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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@@ -29,7 +29,7 @@ The central design goal is simple:
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> Releases are built automatically by Gitea Actions when a `vX.Y.Z` tag is
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> pushed (see [`docs/RELEASING.md`](docs/RELEASING.md)). Manual builds are
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> produced with `./tools/build_releases.sh`.
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>
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> macOS builds are unsigned: right-click → Open, or clear the quarantine with
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> `xattr -dr com.apple.quarantine step-line-macos.zip`. Build instructions and
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> the release pipeline live in [`docs/RELEASING.md`](docs/RELEASING.md).
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@@ -129,8 +129,9 @@ The architecture maps onto Godot 4 nodes, scenes, and custom resources as descri
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- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D`
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- **NPC behavior:** Custom lightweight finite state machines driven by `NpcProfile` resources
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- **UI and audio:** Godot `Control` nodes, themes, audio buses, and `AudioStreamPlayer` nodes
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- **Art assets:** authored PNGs in `assets/textures/` (≤1024px, power-of-two) produced by `tools/generate_textures.py` and imported by Godot; structural geometry stays procedural (`WorldBuilder`)
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- **Testing:** GUT (Godot Unit Test) in headless mode
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- **Source control:** git with GitHub Actions for headless tests and later desktop exports
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- **Source control:** git on a Gitea host with Gitea Actions (`.gitea/workflows/build.yml`) for headless tests and desktop release builds
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- **Targets:** Windows, Linux, and macOS desktop first; web later
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### Setup
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@@ -205,8 +206,9 @@ Implemented so far:
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- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
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- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
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- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
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- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
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Not yet implemented: body-camera replay timeline, full 10-15 minute shift lengths, venue selection startup menu, editor-based GUT integration, and RefCounted cycle cleanup (see `TODO.md`).
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Not yet implemented: body-camera replay timeline, full 10-15 minute shift lengths, venue selection startup menu, editor-based GUT integration, RefCounted cycle cleanup, and crowd performance profiling/LOD (see `TODO.md`).
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### Smoke Test Checklist
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