, scale variation, and LOD/performance limits. Added native generated coastal oak, coyote brush, and dry grass clump mesh assets under `/Game/Agrarian/Environment/Vegetation`, switched the Ground Zero foliage patch off engine basic shapes, rebuilt foliage materials with per-instance color variation, preserved investor-facing density and scale variation, added explicit HISM cull/shadow performance limits, and extended verifiers so basic-shape vegetation or missing cull limits fail.
- [x] Add the Asset acquisition and ingest pipeline before pulling more visuals: created approved staging folders, added `Docs/Art/AssetLicenses.md`, documented the pipeline in `Docs/Art/AgrarianAssetPipeline.md`, added `Scripts/verify_asset_pipeline_policy.py`, defaulted to Fab/free, Quixel, CC0/public-domain, team-created, or Nathan-supplied assets only, rejected random scraped internet assets, and prioritized trees, shrubs, grass, water, rocks, character bodies/outfits, and old abandoned equipment being reclaimed by nature.
- [ ] Replace or upgrade freshwater visuals with readable water surface, edge treatment, bank dressing, reflection/roughness tuning, and collectability cues.
- [ ] Replace or upgrade character bodies and clothing so selected characters read as realistic near-future post-collapse frontier people rather than template mannequins or proxy stacks.
- [ ] Replace or upgrade resource objects so wood, stone, fiber, edible plants, pickups, and gathered items look like world objects rather than debug primitives.