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v0.13.0
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Added
N-leg Walk stack: LeggedMechanism / LegDefinition, GaitSchedule (Song–Waldron duty factor β + phase offsets), ILegIkSolver (LegIk3RSolver, NumericalLegIkSolver seed-only), IBodyPoseSolver (PathFollowBodyPose, TerrainSupportBodyPose with session factory)
LeggedGait.TryBuild(LeggedMechanism, IBodyPoseSolver?, …) — DriverOffsets packing, IK-fail legs excluded from support, degenerate SSM counted
LeggedMechanism.ValidateAndCalibrate — assemble + FK↔IK residual gate before Walk
GaitSchedule.Auto — G = max(2, ⌈N/(N−3)⌉); hex tripod [[0,2,4],[1,3,5]]; N=4 crawl; N≤3 rejected unless AllowDynamicGait
LeggedLayout.ToMechanism() adapter; HexMithi/QuadSmoke remain NET factories (QuadSmoke sets AllowDynamicGait)
Changed
HexMithi swing groups corrected from degenerate [[1,3,4],[0,2,5]] to alternating tripod [[0,2,4],[1,3,5]]
LeggedMethodRefs.DescribeStack / docs/METHODS.md document GaitSchedule and mechanism Walk
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