Release 0.9.9: full Quaternius roster, docs, changelog, version, slimmer export filters and checksums
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zwitschi committed 2026-11-06 13:59:23 +01:00
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@@ -6,11 +6,33 @@ Semantic Versioning.
## [Unreleased]
## [0.9.9] — 2026-11-06
### Changed
- Raised the character mesh budget from 16,000 to 24,000 triangles and glTF
vertices so the Quaternius NPC base, the five-slot clothing variants and the
retargeted animation can fit without heavy decimation. Gear and prop budgets are unchanged.
vertices so the Quaternius base and the role-dressed variants fit without
heavy decimation. Gear and prop budgets are unchanged.
- Replaced the whole NPC roster with the CC0 Quaternius characters. All twelve
characters (tourist, jacket, coat, vest, dress, hoodie, firefighter, guard and
the four crowd variants) now use one of three source outfits — casual tee,
hoodie or work clothes — dressed by role with the five tint slots and the gear
library. The procedural library and the MakeHuman head remain in the build as
the fallback.
- Characters stand with their arms down instead of a T/A pose, and the seated,
idle and walking poses swing from the shoulder and hip the way the animation
code intends on the new skeleton.
- Head gear (cap, hood, sunglasses, firefighter helmet) and the camera were
resized for the new head and arm. The camera now hangs from a wrist strap
instead of a neck strap that floated next to the head.
- The backpack straps were pulled in so they sit on the chest instead of
hovering in front of it.
### Fixed
- Characters no longer render with black legs or black patches: the new base
carried a collapsed UV map that made the ambient-occlusion bake come out
black, and the roster is now unwrapped and baked correctly.
## [0.9.8] — 2026-11-04
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@@ -34,7 +34,9 @@ Versions are assigned only when a track's scope is accepted into a release. Ever
> Downloads are public (no sign-in required) since the host's instance-wide
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
>
> **Latest published: v0.9.8** — the character-development patch: the
> **Latest published: v0.9.9** — the character-roster patch: all twelve NPCs now
> use the CC0 Quaternius base with the five tint slots, role gear and baked maps.
> Superseded: v0.9.8, the character-development patch: the
> 12-character library, realistic face pass, four crowd-variety variants and the
> wrist/hip/knee deformation fixes. Previous 0.9.x patches added the
> Hollywood/Joke Shop maps, UI/accessibility polish, NPC visual optimization,
@@ -96,13 +98,14 @@ Every capture is rendered from the current build by [`tools/check_screenshots.sh
### 3D asset progress
The current character library is Blender-authored and audited before use. The active character
migration moves the NPC base to the CC0 Quaternius modular character; the sheets below show the
The character roster is built from the CC0 Quaternius bases (ADR-0017/ADR-0018) and audited
before use; the procedural library and the MakeHuman head stay as the tested fallback. The
sheets below show the
current library and will be replaced after the 12 × 6 baseline review.
| | |
| --- | --- |
| ![Eight NPC characters](docs/blender_previews/sheet_npc.jpg) | **Character library.** Eight skinned variants (4.5–5.5k triangles each) with five tint slots, attach-point gear and baked maps. |
| ![Eight NPC characters](docs/blender_previews/sheet_npc.jpg) | **Character library.** Twelve role-dressed variants (4.5–6.4k triangles each) on three CC0 Quaternius bases, with five tint slots, attach-point gear and baked maps. |
| ![Prop library](docs/blender_previews/sheet_props.jpg) | **Street and venue props.** Twenty library props with colliders, navigation avoidance and colour atlases. |
| ![Neutral NPC baseline](docs/blender_previews/sheet_npc_baseline.jpg) | **Neutral baseline.** 8 characters × 6 views (front, three-quarter, profile, back, full body, crowd) used for the 0.9.4 pass and the current re-evaluation. |
| ![Texture refinement comparison](docs/blender_previews/sheet_texture_refinement_0.9.5.jpg) | **Texture refinement.** 128 → 256 px NPC maps and a 4× fabric weave, shown before/after on the same camera. |
@@ -133,7 +136,7 @@ decisions are recorded as ADRs in [`docs/adr/`](docs/adr/).
## Tech Stack
- **Engine:** Godot 4.7.2 · **Language:** GDScript
- **NPCs:** Blender-authored skinned library (`assets/models/blender/`) with procedural fallbacks; Quaternius CC0 base migration in progress; lightweight FSMs on `NpcProfile`
- **NPCs:** CC0 Quaternius skinned library (`assets/models/blender/`, ADR-0018) with a tested procedural fallback; lightweight FSMs on `NpcProfile`
- **World:** procedural `WorldBuilder` + generated prop models
- **Art:** v2 skyline/surface textures in `assets/textures/ai/game_ready/v2/picks/`; UI/scene art in `assets/images/`
- **Asset tooling:** `asset_pipeline.py`, `model_pipeline.py`, `npc_pipeline.py`, `blender_assets.py`, `scene_concepts.py`, `screen_designs.py`, `check_screenshots.sh`
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@@ -142,11 +142,22 @@ render about 2.5 min.
