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# TODO.md
Actionable task list for this project. Planned work and progress marks live here; supporting observations are in [MEMORY.md](MEMORY.md). Milestone goals, scope, and release gates are in [ROADMAP.md](ROADMAP.md).
## Conventions
- Mark items **open** (`- [ ]`), **active/in progress** (`- [A]`, **deferred** `- [D]`), or **done** (`- [x]`). Keep the marks accurate.
- A level-three (`###`) section being worked on carries `- active - <sessionId>` (and optionally the branch name) in its heading. Remove the suffix when you stop.
- When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file.
- Release gate: a version is tagged only on the owner's explicit go-ahead once its release checks pass, not automatically when the checkboxes close.
- Every task section carries a `**Suggested skills:**` line naming the packs to load before starting. Load them with the `skill` tool — `blender-director` for asset pipelines, `ue-project-context` for engine work, then the packs named — and use them as method guides, since this project runs Blender and Unreal headless from scripts.
## Toolchain — end-to-end asset check (done 2026-11-10)
> [!IMPORTANT] Plan for 0.3.1 before other patches
See [toolchain notes](MEMORY.md#toolchain--end-to-end-asset-check-done-2026-11-10).
**Suggested skills:** no pack covers the local ComfyUI, judge or driver tooling — work from `Tools/README.md`, `Tools/review/` and the toolchain notes in `MEMORY.md`.
- [x] Group the sixty tools by sandbox: `Tools/unreal/`, `Tools/blender/`, `Tools/review/`, `Tools/gen/`, `Tools/input/`, with the layout documented in `Tools/README.md`.
- [x] Empty both maps and verify that no actors remain using `Tools/unreal/ue_recreate_maps.py`.
- [x] Clear the whole level in both builders.
- [x] Two-model judge with reconciliation, and a two-checkpoint texture generator that compares before choosing.
- [x] Texture generation through the documented Stability Matrix workflows (`texture` subcommand).
- [x] Local ComfyUI documented, including "start Stability Matrix first" and the per-model licence rules.
- [x] Driver hardening: unlink result files before each step, stream child output to a per-step log, refuse to start while another editor is alive.
- [ ] **Make the judge useful again.**
- [ ] Examine comfyui tool to extend judge coverage or improve its scoring mechanism.
- [ ] Wire the e2e driver into the release checks once the judge can be trusted.
## Vehicle physics — Chaos rig (own task, from `0.3.0`)
> [!IMPORTANT] Plan for 0.3.1 before other patches
See [historical notes](MEMORY.md#vehicle-physics--chaos-rig-own-task-from-030).
### Tasks
**Suggested skills:** `ue-physics-collision`, `ue-module-build-system` (plugin enablement), `ue-actor-component-architecture`, `ue-gameplay-framework`, `ue-input-system`, `ue-testing-debugging`, `cpp`; Blender side `vehicle-artist`, `collision-proxy`, `export-pipeline`, `unreal-export`. No pack covers Chaos Vehicles — the notes in this section and the `ChaosVehiclesPlugin` headers are the reference.
- [x] Give `SK_Vehicle_Sedan` a physics asset whose single chassis body matches the car's box. **Resolved 2026-11-10** — two causes, both fixed: `ChaosVehiclesPlugin` was not enabled in `.uproject`, so `CreateVehicle()` never ran (`0 wheels`); and `BuildPhysicsAsset` never set `Body->PhysicsType`, so the body stayed `PhysType_Default` (follow owner) and never simulated. Enabling the plugin (`5e328f5`) and setting `PhysicsType = PhysType_Simulated` (`927e937`) make the pawn **simulate, settle at Z 77 cm, and drive** (`-drivetest` moved 36.3 m).
- [x] Find what writes the actor transform in `DemoMap` but not in `ReviewMap`. **Resolved** — it was never a transform writer: the body was not simulating (see above), so the "float" and "teleport" were the unsimulated chassis being driven by the regular rigid-body solver instead of the Chaos async solver.
- [x] Confirm `Wheels.Num()` becomes 4 once the vehicle is created; log it at the settle check. **4 wheels** once the plugin is enabled (`setups=4 wheels=4`).
- [ ] Re-stage the pawn, re-add enter/exit and the driving route. **Drives backwards** (`-96.5 km/h`): the next bug is the reverse direction — rear wheels `bAffectedByEngine`, engine torque sign, or wheel bone axle orientation — not the physics setup.
