Record the v0.9.5 release build
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@@ -1879,3 +1879,81 @@ unexplained regressions. Accepted limits: hand items use the forward-offset open
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a finger-curl rig; fabric folds stay out of the low-poly target; the >26 m impostor remains a
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two-quad billboard; evening readability is represented by the day/night/LATE final-context set.
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Tagged `v0.9.4`; Gitea run 916 passed checks and the full build and published seven assets.
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## Patch 0.9.5 — Texture and material refinement
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Goal: improve close-range surface and character texture quality while keeping GL
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Compatibility/Web parity, deterministic assets and offline CI.
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### Environment textures and materials
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- [x] Audit the v2 picks (brick, sidewalk pavers, dry/wet asphalt, awning canvas,
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day/dusk/night skylines) at close range and in the entrance/street shots for
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seams, tiling, scale, contrast and normal-map strength. (New `surfaces` and
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`surfaces_joke` capture stages; no seam or UV-scale failures found.)
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- [x] Refine brick mortar/wear, paver joints/stains, asphalt aggregate/wet response
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and awning weave using the existing image/asset tooling; never overwrite a
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pick, use `-vN` candidates and promote validated results. (The Walk of Fame
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band now uses the paver/terrazzo texture; the neighbour awning keeps its
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cream stripe via a neutral tint and 4× UV. Brick/asphalt picks held up.)
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- [x] Check UV scales and material roughness/metallic profiles; keep day/night
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phase behavior and the wet-street transition intact. (Profiles and UV
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scales passed; dry/wet asphalt and phase switching unchanged.)
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- [x] Review distant skyline haze and foliage/planter surfaces against the concept
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references; fix obvious flatness without regressing readability. (Added
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world-height haze fade to the skyline shader; foliage/planters stayed
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stylized and readable, so no mesh change.)
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### Character and prop textures
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- [x] Audit NPC skin, cloth, pants, hair and gear albedo/normal/AO maps in portraits;
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refine fabric weave, skin variation and fixed detail materials. (256² maps rebuilt; fabric
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now uses a 4× UV weave and skips baked per-character AO, removing the portrait blotches;
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skin/hair/gear keep AO. Comparison `sheet_npc_baseline_compare-texuv.jpg`.)
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- [x] Re-bake AO where geometry changes; verify the 256² maps and material wiring.
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(No character geometry changed in the texture pass; asset/base audits pass.)
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- [x] Audit library props and UI/card/icon textures at their actual screen sizes;
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remove blurry/oversized or unused textures where safe. (All 21 screen-art
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textures are 1280×720 and referenced; access cards are 256×128, HUD icons
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64×64; no oversized or unused runtime texture found. Legacy root textures
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remain only as the `generate_textures.py`/asset-test fallback.)
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- [x] Run texture audits, import, and the full asset test suite; record texture memory
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and triangle/draw-call impact. (Godot 263/263, Python 101/101; asset and base
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audits pass; 24 NPCs = 168 meshes / 131,616 triangles / 6.94 ms. Compressed
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payloads: picks 24.55 MB, UI art 22.67 MB, NPC maps 0.48 MB.)
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### Visual verification
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- [x] Run `python3 tools/scene_concepts.py realism` for the affected stages with the
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judge enabled; record metric gaps and model/spend. (Run
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`docs/screens/realism/2026-11-02-tex` with `z-ai/glm-5.3-flash`, one pass per
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shot; mean `after` overall 1.8, lighting 2.3, materials 1.8, texture 1.2,
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backdrop 2.0, characters 1.2, Pillow gap 0.306. The judge is optional and not
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a CI gate; the report stays local.)
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- [x] Re-run `tools/check_screenshots.sh` and the screen-design judge; clear all
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`diff` verdicts. (21 good / 0 bad; `screen_designs.py judge` = 21/21 match,
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0 review, 0 diff.)
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- [x] Capture before/after close-ups for brick, pavement, asphalt, character cloth
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and skyline; document accepted trade-offs. (Committed
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`docs/blender_previews/sheet_texture_refinement_0.9.5.jpg`: Walk of Fame
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pavers, asphalt aggregate, limestone facade, day skyline haze and NPC cloth;
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asphalt/limestone picks intentionally held, no replacement.)
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- [x] Update asset docs and the changelog/status with the promoted texture versions.
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(README/PLAN/architecture/status/MEMORY and the 0.9.5 changelog entry now
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carry the texture results; the 0.9.5 section moved to `DONE.md` after the
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release build.)
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Completed 2026-11-02: all 0.9.5 texture and material checks are closed. The NPC
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base and eight library characters use 256² maps, cloth/pants use the 4× fabric
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weave without baked-AO blotches, the Walk of Fame band uses the paver/terrazzo
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texture, the neighbour awning keeps its cream stripe, and the skyline fades into
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per-phase haze. Godot is 263/263, Python tooling 101/101, `blender_assets.py
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audit`/`fit` and `npc_pipeline.py audit` pass, the 24-NPC headless smoke is
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6.94 ms (168 meshes / 131,616 triangles), the 48-frame baseline and 96-frame
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final-context review pass, `check_screenshots.sh` is 21 good / 0 bad, and the
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screen-design judge is 21/21 match. The optional realism judge ran with
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`z-ai/glm-5.3-flash` (mean overall 1.8, Pillow gap 0.306) and its report remains
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local; the committed comparison sheet is
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`docs/blender_previews/sheet_texture_refinement_0.9.5.jpg`. Tagged `v0.9.5`;
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Gitea run 922 passed checks and the full build and published seven assets.
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