## Characters
All library variants, including the incoming Quaternius-derived base, share the
All library variants share the
[character and gear asset contract](architecture.md#character-and-gear-asset-contract):
`npc_base` mesh node, required 13 core bones (optional extras allowed), five
tint slots, +Z visual front, 24,000/24,000 character budget and the same 256²
slot-map/AO rules. Role selection and look notes:
`npc_base` mesh node, five tint slots, +Z visual front, 24,000/24,000 character budget and the
same 256² slot-map/AO rules. The shipped roster is on the 62-joint Quaternius skeleton
(ADR-0018); the procedural fallback built by `build --source procedural` keeps the 13 core bones.
Both are accepted by `audit`, `inspect`, the runtime bone map and the tests.
The three Quaternius sources (`casual`, `hoodie`, `worker`) live in
`assets/models/blender_src/quaternius/` as build inputs. `build` (default
`--source quaternius`) does a two-pass bake per character: a cached T-pose round trip that joins
without welding, maps the upstream materials onto the five slots and unwraps the degenerate
source UVs, then an arm-down rest bake exported with `export_apply=False`. The per-character slot
map, triangle counts and measurements are in
[`npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap`](npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap).
Role selection and look notes (tint + gear now carry the role, not the mesh):
| Character | `layer_for()` / look | Suggested roles | Preview gear |
| --- | --- | --- | --- |
@@ -165,6 +176,11 @@ colour texture. The current `_apply_outfit_materials()` sets
`albedo_color = WHITE` on any slot it does not recognise, and these keep their
colour through that. When integrating, tint only the five contract slots.
**Head gear fit.** Head gear is authored for the shipped Quaternius head:
`HEAD_GEAR_SCALE = 0.64` (0.201 m base head against the 0.315 m procedural one) and
`HEAD_GEAR_LIFT = 0.07` (its centre sits higher). The procedural fallback therefore wears slightly
undersized caps — cosmetic and fallback-only.
**Runtime tint notes (implemented).** Only the five contract slots are tinted;
fixed detail materials keep their authored colour. On `npc_vest` the vest is the
fixed `hivis` material and `cloth` is the undershirt, so the yellow override is
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@@ -34,11 +34,14 @@ and the active order/gaps in [`TODO.md`](../TODO.md).
## Known gaps
- External first-time-player sessions and balance sweeps are not completed.
- The Quaternius NPC base is wired for one character (`npc_casual`): arm-down rest, five tint
slots, unwrapped UVs, 62-joint rig at source proportions, Idle/Walk/Sit pose code, 6,206 tris.
The remaining `0.9.9` blocker is the owner face/silhouette decision
(`docs/screens/npc-face-gate/`); the full 12-role roster rollout is `0.9.10`. The other eleven
characters stay procedural with the MakeHuman head until that decision lands.
- The Quaternius roster is shipped (`0.9.9`): all twelve characters are baked from the three CC0
sources (casual tee, hoodie, work clothes), 4,458–6,424 triangles each, 62-joint rig at source
proportions, arm-down rest, five tint slots, unwrapped UVs and baked 256² AO. The procedural
library and the MakeHuman head remain the tested fallback.
- Roster silhouette variety is narrower than the procedural library (three meshes for twelve
roles, differentiated by tint and gear) until the modular part library is added.
- Head gear is authored for the shipped Quaternius head; the procedural fallback therefore wears
slightly undersized caps. Cosmetic, fallback-only.
- Accessibility/localization acceptance, target-hardware profiling, macOS
signing/notarization and AI/storefront legal approval remain open.
- Live 3D replay, recorded VO/music, more venues and seasonal content are future
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@@ -238,6 +238,47 @@ Two source quirks shaped the bake:
The face and silhouette gate sheet is in [`screens/npc-face-gate/`](screens/npc-face-gate/README.md).
## Shipped roster (0.9.9, owner chose the full swap)
Every public character name is baked from one of the three CC0 sources. The build is
`tools/blender_assets.py build` (default `--source quaternius`); the sources live in
`assets/models/blender_src/quaternius/` and the geometry pipeline is two passes:
1. `_quaternius_tpose_glb()` — import, drop the Icosphere helper, join **without welding**,
repoint the upstream materials onto the five tint slots, Smart-UV-unwrap + repack, export an
intermediate T-pose GLB. The round trip also normalises the mirrored upstream bone rolls,
which is what makes the next pass symmetric.