## Hero facade rework — from the ReviewMap review (own task)
See [historical notes](MEMORY.md#hero-facade-rework--from-the-reviewmap-review-own-task).
### Tasks
**Suggested skills:** `blender-director`, `archviz`, `historical-worlds`, `realistic-style`, `hard-surface` (relief and mouldings), `materials`, `texture-workflow`, `uv-workflow`, `lookdev`, `rendering`, `camera-cinematography`, `references` (visual-match checklist), `qa-review`; engine side `ue-materials-rendering`.
- [x] Confirm the hero captures frame `Hero_Facade`.
- [x] Seat the elevation detail in front of the mass.
- [x] Remove the blank lintel band across the portals.
- [x] Add window grilles, ashlar courses, and a roof balustrade.
- [x] Warm the sandstone material in the engine.
- [x] Match banner proportions and placement to the photographs.
- [x] Make the generated ashlar albedo render.
- [x] Add the carved inscription.
- [x] Add medallion relief that reads at 45 m.
- [x] Fix the motto band and surround.
- [x] Add JIMMY KIMMEL LIVE banner lettering.
- [x] Adjust the crimson banner tone and lettering.
- [x] Re-render the three ReviewMap staging shots and update the status table.
- [ ] Obtain owner approval for the three hero facade staging shots.
## 0.3.0 — Chaos vehicle, enter/exit, closed driving route (weeks 10–13)
### Vehicle production - active - session-5598ce7e-27e3-4c64-bb49-c04a4a31ee58 (branch `vehicle-0.3.0`)
See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-driving-route-weeks-1013).
**Suggested skills:** `blender-director`, `vehicle-artist`, `hard-surface`, `materials`, `uv-workflow`, `collision-proxy`, `lod-pipeline`, `asset-optimization`, `export-pipeline`, `unreal-export` (against `ue_metric_v1`); engine side `ue-project-context` first, then `ue-physics-collision`, `ue-actor-component-architecture`, `ue-gameplay-framework`, `ue-input-system`, `ue-character-movement` (enter/exit), `ue-world-level-streaming` (route bounds), `ue-testing-debugging`, `cpp`.
- [A] Model one vehicle in Blender with collision meshes; export to Unreal.
- [D] Set up Chaos Vehicle with wheel and physics configuration.
- [x] Fix the vehicle not rendering in the scene.
- [x] Fix the character and car floating.
- [x] Fix the vehicle material colour.
- [x] Fix the missing vehicle glazing.
- [x] Reconcile the road and sidewalk surfaces.
- [ ] Wire the vehicle LOD group in an editor session.
- [ ] Implement enter/exit interaction.
- [ ] Build a closed driving route with boundaries.
- [ ] Tune basic handling to a drivable state.
### Release checks
- [ ] Player can enter, drive the closed route, and exit without defects.
- [ ] No blocking vehicle collision or packaging defects.
- [ ] Performance target still met at 1440p.
- [ ] Tag `v0.3.0` and write `CHANGELOG.md` entry; then remove this section.
## 0.3.1 — Handling tuning (patch)
### Patch tasks
**Suggested skills:** `ue-physics-collision`, `ue-input-system`, `ue-actor-component-architecture`, `ue-testing-debugging`, `cpp`; `vehicle-artist` only if the fix is visual mass or wheel placement.
- [ ] Refine vehicle handling feel based on `0.3.0` feedback.
- [ ] Tag `v0.3.1` and write `CHANGELOG.md` entry; then remove this section.
## 0.3.2 — Vehicle collision fixes (patch)
### Patch tasks
**Suggested skills:** `collision-proxy`, `vehicle-artist`, `asset-optimization`, `export-pipeline`, `unreal-export`, `ue-physics-collision`, `ue-testing-debugging`.
- [ ] Fix vehicle collision defects (mesh/physics mismatches).
- [ ] Tag `v0.3.2` and write `CHANGELOG.md` entry; then remove this section.
## 0.3.3 — Input fixes (patch)
### Patch tasks
**Suggested skills:** `ue-input-system`, `ue-character-movement`, `ue-gameplay-framework`, `ue-blueprint-cpp-interop`, `ue-testing-debugging`.
- [ ] Fix vehicle/character input issues in `0.3.x`.
- [ ] Tag `v0.3.3` and write `CHANGELOG.md` entry; then remove this section.
