Reorganize docs into category folders and drop the retired head-review page
Group the top-level docs into docs/project, docs/design, docs/assets and docs/process, each with its own README index. Delete the superseded docs/screens/head-review page and sheets. Rewrite every markdown link, absolute docs path and tool/test reference to the new locations, fix the pre-existing broken anchors and remove the dead Joke Shop photo-board link. check_docs OK, Python tooling 167/167.
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@@ -137,7 +137,7 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
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- [x] Commit `export_presets.cfg` with Linux, Windows, and macOS desktop presets.
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- [x] Add `tools/build_releases.sh` for headless release exports.
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- [x] Add `docs/RELEASING.md` with template installation, build, and Gitea release steps.
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- [x] Add `docs/process/RELEASING.md` with template installation, build, and Gitea release steps.
|
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- [x] Add a prominent **Downloads** section at the top of `README.md` linking to the release page.
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- [x] Add `tools/publish_release.sh` (Gitea API release + asset upload, requires `GITEA_TOKEN`).
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|
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@@ -149,7 +149,7 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
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- [x] Tag builds automatically publish the Gitea release via `tools/publish_release.sh` using
|
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the `GITEA_TOKEN` secret.
|
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- [x] Remove the old `.github/workflows/ci.yml` to avoid double runs on hosts scanning both paths.
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- [x] Document the CI flow in `docs/RELEASING.md`.
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- [x] Document the CI flow in `docs/process/RELEASING.md`.
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|
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## Gameplay — Venue selection
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|
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@@ -249,7 +249,7 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
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service; ~2 min of retry timeouts per run; Godot import is fast without it).
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- [x] Add `GODOT_SILENCE_ROOT_WARNING=1` to both jobs.
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- [x] Confirmed in run 1090: zero `CacheService` lines, 54/54 tests pass, job succeeds.
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- [x] Document the cache situation and re-enable path in `docs/RELEASING.md`.
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- [x] Document the cache situation and re-enable path in `docs/process/RELEASING.md`.
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- [x] Ignore runner logs in `.gitignore` (`.gitea/logs/`).
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## Gameplay — Venue door-staff dialogue
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@@ -660,7 +660,7 @@ produces a 63 MB static bundle and it serves locally with HTTP 200s for html/was
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- [x] Publish the web zip with the desktop artifacts (`tools/publish_release.sh`).
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- [x] Cover the preset, the non-threaded choice, and the release wiring in
|
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`src/test/tests/test_web_export.gd`.
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- [x] Document the artifact in `docs/RELEASING.md`, the README gallery/status, and `PLAN.md`.
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- [x] Document the artifact in `docs/process/RELEASING.md`, the README gallery/status, and `PLAN.md`.
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## Prop Texture Atlas
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@@ -909,7 +909,7 @@ Goal: replace the outdated flat skyline backdrop (`assets/textures/skyline.png`,
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with dot windows) and the flat-looking surface tiles with AI-generated, more realistic
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backgrounds and textures. Add a larger set of example 3D scene images as art direction, and
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measure the in-game result against that target with the screenshot tools. Plan:
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[`PLAN.md` → Visual Quality Direction → Realism pass](PLAN.md#realism-pass).
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[`PLAN.md` → Visual Quality Direction → Realism pass](PLAN.md#presentation-and-controls).
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**Rule for every step: never overwrite an existing image.** New outputs get new paths. When a
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path is taken, the tools pick the next free `-vN` suffix. Raw AI output stays on disk under
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@@ -1047,7 +1047,7 @@ reports to `docs/screens/realism/<run>/`.
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`docs/screens/realism/2026-11-01-adopt/` (3 judge repeats per shot) gives a like-for-like
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improvement on every sub-score: overall 0.8→1.0, lighting 0.8→1.0, materials 0.8→1.0,
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texture 0.8→1.0, backdrop 0.6→1.6, and the Pillow metric gap 0.444→0.348.
