Compact the plan and synchronize project documentation

- reduce PLAN.md from a 674-line implementation log to a 187-line product/design
  plan; keep escalation, venues, NPC/systems, controls, presentation and constraints
- refresh README for implemented venues, Blender/v2 assets, the custom test runner,
  Web target, current release state and the screenshot smoke
- update architecture for 0.6.0, the runtime art loader, Gitea CI/build/publish,
  Web deployment, six release artifacts and visual regression
- remove stale uncommitted/active-pass claims from MEMORY and point it at the
  current NPC follow-ups; move the completed documentation task to DONE
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@@ -4,8 +4,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Decisions
- The visual-alignment path/loader/verification work is complete and recorded in `DONE.md`;
the only open visual task is scene lighting/fog, held until the current realism pass lands.
- The visual-alignment path/loader/panel/HUD work and the realism lighting pass are complete and
recorded in `DONE.md`; remaining visual items are the realism follow-ups in `TODO.md`.
- `PLAN.md` is a compact product/design document, not an implementation log. Historical control
and v0.3.0 specs were folded into its Presentation and Controls section; put new step-by-step
work in `TODO.md`, not the plan.
- Editable Blender sources under `assets/models/blender_src/` are gitignored and untracked
(46 `.blend` files removed from the index on 2026-11-01); the `.gdignore` marker stays tracked.
- `screen_designs.py judge` default `google/gemini-2.5-flash-lite` worked on 2026-11-01
@@ -55,27 +58,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Handoff (read this first)
- **Status + active passes (2026-11-01, moved from `TODO.md`):** v0.6.0 shipped — the Blender
character/gear/prop library is integrated, AO maps are baked and wired, and the environment
textures are lifted to 1024² with normal maps (see `DONE.md`). Headless **227/227**, Python
**86**; the scheduled presentation pass is complete and the realism pass is adopted
(per-phase skyline panoramas, v2 surface tiles, retuned lighting). Active in `TODO.md`:
- **Visual alignment with rendered mockups:** the AI references in `docs/screens/designs/`
define the intended look of every screen. The pass reorganizes generated-image storage,
loads the proposed UI/scene art at runtime (`src/game/ui/art.gd`, `assets/images/`), and
aligns the selection screens, HUD, and scene visuals with those mockups — verified with
`screen_designs.py compare` + `judge`.
- **Realism pass** (plan: `PLAN.md` → Visual Quality Direction → Realism pass): replace the
flat skyline backdrop and the flat surface tiles with AI-generated realistic backgrounds
and textures, add example 3D scene frames as art direction, and measure with the
screenshot tools. Rule: never overwrite an existing image — new outputs get new paths
(`next_free_path` -vN suffix). Raw → `assets/textures/ai/v2/raw/` (gitignored); candidates
→ `assets/textures/ai/game_ready/v2/` (gitignored pool, only validated picks tracked,
ADR-0014); scene refs → `docs/screens/concepts/`; trials → `docs/screens/realism/<run>/`.
Realism report 2026-11-01-v2 mean judge scores: backdrop 2.6 → 3.6 (v2 day + night
skyline) → **4.0** (v2 day + dusk skyline for the Evening phase); texture detail 1.2 →
1.6–1.75; overall 1.6 → 2.0. Scores swing ±1–2 between runs (trend only); the
`characters` score moved 3.0 → 1.0 with identical NPCs, showing the noise.
- **Status (2026-11-01):** v0.6.0 is released; the post-v0.6.0 realism and visual-alignment
work is merged and pushed to `origin/main`. Headless **227/227**, Python tooling **86/86**,
`tools/check_screenshots.sh` **11 good / 0 bad**, `screen_designs.py judge` **7 match /
4 review / 0 diff**. `PLAN.md` was compacted, and README/architecture were synchronized with
the current controls, asset pipeline, CI, and release artifacts. The historical notes below
remain useful for implementation gotchas; for current tasks, use `TODO.md`.
- **Phase 2 — AI texturing (this agent, DONE 2026-11-01).** Phase 1 assets were
already in the tree (untracked) and are preserved. Generated six seamless AI
@@ -89,8 +77,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
(writes `assets/textures/npc/palette.json` via `model_pipeline.dominant_colors`).