## 0.4.0 — Small connected neighborhood and map streaming (weeks 14–17)
### World expansion
**Suggested skills:** `blender-director`, `environment-artist`, `procedural-modeling`, `geometry-nodes`, `archviz`, `scene-assembly`, `asset-optimization`, `lod-pipeline`, `uv-workflow`, `materials`, `export-pipeline`, `unreal-export`; engine side `ue-project-context` first, then `ue-world-level-streaming`, `ue-procedural-generation`, `ue-async-threading`, `ue-materials-rendering`, `ue-testing-debugging`, `cpp`.
- [ ] Extend geo pipeline to a small connected neighborhood beyond the demo block.
- [ ] Produce modular buildings, sidewalks, and roads for the expanded area.
- [ ] Set up World Partition with streaming cells.
- [ ] Configure HLOD for distant buildings.
- [ ] Verify no seams or popping between streamed cells during traversal.
### Release checks
- [ ] Continuous walking (and driving) across the expanded area works.
- [ ] Streaming does not introduce blocking defects.
- [ ] Performance target re-validated at 1440p with streaming active.
- [ ] Tag `v0.4.0` and write `CHANGELOG.md` entry; then remove this section.
## 0.4.1 — Seam fixes (patch)
### Patch tasks
**Suggested skills:** `ue-world-level-streaming`, `asset-optimization`, `environment-artist`, `ue-testing-debugging`.
- [ ] Fix visible seams between streamed cells.
- [ ] Tag `v0.4.1` and write `CHANGELOG.md` entry; then remove this section.
## 0.4.2 — Streaming corrections (patch)
### Patch tasks
**Suggested skills:** `ue-world-level-streaming`, `ue-async-threading`, `ue-testing-debugging`.
- [ ] Correct streaming/loading issues found in `0.4.x`.
- [ ] Tag `v0.4.2` and write `CHANGELOG.md` entry; then remove this section.
## 0.4.3 — HLOD tuning (patch)
### Patch tasks
**Suggested skills:** `lod-pipeline`, `ue-world-level-streaming`, `asset-optimization`, `ue-testing-debugging`.
- [ ] Tune HLOD quality and distance settings.
- [ ] Tag `v0.4.3` and write `CHANGELOG.md` entry; then remove this section.
## 0.5.0 — Pedestrians, crosswalk behavior, ambient traffic (weeks 18–21)
### Simulation
**Suggested skills:** `ue-project-context` first, then `ue-ai-navigation`, `ue-character-movement`, `ue-actor-component-architecture`, `ue-gameplay-framework`, `ue-state-trees`, `ue-mass-entity` (crowd scale), `ue-async-threading`, `ue-testing-debugging`; the `AGigLineNPCPerson` prefab is Blender work — `character-artist`, `rigging`, `animation`, `export-pipeline`, `unreal-export`.
- [ ] Add pedestrian characters with navigation, using `AGigLineNPCPerson` (the reusable NPC prefab) as the base, driving it via AI/`AutoPossessAI`.
- [ ] Implement crosswalk behavior (pedestrians use the designated crossing).
- [ ] Add limited ambient traffic on the street network.
- [ ] Optimize simulation cost to stay within frame budget.
### Release checks
- [ ] Pedestrians and traffic behave without blocking defects.
- [ ] Performance target re-validated at 1440p.
- [ ] Tag `v0.5.0` and write `CHANGELOG.md` entry; then remove this section.
## 0.5.1 — Navigation fixes (patch)
### Patch tasks
**Suggested skills:** `ue-ai-navigation`, `ue-physics-collision`, `ue-testing-debugging`.
- [ ] Fix pedestrian navigation issues.
- [ ] Tag `v0.5.1` and write `CHANGELOG.md` entry; then remove this section.
## 0.5.2 — Crossing fixes (patch)
### Patch tasks
**Suggested skills:** `ue-ai-navigation`, `ue-state-trees`, `ue-gameplay-tags-messaging`, `ue-testing-debugging`.
- [ ] Fix crosswalk behavior defects.
- [ ] Tag `v0.5.2` and write `CHANGELOG.md` entry; then remove this section.
## 0.5.3 — Simulation optimization (patch)
### Patch tasks
**Suggested skills:** `ue-mass-entity`, `ue-async-threading`, `ue-testing-debugging`, `asset-optimization`, `lod-pipeline`.
