Detailed graphics pass: authored textures, humanoid NPCs, HUD feedback, asset pipeline
- tools/generate_textures.py (deterministic PIL) produces all authored PNGs: brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art (all <=1024px, power-of-two) - WorldBuilder: textured facade/glass door/sidewalk/asphalt, striped awning with 'STEP LINE', generated skyline backdrop planes - GameManager: soft sun shadows (4-split parallel); guard in 'guard' group - NPC avatars: humanoid rig (torso/head/limbs) with archetype props (camera, delivery box, performer hat, protest sign, tourist backpack), procedural walk bob, head-turns-toward-guard attention cue - HUD: inspection artifact cards, mode icons (flashlight/door/wand), per-escalation vignette, body-camera overlay (corner brackets + REC + clock) - assets/ import convention documented; test_asset_textures_present_and_pow2 guards the pipeline (57 tests pass) - README tech stack updated for Gitea Actions + asset pipeline; screenshot gallery regenerated (day + night)
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@@ -51,6 +51,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/
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trees, NPC per-seed variation. capture_screenshots.gd shoots day + fast-forwarded LATE night
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(6 shots in docs/screenshots/). Version bumped to 0.2.0; binaries rebuilt.
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- Assets pipeline: `python3 tools/generate_textures.py` produces all authored PNGs under
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`assets/textures/` (≤1024px, pow2); regenerate after changing the script, then run
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`godot --headless --import` before tests. 57 headless tests guard the pipeline.
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- Detailed graphics: textured facade/awning/skyline, humanoid NPC rigs + props + walk bob +
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attention head-turn, inspection artifact cards, mode icons, escalation vignette, body-cam
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overlay (REC + shift clock). Screenshot set regenerated (`docs/screenshots/`, day + night).
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- NOTE: collaborators occasionally add uncommitted work to this shared tree (e.g. the radio
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easter egg); check `git status` before committing and leave foreign changes untouched unless asked.
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@@ -72,3 +78,5 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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## Plan vs TODO Gaps (evaluated 2026-10-31, all resolved)
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All previously identified gaps are now implemented and covered by tests/smoke items: PROTESTER archetype, door lock/secure, flashlight, CALL_SOMEONE reaction, LATE phase fix, shift-result persistence, NavigationAgent3D movement, and JSON-backed localization. Remaining backlog lives in `TODO.md`.
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