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- [x] Update `README.md` (tool usage + gallery), `MEMORY.md` and `docs/architecture.md`.
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- [x] Update `README.md` (tool usage + gallery), `MEMORY.md` and `docs/project/architecture.md`.
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## Realism Follow-ups — Lighting, Flashlight, NPC Detail
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@@ -1087,7 +1087,7 @@ Completed 2026-11-01. The follow-ups left over after the texture/skyline adoptio
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bridge and tip, ears with lobes, and split upper/lower lips. Hands have four fingers plus a
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thumb, and every sleeve ends in a cuff ring.
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- [x] Raised `CHAR_MAX_VERTS` 4000 → **5000** (documented in the code and
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`docs/blender-assets.md`) after measuring 16 avatars at ~6.9 ms of a 50 ms frame on a single
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`docs/assets/blender-assets.md`) after measuring 16 avatars at ~6.9 ms of a 50 ms frame on a single
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skinned mesh, so `npc_coat` fits at 4807 vertices; the character range is now 3,974–5,026
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triangles and 3,744–4,807 vertices. Body decimation 0.36 → 0.26.
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- [x] Rebuilt all 8 variants and re-baked their AO maps (`assets/models/blender/npc/*_ao.png`),
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@@ -1114,14 +1114,14 @@ Completed 2026-11-01.
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- [x] Decide the canonical runtime image root (`assets/images/` for UI/scene art): recorded in
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`MEMORY.md` and [ADR-0014](docs/adr/0014-runtime-image-root.md).
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- [x] Move the reference mockups from `docs/screens/designs/` into the runtime root (keep `docs/screens/designs/` as a docs-only copy or replace it with the new path).
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- [x] Document one convention for game vs reference vs development images across `assets/textures/`, `assets/images/`, `assets/models/generated/`, `docs/screenshots/`, and `docs/screens/designs/` (in `docs/architecture.md`, ADR-0014).
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- [x] Document one convention for game vs reference vs development images across `assets/textures/`, `assets/images/`, `assets/models/generated/`, `docs/screenshots/`, and `docs/screens/designs/` (in `docs/project/architecture.md`, ADR-0014).
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- [x] Re-run `godot --headless --path . --import` to regenerate `.import` sidecars after any move.
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- [x] Confirm `.gitignore` still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout; Blender `.blend` sources are now untracked and ignored.
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### Documentation path updates
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- [x] Update `README.md` paths (screen-designs section, confirmed-assets links, the `assets/images/scenes` resize example).
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- [x] Update `docs/architecture.md`, `PLAN.md`, and ADR references: docs/screens/designs/ is now explicitly the reference-only snapshot; runtime art lives in assets/images/ (ADR-0014).
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- [x] Update `docs/project/architecture.md`, `PLAN.md`, and ADR references: docs/screens/designs/ is now explicitly the reference-only snapshot; runtime art lives in assets/images/ (ADR-0014).
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- [x] Update `tools/screen_designs.py` docstrings and mark the old paths in `DONE.md` as historical.
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### Code path updates
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@@ -1188,7 +1188,7 @@ architecture's version, runtime-art loader, asset/tooling blocks, Gitea CI/build
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Web deployment and release artifact list were brought up to date. `MEMORY.md` was cleaned of
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obsolete uncommitted/active-pass claims and now points at the current follow-ups.
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- [x] Re-check `PLAN.md`/`MEMORY.md` against the current build, update `README.md` and `docs/architecture.md`, and compact the historical PLAN sections.
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- [x] Re-check `PLAN.md`/`MEMORY.md` against the current build, update `README.md` and `docs/project/architecture.md`, and compact the historical PLAN sections.