- [ ] Optimize pedestrian/traffic simulation cost.
- [ ] Tag `v0.5.3` and write `CHANGELOG.md` entry; then remove this section.
## 0.6.0 — Visual/audio pass and evening lighting preset (weeks 22–24)
### Look and sound
See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset-weeks-2224).
**Suggested skills:** `lighting`, `rendering`, `lookdev`, `materials`, `texture-workflow`, `archviz`, `environment-artist`, `blender-director`, `references` (visual-match checklist), `qa-review`; engine side `ue-materials-rendering`, `ue-niagara-effects`, `ue-audio-system`, `ue-gameplay-cameras`, `ue-testing-debugging`.
- [ ] Create an evening lighting preset.
- [ ] Complete a visual polish pass across the neighborhood.
- [ ] Model the pavement between kerb and building line.
- [ ] Add ambient audio (city ambience, traffic, basic SFX).
- [ ] Verify licenses for all added audio files.
### Release checks
- [ ] Both day and evening presets render without defects.
- [ ] Audio plays without gaps or licensing issues.
- [ ] Performance target re-validated at 1440p.
- [ ] Tag `v0.6.0` and write `CHANGELOG.md` entry; then remove this section.
## 0.6.1 — Lighting fixes (patch)
### Patch tasks
**Suggested skills:** `lighting`, `lookdev`, `rendering`, `references`, `qa-review`, `ue-materials-rendering`.
- [ ] Fix lighting defects in day/evening presets.
- [ ] Tag `v0.6.1` and write `CHANGELOG.md` entry; then remove this section.
## 0.6.2 — Material corrections (patch)
### Patch tasks
**Suggested skills:** `materials`, `texture-workflow`, `lookdev`, `qa-review`, `ue-materials-rendering`.
- [ ] Fix material errors found in `0.6.x`.
- [ ] Tag `v0.6.2` and write `CHANGELOG.md` entry; then remove this section.
## 0.6.3 — Audio balancing (patch)
### Patch tasks
**Suggested skills:** `ue-audio-system`, `ue-testing-debugging`.
- [ ] Balance audio levels across the scene.
- [ ] Tag `v0.6.3` and write `CHANGELOG.md` entry; then remove this section.
## 0.7.0 — Settings, control rebinding, save/load, accessibility (weeks 25–27)
### Systems
**Suggested skills:** `ue-project-context` first, then `ue-ui-umg-slate`, `ue-input-system`, `ue-serialization-savegames`, `ue-data-assets-tables`, `ue-gameplay-framework`, `ue-blueprint-cpp-interop`, `cpp`, `ue-testing-debugging`.
- [ ] Build settings menu (graphics and audio options).
- [ ] Implement control rebinding with persistence.
- [ ] Implement save/load for player state.
- [ ] Add accessibility basics (e.g. FOV, subtitle, colorblind options as applicable).
### Release checks
- [ ] Settings, rebinding, and save/load all persist across restarts.
- [ ] No blocking UI defects.
- [ ] Tag `v0.7.0` and write `CHANGELOG.md` entry; then remove this section.
## 0.7.1 — Save fixes (patch)
### Patch tasks
**Suggested skills:** `ue-serialization-savegames`, `ue-testing-debugging`, `cpp`.
- [ ] Fix save/load defects.
- [ ] Tag `v0.7.1` and write `CHANGELOG.md` entry; then remove this section.
## 0.7.2 — UI fixes (patch)
### Patch tasks
**Suggested skills:** `ue-ui-umg-slate`, `ue-testing-debugging`.
- [ ] Fix UI issues in `0.7.x`.
- [ ] Tag `v0.7.2` and write `CHANGELOG.md` entry; then remove this section.
## 0.7.3 — Input persistence fixes (patch)
### Patch tasks
**Suggested skills:** `ue-input-system`, `ue-serialization-savegames`, `ue-testing-debugging`.
- [ ] Fix rebinding persistence issues.
- [ ] Tag `v0.7.3` and write `CHANGELOG.md` entry; then remove this section.
## 0.8.0 — Performance budgets and broader Linux hardware testing (weeks 28–30)
### Performance
**Suggested skills:** `ue-testing-debugging` (Unreal Insights, `stat unit`, `memreport`), `asset-optimization`, `lod-pipeline`, `ue-materials-rendering` (scalability and upscaler state), `ue-async-threading`, `ue-world-level-streaming`, `ue-niagara-effects`, `cpp`.
