Complete PRIORITY: release v0.2.0 published by CI; document download sign-in caveat
- Tag v0.2.0 pushed; Gitea Actions build job exported Linux/Windows/macOS and published the release via the host's GITEA_TOKEN secret (CI run 1095: 'Release live: .../releases/tag/v0.2.0', Job succeeded) - Verified tag page + /releases are public (HTTP 200); anonymous asset downloads require sign-in on the host (tracked as host-config follow-up) - TODO cleaned per AGENTS.md; PRIORITY section moved to DONE.md - README Downloads notes v0.2.0 live + sign-in caveat; MEMORY updated
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@@ -173,6 +173,18 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
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- [x] `config/version` → `0.2.0`; `build/` artifacts rebuilt and Linux binary smoke-tested.
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- [x] New world/lighting headless tests (56 total).
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## 🔴 PRIORITY — Ship downloadable builds (complete 2026-10-31)
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- [x] Install Godot 4.3 export templates locally.
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- [x] `./tools/build_releases.sh` produces Linux/Windows/macOS artifacts (0.2.0).
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- [x] Linux binary smoke-tested (headless, 0 script errors).
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- [x] Publish the release: no local token needed — the host has the `GITEA_TOKEN` secret, so
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pushing the `v0.2.0` tag made CI export all three platforms and publish automatically
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(CI log run 1095: `Release live: …/releases/tag/v0.2.0`, Job succeeded).
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- [x] Confirm links resolve: tag page and `/releases` return HTTP 200 publicly.
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Follow-up: anonymous **asset downloads** require sign-in on this host (host setting).
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- [x] CI packaging follow-up was already live (`.gitea/workflows/build.yml` on tags).
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## 🎮 Assets & detailed graphics pass (textures, rigs, UI feedback)
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- [x] Authored texture set via `tools/generate_textures.py` (deterministic PIL): brick facade,
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@@ -15,7 +15,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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## Current State
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- Core simulation, three scenarios, headless tests (**52 passing**), and a first-person prototype with interaction HUD, access inspection, radio (assist + emergency hold-to-confirm), debug overlay, and shift review are implemented and green.
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- **Release v0.2.0 is LIVE**: pushing the `v0.2.0` tag made Gitea Actions run the build job
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and publish automatically (host has the `GITEA_TOKEN` secret). Tag page and `/releases` are
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public (HTTP 200). Caveat: anonymous **asset downloads** redirect to login on this host
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(host setting — tracked in TODO). Future releases = bump `config/version`, `git tag vX.Y.Z`,
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push. No local token needed.
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- Core simulation, three scenarios, headless tests (**57 passing**), and a first-person prototype with interaction HUD, access inspection, radio (assist + emergency hold-to-confirm), debug overlay, and shift review are implemented and green.
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- NPC avatars now walk to per-intent waypoints (`VenueScenario.waypoint_for_intent`): enter/trespass/deliver/arrive → entrance, photo/film/perform/wander/roam → sidewalk, sit → steps_end. `NpcAvatar.setup` takes an explicit `door_position`.
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- Returning-trespasser behavior: `NpcProfile.return_probability` (trespasser 0.6, mental-crisis 0.4, others 0). `NPCController._maybe_schedule_return()` moves a directed-away NPC to `LOITERING_DISTANT`; `tick_return(delta)` fires after 20-60s and transitions back to `APPROACH`. `NpcAvatar._advance_fsm` re-targets the door on return.
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- Perception pass: `NPCController.perceive_guard(distance)` returns `{noticed, band, reaction}` with bands `unaware` (>6m), `aware` (2-6m), `near` (<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY. `GameManager._perception_pass()` feeds real guard distance each physics tick and logs first-time notice.
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@@ -26,9 +26,13 @@ The central design goal is simple:
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**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
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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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> **Latest: v0.2.0** (2026-10-31) — built and published by Gitea Actions from the
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> `v0.2.0` tag. Releases are built automatically when a `vX.Y.Z` tag is pushed
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> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
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> `./tools/build_releases.sh`.
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>
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> Note: on this host, downloading release files currently requires sign-in;
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> the page and tag URLs are public.
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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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@@ -1,18 +1,10 @@
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# TODO
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## 🔴 PRIORITY — Ship downloadable builds (so the README Downloads links work)
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## Distribution follow-up (host config, no code work)
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Goal: users hitting the README **Downloads** section can download a playable version from
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`https://git.allucanget.biz/zwitschi/security-game/releases`.
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- [x] Install Godot 4.3 export templates locally.
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- [x] `./tools/build_releases.sh` produces Linux/Windows/macOS artifacts (built for 0.2.0).
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- [x] Linux binary smoke-tested (headless, 0 script errors).
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- [ ] Publish the release — **blocked on `GITEA_TOKEN`**: once the token is available run
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`GITEA_TOKEN=... ./tools/publish_release.sh 0.2.0`, or (if the repo secret is already set
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on the host) push the `v0.2.0` tag and let CI publish via `.gitea/workflows/build.yml`.
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- [ ] Confirm the README Downloads links resolve: check
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`https://git.allucanget.biz/zwitschi/security-game/releases` and download one artifact.
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- [ ] Asset downloads currently require sign-in on the host (`/releases/download/…` redirects to
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login). Decide with the host admin: open repo visibility / `REQUIRE_SIGNIN_VIEW=false` or
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accept sign-in-required downloads. Pages and the tag page are already public (HTTP 200).
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## Future Systems (design-level backlog)
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