2. `_bake_quaternius_rest()` — pose `UpperArm.L/R` -90° local X, read the posed matrices, apply
the Armature modifier, reset the pose, write the rest matrices, re-add the modifier, export
with `export_apply=False`.
Then `tools/bake_ao.py --only <name>`.
| Character | Source | Tris | Material slots |
| --- | --- | --- | --- |
| `npc_casual` | hoodie | 6,206 | skin, cloth, pants, hair, accessory + Eye, Eyebrows |
| `npc_jacket` | casual | 6,424 | five slots + eyes/brows |
| `npc_coat` | hoodie | 6,206 | five slots + eyes/brows |
| `npc_vest` | worker | 5,240 | five slots + hivis vest/hat, eyes, moustache |
| `npc_dress` | casual | 6,424 | five slots + eyes/brows |
| `npc_hoodie` | hoodie | 6,206 | five slots + eyes/brows |
| `npc_firefighter` | worker (vest + hat dropped) | 4,458 | five slots + eyes, moustache |
| `npc_guard` | worker (vest + hat dropped) | 4,458 | five slots + eyes, moustache |
| `npc_crowd_a` | casual | 6,424 | five slots + eyes/brows |
| `npc_crowd_b` | casual | 6,424 | five slots + eyes/brows |
| `npc_crowd_c` | hoodie | 6,206 | five slots + eyes/brows |
| `npc_crowd_d` | worker (vest + hat dropped) | 4,458 | five slots + eyes, moustache |
Source slot maps (`QUATERNIUS_SOURCES`): the `casual` tee is `Skin`/`White`/`Orange`/`Grey`/
`Hair_Blond`; the hoodie is `Skin`/`Purple`/`LightBlue`/`Hair`/`White`; the worker is `Skin`/
`LightBrown`/`Brown`+`Brown2`/`Grey`+`Black`/`Eyebrows`. Everything not in the map keeps its
authored colour (eyes, brows, moustache, hivis vest and hard hat), so the contract still holds if
upstream adds a material — it shows up as an extra fixed-colour slot instead of vanishing.
Head gear is authored for this head: `HEAD_GEAR_SCALE = 0.64` and `HEAD_GEAR_LIFT = 0.07` map the
0.315 m procedural head onto the 0.201–0.214 m Quaternius head. The procedural fallback therefore
wears slightly small hats.
## Contract mismatch
The expensive part is the rig and proportions, not the mesh. The source has a
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@@ -8,7 +8,7 @@ dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
exclude_filter="tmp/*, tmp/**, build/*, build/**, docs/*, docs/**, tools/*, tools/**, src/test/*, src/test/**, .agents/*, .agents/**, packaging/*, packaging/**"
export_path="build/gig-line-linux.x86_64"
patches=PackedStringArray()
encryption_include_filters=""
@@ -39,7 +39,7 @@ dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
exclude_filter="tmp/*, tmp/**, build/*, build/**, docs/*, docs/**, tools/*, tools/**, src/test/*, src/test/**, .agents/*, .agents/**, packaging/*, packaging/**"
export_path="build/gig-line-windows.exe"
patches=PackedStringArray()
encryption_include_filters=""
@@ -75,7 +75,7 @@ dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
exclude_filter="tmp/*, tmp/**, build/*, build/**, docs/*, docs/**, tools/*, tools/**, src/test/*, src/test/**, .agents/*, .agents/**, packaging/*, packaging/**"
export_path="build/gig-line-macos.zip"
patches=PackedStringArray()
encryption_include_filters=""
@@ -114,7 +114,7 @@ dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
exclude_filter="tmp/*, tmp/**, build/*, build/**, docs/*, docs/**, tools/*, tools/**, src/test/*, src/test/**, .agents/*, .agents/**, packaging/*, packaging/**"
export_path="build/web/index.html"
patches=PackedStringArray()
encryption_include_filters=""
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@@ -12,7 +12,7 @@ config_version=5
config/name="Gig Line"
config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
config/version="0.9.8"
config/version="0.9.9"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.7", "GL Compatibility")
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@@ -90,5 +90,9 @@ echo ""
echo "Artifacts:"
ls -la build/*"${VERSION}"*
echo ""
echo "Checksums:"
shasum -a 256 build/*"${VERSION}"* > "build/SHA256SUMS-${VERSION}.txt"
cat "build/SHA256SUMS-${VERSION}.txt"
echo ""
echo "Upload to: https://git.allucanget.biz/zwitschi/security-game/releases"
echo "See docs/RELEASING.md for the full release checklist."