Record the v0.9.5 release build
This commit is contained in:
1 parent
4bc6390e9f
commit
0044f5f065
5 files changed
+91
-70
No files matched your search
@@ -47,71 +47,8 @@ release-candidate foundation, not yet a 0.10.0 release candidate.
|
||||
**Current priority:** map optimization, the **pre-build NPC revisit**, the
|
||||
**0.9.3 UI polish**, **0.9.4 NPC visual optimization** and **0.9.5 texture
|
||||
refinement** passes are complete (all moved to `DONE.md` on 2026-11-02).
|
||||
0.9.6 integration and the 0.10.0 release candidate are queued. The source
|
||||
version is now 0.9.5.
|
||||
|
||||
## Patch 0.9.5 — Texture and material refinement
|
||||
|
||||
Goal: improve close-range surface and character texture quality while keeping GL
|
||||
Compatibility/Web parity, deterministic assets and offline CI.
|
||||
|
||||
### Environment textures and materials
|
||||
|
||||
- [x] Audit the v2 picks (brick, sidewalk pavers, dry/wet asphalt, awning canvas,
|
||||
day/dusk/night skylines) at close range and in the entrance/street shots for
|
||||
seams, tiling, scale, contrast and normal-map strength. (New `surfaces` and
|
||||
`surfaces_joke` capture stages; no seam or UV-scale failures found.)
|
||||
- [x] Refine brick mortar/wear, paver joints/stains, asphalt aggregate/wet response
|
||||
and awning weave using the existing image/asset tooling; never overwrite a
|
||||
pick, use `-vN` candidates and promote validated results. (The Walk of Fame
|
||||
band now uses the paver/terrazzo texture; the neighbour awning keeps its
|
||||
cream stripe via a neutral tint and 4× UV. Brick/asphalt picks held up.)
|
||||
- [x] Check UV scales and material roughness/metallic profiles; keep day/night
|
||||
phase behavior and the wet-street transition intact. (Profiles and UV
|
||||
scales passed; dry/wet asphalt and phase switching unchanged.)
|
||||
- [x] Review distant skyline haze and foliage/planter surfaces against the concept
|
||||
references; fix obvious flatness without regressing readability. (Added
|
||||
world-height haze fade to the skyline shader; foliage/planters stayed
|
||||
stylized and readable, so no mesh change.)
|
||||
|
||||
### Character and prop textures
|
||||
|
||||
- [x] Audit NPC skin, cloth, pants, hair and gear albedo/normal/AO maps in portraits;
|
||||
refine fabric weave, skin variation and fixed detail materials. (256² maps rebuilt; fabric
|
||||
now uses a 4× UV weave and skips baked per-character AO, removing the portrait blotches;
|
||||
skin/hair/gear keep AO. Comparison `sheet_npc_baseline_compare-texuv.jpg`.)
|
||||
- [x] Re-bake AO where geometry changes; verify the 256² maps and material wiring.
|
||||
(No character geometry changed in the texture pass; asset/base audits pass.)
|
||||
- [x] Audit library props and UI/card/icon textures at their actual screen sizes;
|
||||
remove blurry/oversized or unused textures where safe. (All 21 screen-art
|
||||
textures are 1280×720 and referenced; access cards are 256×128, HUD icons
|
||||
64×64; no oversized or unused runtime texture found. Legacy root textures
|
||||
remain only as the `generate_textures.py`/asset-test fallback.)
|
||||
- [x] Run texture audits, import, and the full asset test suite; record texture memory
|
||||
and triangle/draw-call impact. (Godot 263/263, Python 101/101; asset and base
|
||||
audits pass; 24 NPCs = 168 meshes / 131,616 triangles / 6.94 ms. Compressed
|
||||
payloads: picks 24.55 MB, UI art 22.67 MB, NPC maps 0.48 MB.)
|
||||
|
||||
### Visual verification
|
||||
|
||||
- [x] Run `python3 tools/scene_concepts.py realism` for the affected stages with the
|
||||
judge enabled; record metric gaps and model/spend. (Run
|
||||
`docs/screens/realism/2026-11-02-tex` with `z-ai/glm-5.3-flash`, one pass per
|
||||
shot; mean `after` overall 1.8, lighting 2.3, materials 1.8, texture 1.2,
|
||||
backdrop 2.0, characters 1.2, Pillow gap 0.306. The judge is optional and not
|
||||
a CI gate; the report stays local.)
|
||||
- [x] Re-run `tools/check_screenshots.sh` and the screen-design judge; clear all
|
||||
`diff` verdicts. (21 good / 0 bad; `screen_designs.py judge` = 21/21 match,
|
||||
0 review, 0 diff.)
|
||||
- [x] Capture before/after close-ups for brick, pavement, asphalt, character cloth
|
||||
and skyline; document accepted trade-offs. (Committed
|
||||
`docs/blender_previews/sheet_texture_refinement_0.9.5.jpg`: Walk of Fame
|
||||
pavers, asphalt aggregate, limestone facade, day skyline haze and NPC cloth;
|
||||
asphalt/limestone picks intentionally held, no replacement.)
|
||||
- [x] Update asset docs and the changelog/status with the promoted texture versions.
|
||||
(README/PLAN/architecture/status/MEMORY and the 0.9.5 changelog entry now
|
||||
carry the texture results; the 0.9.5 section moved to `DONE.md` after the
|
||||
release build.)
|
||||
0.9.6 integration and the 0.10.0 release candidate are next. The source version
|
||||
is now 0.9.5; the v0.9.5 release is published.
|
||||
|
||||
## Postponed — Patch 0.9.6 — Integration, performance and judge gate
|
||||
|
||||
|
||||
Reference in new issue
Block a user