- [ ] Define performance budgets (frame time, VRAM) and document them.
- [ ] Profile the full neighborhood; fix budget violations.
- [ ] Test on broader Linux hardware and VRAM configurations; document results.
- [ ] Re-validate the 1440p quality preset with upscaling state recorded.
### Release checks
- [ ] Performance budgets met on documented hardware matrix.
- [ ] No blocking compatibility defects.
- [ ] Tag `v0.8.0` and write `CHANGELOG.md` entry; then remove this section.
## 0.8.1 — VRAM reductions (patch)
### Patch tasks
**Suggested skills:** `ue-materials-rendering` (texture streaming, LOD bias), `asset-optimization`, `texture-workflow`, `lod-pipeline`, `ue-testing-debugging`.
- [ ] Reduce VRAM usage where profiling shows excess.
- [ ] Tag `v0.8.1` and write `CHANGELOG.md` entry; then remove this section.
## 0.8.2 — Frame-time fixes (patch)
### Patch tasks
**Suggested skills:** `ue-testing-debugging`, `ue-async-threading`, `ue-niagara-effects`, `asset-optimization`, `lod-pipeline`.
- [ ] Fix frame-time spikes found in `0.8.x`.
- [ ] Tag `v0.8.2` and write `CHANGELOG.md` entry; then remove this section.
## 0.8.3 — Compatibility fixes (patch)
### Patch tasks
**Suggested skills:** `ue-testing-debugging`, `ue-module-build-system` (build and package differences), `ue-materials-rendering` (GPU and driver-specific paths).
- [ ] Fix compatibility issues from the hardware testing matrix.
- [ ] Tag `v0.8.3` and write `CHANGELOG.md` entry; then remove this section.
## 0.9.0 — Realistic buildings (weeks 31–34)
See [realistic building notes](MEMORY.md#090--realistic-buildings-weeks-3134).
### Façade system
**Suggested skills:** `blender-director`, `archviz`, `historical-worlds`, `realistic-style`, `procedural-modeling`, `geometry-nodes`, `hard-surface`, `materials`, `texture-workflow`, `uv-workflow`, `asset-optimization`, `lod-pipeline`, `export-pipeline`, `unreal-export`, `references`, `qa-review`; engine side `ue-materials-rendering`.
- [ ] **Extend the module kit beyond one order.** Art Deco, neoclassical and streamline-moderne variants on the shared 4.96 m bay: alternate window proportions, spandrel and transom bands, and the way each order terminates at the roof.
- [ ] **Build a profile library** for cornices, copings, string courses, sills and storefront surrounds, so a building is assembled from named profiles rather than ad-hoc boxes.
- [ ] **Storefront types**: recessed entry, bulkhead and kickplate, mullion spacing, transom, awning/canopy brackets, and grille/shutter variants.
- [ ] **Signage and lettering as decals.** Make painted wall lettering, blade signs and fascia panels texture and decal work with a documented projection.
- [ ] Document the system in `Art/blender/README.md` and the arc42 building block view.
### Per-building models
**Suggested skills:** `references` (reference-image-match and visual-match), `camera-cinematography` (match the photograph's angle before detail), `archviz`, `historical-worlds`, `realistic-style`, `blender-modeler`, `hard-surface`, `prop-artist` (street-level details), `materials`, `texture-workflow`, `uv-workflow`, `qa-review`, `blender-director`.
- [ ] Use a building-specific reference set for each building; retain blockouts and record buildings without references.
- [ ] Hero façade (6840): add volute capital depth, lattice grille depth, window rhythm behind the colonnade, and heavy banded rustication.
- [ ] Hero façade (6840), entrance: add doors at street level left and right of the central bay and position the column bases, entrance stairs, set-back entrance, door frames, banners and signage correctly. Keep the façade unobstructed, with no awning or temporary structure.
- [ ] El Capitan Theatre (6838): marquee, blade sign, entrance and the theatre's own elevation from its 18-frame set.
- [ ] 6800 Lee Drug and 6806–6820: add wall lettering as a decal, a moulded parapet profile, richer corner-tower stepping, and portrait panel textures.
- [ ] Acquire references for 6822 Budget and record the sources checked in `Geo/`; retain its bare blockout until references are acquired.
- [ ] Re-shoot 6806–6820 and 6800 from the south sidewalk.