`write_slot_textures()` now skips the albedo for slots with an AI override
(normal/ORM stay procedural). Blender `build` re-run: GLB audit ok, 1204 tris /
2488 verts, AI albedo embedded for cloth+pants. **Do not commit yet** — Phase 1
files are uncommitted; coordinate the commit with the Phase 1/3 agents.
2488 verts, AI albedo embedded for cloth+pants. Phase 2 completed and shipped with
the v0.6.0 asset library.
**Import concurrency:** a parallel agent is running
`timeout 300 godot --headless --editor --quit --path .` and then checks
`assets/models/generated/npc_base.glb.import` — treat that as the canonical
@@ -118,8 +106,6 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`game_ready` textures, generated models, NPC maps), and refreshed
dev-status / not-yet lines; `docs/architecture.md` Level 2 now lists
`npc_pipeline.py` + `asset_pipeline.py` and the confirmed-asset locations.
**Foreign, left uncommitted:** a TODO section "Bug Fix NPCs walking backwards"
from another agent — do not touch or commit it.
- Repo: `/run/media/system/DATA/Documents/06-games/security-game` (also reachable at
`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.3.stable).
@@ -239,7 +225,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
adopted (custom runner covers it without an editor plugin).
- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
## Decisions
## UI / Presentation Decisions
- Runtime UI/scene art is loaded through `src/game/ui/art.gd` (`assets/images/ui/` then `scenes/`); missing files return null so panels keep procedural fallbacks.
- Screen mockups with baked-in controls are used as backdrops plus an opaque `ArtPanel` cover, not as clickable full-screen skins.
@@ -251,7 +237,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Current State
- **v0.3.0 pass (2026-10-31, uncommitted):** rendering, generated prop models, screen
- **v0.3.0 pass (2026-10-31, historical; shipped):** rendering, generated prop models, screen
catalogue, aim-free selection. See ADR-0011 (selection) and ADR-0012 (materials/props).
- `src/game/materials.gd` (`SurfaceMaterials`) is now the single source of surface
recipes + `configure_environment()`. `GameManager.PHASE_LIGHTING` gained
@@ -301,7 +287,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`carried_items` per spawn (seeded). Tests in `src/test/tests/test_access_loadout.gd`.
- Wand shortcut is **`C`**, not `W` (`W` is walk). `radio_emergency` input map no longer includes W.
`hud.controls` / `hud.screen_first` updated.
- Control pass (in tree, uncommitted, smoke-tested): cone focus via `src/game/npc_focus.gd`,
- Control pass (historical; smoke-tested): cone focus via `src/game/npc_focus.gd`,
accel/decel, gravity only airborne, `input_locked` freeze, Esc no longer on the guard.
`NpcAvatar` in group `npc`; neck/hair/eyes/shoes; blue focus circle + `Label3D` name; `set_focus_visual`.
`src/game/ui/action_radial.gd` doughnut (LMB/Space open, A/D/arrows, Space/click confirm, Esc/RMB
@@ -313,7 +299,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
awning, and marquee are visible; step treads rise toward the door; `ShiftCoordinator` pulls the
event scheduler once per simulated second (was every physics frame → >1200 NPCs in seconds);
`GameManager.MAX_LIVE_NPCS = 16` caps live avatars.
- **Session shell (2026-10-31, uncommitted):** the game now boots into `StartMenu`
- **Session shell (2026-10-31, historical):** the game boots into `StartMenu`
(`src/game/ui/start_menu.gd`, layer 20) instead of a live shift. `GameManager._on_venue_selected()`
builds the scenario and calls `_start_shift()`; `_shift_running` gates input and `_refresh_freeze()`.
Esc with nothing open now pauses (`PauseOverlay`, layer 18) → resume / restart / settings /
@@ -328,7 +314,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`StaticBody3D` with per-tread `BoxShape3D` colliders; marquee `font_size` 160 / outline 24; focus
circle (blue disc in front of the face) + name tag 48px; `NpcAvatar.ephemeral`/`lifetime_s` despawns routine traffic
(authored events stay). Guard spawn height verified on the landing (guard_y=0.84).
