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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@@ -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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