- [ ] 6902, 6922 and the remaining south frontage.
- [ ] North side: TCL Chinese Theatre and Madame Tussaud's façades from their reference sets.
- [ ] Reconcile every modelled height against `Geo/tools/block_height_report.py` and record the source per building.
### Materials, UVs and performance
**Suggested skills:** `materials`, `texture-workflow`, `uv-workflow`, `lookdev`, `rendering`, `collision-proxy`, `lod-pipeline`, `asset-optimization`, `ue-materials-rendering`, `ue-testing-debugging`.
- [ ] **Measured material library**, including the hero's stone: stucco, painted render, ashlar, brick, terrazzo, glazing, bronze and steel trim, with albedo and roughness taken from the photographs rather than guessed; one Unreal material instance per surface type.
- [ ] **Texel-density rule** per building class, applied through modular UVs; lightmap UVs where required.
- [ ] **LOD chain and collision proxies** per building: UCX proxies for blocking volume, detail geometry non-colliding.
- [ ] Re-validate the 60 FPS floor at 1440p once the detail lands, and record the cost of the pass.
### Release checks
- [ ] Every building with a photograph has a review shot measured against it, with silhouette and proportion deltas recorded in `Screenshots/README.md`.
- [ ] No building carries an unverified façade; blockouts without references are listed as such in `TODO.md`.
- [ ] Every building has a collision proxy and at least one LOD.
- [ ] No surface left on a placeholder material.
- [ ] `THIRD_PARTY_NOTICES.md` covers every photographic reference used in this pass.
- [ ] Performance target still met at 1440p.
- [ ] Tag `v0.9.0` and write `CHANGELOG.md` entry; then remove this section.
## 0.10.0 — Feature freeze, public beta, license and build audit (weeks 35–38)
### Freeze and audit
**Suggested skills:** `ue-project-context` (refresh before the audit), `ue-module-build-system` (reproducible build), `ue-testing-debugging`, `qa-review`, `de-ai-writing` (`Docs/` prose).
- [ ] Freeze features; document the freeze in `CHANGELOG.md`.
- [ ] Produce a public beta build for testers.
- [ ] Complete license audit: `THIRD_PARTY_NOTICES.md`, all MPFB assets, textures, animations, vehicles, audio.
- [ ] Review Epic distribution requirements before publishing.
- [ ] Verify a fresh checkout builds and packages reproducibly.
### Release checks
- [ ] Beta feedback triaged; blockers logged for `0.10.x`.
- [ ] Tag `v0.10.0` and write `CHANGELOG.md` entry; then remove this section.
## 0.10.1 — Blocker fixes (patch)
### Patch tasks
**Suggested skills:** `ue-testing-debugging` plus the pack for the subsystem each blocker lives in (see the mapping in `AGENTS.md`); `cpp` for non-engine code.
- [ ] Fix blockers reported during the public beta.
- [ ] Tag `v0.10.1` and write `CHANGELOG.md` entry; then remove this section.
## 0.10.2 — Regression fixes (patch)
### Patch tasks
**Suggested skills:** `ue-testing-debugging`, plus the owning subsystem's pack, and `cpp` where the regression is in game code; check `MEMORY.md` for how the original defect was found.
- [ ] Fix regressions introduced by `0.9.x` fixes.
- [ ] Tag `v0.10.2` and write `CHANGELOG.md` entry; then remove this section.
## 0.10.3 — Documentation fixes (patch)
### Patch tasks
**Suggested skills:** `de-ai-writing` (prose), `ue-project-context` (verify the project facts it records), `ue-module-build-system` (verify the build and checkout steps documented).
- [ ] Update all `Docs/` for accuracy before `1.0.0`.
- [ ] Tag `v0.10.3` and write `CHANGELOG.md` entry; then remove this section.
## 1.0.0 — Stable neighborhood-scale walking/driving release (weeks 35–40)
### Final release
**Suggested skills:** `qa-review`, `references` (final visual-match sweep), `ue-testing-debugging`, `de-ai-writing` (`Docs/`), `ue-project-context` refresh.
- [ ] Complete final acceptance sweep across all `0.x` features.
- [ ] Confirm the stable, agreed game scope is met (neighborhood-scale walking and driving).
- [ ] Final build, documentation, and licensing verification.
- [ ] Tag `v1.0.0` and write `CHANGELOG.md` entry; then remove this section.