- **PLAN verbs (2026-10-31, uncommitted):** the radial now has 12 slices
- **PLAN verbs (2026-10-31, historical):** the radial has 12 slices
(`Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio`).
`eye_contact` reuses the Level 1 reaction table via `_apply_interaction`. Recognition is a player
decision: `NPCController.player_recognized` + `IncidentRecorder.add_access_evidence`, and
@@ -576,9 +562,9 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Persistence tests write into the real `user://shift_results.json` (harmless local pollution of the demo history).
- macOS export required `rendering/textures/vram_compression/import_etc2_astc=true` in `project.godot` (universal build demands ETC2 ASTC enabled).
- Joke Shop `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
- Access loadout is implemented in the working tree (see Current State); do not re-fix `override_access` as if it were still unread.
- `Save.SETTINGS_FILE` is declared and unused; no mouse-sensitivity or pause menu yet.
- Headless suite is **77/77**; the windowed focus/radial smoke passes. Remaining visual follow-ups are at the top of `TODO.md`.
- Access loadout is implemented; do not re-fix `override_access` as if it were still unread.
- `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`.
- Headless suite is **227/227**; the windowed smokes, screenshot compare, and judge pass. Remaining visual follow-ups are in `TODO.md`.
- Typed spawn signal extra args: handlers must accept the 4th `event: Dictionary` or Godot will not call them (`test_shift_coordinator_runs_a_shift` failed until `_on_spawn` took four args).
- GDScript inference trap that broke the main scene: a `var` typed as a base class
(`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a
@@ -593,27 +579,25 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Open Questions
- Add a vision-model (LLM) judge on top of the screen-design comparison: pixel and
perceptual metrics cannot decide whether a screenshot's composition is correct.
- Whether the responder avatar should be playable/controllable or purely scripted.
- Localization target languages beyond English.
- macOS notarization approach for broad distribution.
## Plan vs code (re-evaluated)
## Plan vs code
On local `main` (6 commits not on origin): v0.2.1 packages, ADRs 0007–0010, asset pipeline wired to
`assets/textures/ai/game_ready/`, screenshots refreshed.
Uncommitted: `AccessLoadout`, control pass (cone, ring, radial, NPC face, named input actions),
and boot/spawn fixes. Headless 77/77; windowed smoke passes. Access-artifact and control-pass
sections moved to `DONE.md`.
Still in `TODO.md`: world follow-ups (guard float, step colliders, skyline asset, marquee size);
session shell; leftover PLAN verbs; crowd rubberneck; emergency aftermath; body-cam replay;
sit/photo/film poses; real crowd audio; Joke Shop/Studio extra events; PLAN.md says GUT/GitHub.
`PLAN.md` describes intended design; `README.md` and `DONE.md` describe what shipped. As of
2026-11-01 the playable build covers all three venues, controls, access/radio/evidence/review,
the Blender asset library, the realism pass, and the visual-alignment pass. `TODO.md` holds only
the realism follow-ups and optional future ideas. The project uses a custom headless runner, not
GUT, and Gitea Actions, not GitHub Actions.
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## Uncommitted Workstreams
- A separate realism pass is editing `PLAN.md`, `README.md`, `.gitignore`, `src/game/materials.gd`, `tools/scene_concepts.py`, `tools/test_scene_concepts.py`, `src/test/capture_realism.gd`, `assets/textures/ai/game_ready/v2/`, `docs/screens/concepts|realism/`, and regenerated Blender planter/tree assets. Do not commit or revert these while that pass is active; verify game changes in a clean `git worktree` at HEAD when its unimported textures break parsing.
- **NPC fidelity pass (2026-11-01, active):** editing the Blender NPC/gear/prop library
(`assets/models/blender/` + `manifest.json`), `src/game/game_manager.gd`, `materials.gd`,
`capture_realism.gd`, the door/flashlight and Blender tests, `tools/blender_assets.py`,
`tools/scene_concepts.py`, `tools/test_blender_assets.py`, the affected screenshots, and the
new NPC portrait concepts. Do not commit or revert these until the pass finishes; verify game
changes in a clean `git worktree` at HEAD.