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## NPC gear fit (v0.6.1)
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@@ -1197,7 +1197,7 @@ Completed 2026-11-01. Eyes, bag and helmet now fit the measured body silhouette;
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The 2026-11-01 detail pass fixed the bodies but not the props worn on them. In the portrait
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capture (`--stages=day,portrait`, see the report in `docs/screens/realism/2026-11-01-npc/`) the
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sunglasses span the whole upper face and the shoulder bag cuts through `npc_coat`'s skirt. Blender sources for gear
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live in `tools/blender_assets.py` (`_build_gear()`), the contract in `docs/blender-assets.md`
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live in `tools/blender_assets.py` (`_build_gear()`), the contract in `docs/assets/blender-assets.md`
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(gear budget 1500 tris, `GEAR_ATTACH` points in `NpcAvatar`).
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- [x] Measure the fit in Blender, not by eye: `python3 tools/blender_assets.py fit` prints each
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@@ -1270,7 +1270,7 @@ have no stage in the committed `docs/screenshots/` gallery, only in `capture_rea
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`src/test/capture_screenshots.gd` (`12-joke-shop.png`, `13-studio-arrival.png`) reuse the
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existing `joke_shop_queue` / `studio_arrival` designs. `check_screenshots.sh` is **13 good /
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0 bad**; the new screenshots are 18.2 / 32.6 MAE against their references.
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- [-] Update `docs/architecture.md` (venue geometry), `README.md` (gallery) and the screenshot
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- [-] Update `docs/project/architecture.md` (venue geometry), `README.md` (gallery) and the screenshot
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table when the stages land.
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## Forward+ desktop preset and a volumetric flashlight (v0.7.1)
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@@ -1296,7 +1296,7 @@ path.
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dirs) and record the diff in `docs/screens/realism/2026-11-01-forward-plus/`: entrance
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metric gap 1.568 → 1.187, two-shot mean 0.907 → 0.723. Judge scores are blocked by the
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invalid API key and tracked with the other judge retry.
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- [x] Add the preset to `tools/build_releases.sh` and `docs/RELEASING.md` as an optional
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- [x] Add the preset to `tools/build_releases.sh` and `docs/process/RELEASING.md` as an optional
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"desktop HQ" artifact, and note the runtime requirement (Vulkan driver) in `README.md`.
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`gig-line-desktop-hq-<version>.zip` packages the Linux/Windows binaries, override.cfg and
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README; `publish_release.sh` uploads it when present.
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@@ -1327,7 +1327,7 @@ back when a provider rejects a request.
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- [x] Re-run the full screen-design judge and the Forward+ A/B judge with the valid
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`OPENROUTER_API_KEY`: screen designs are **13/13 match, 0 diff**; the Forward+ report
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records the selected model and ~$0.006 spend.
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- [x] Update `docs/asset-tooling.md`, `MEMORY.md`, `README.md` and `CHANGELOG.md`; the
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- [x] Update `docs/assets/asset-tooling.md`, `MEMORY.md`, `README.md` and `CHANGELOG.md`; the
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public catalogue picks the cheapest image+JSON model (`z-ai/glm-5.3-flash` at run time).
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## Milestone 0.8.0 — First hour and content depth
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@@ -1343,7 +1343,7 @@ venues, and see enough authored variety that a second shift does not feel like a
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- [x] Write the tutorial beat sheet: menu → movement/look → focus and target cycling → action
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wheel → access inspection → polite direction → formal warning/body camera → radio →
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shift review. Eight beats and a safe compliant visitor are specified in
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[`docs/gameplay.md#first-shift-tutorial`](docs/gameplay.md#first-shift-tutorial).
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[`docs/design/gameplay.md#first-shift-tutorial`](docs/design/gameplay.md#first-shift-tutorial).
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- [x] Add a tutorial state machine independent of the normal shift FSM. `Tutorial` in
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`src/game/tutorial.gd` owns the eight beats, accepts only the current beat's action,
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supports skip/restart and has deterministic headless tests. GameManager/UI wiring starts
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@@ -1544,7 +1544,7 @@ and supported by a stable CI/release baseline.
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- [x] Existing scenario-content, tutorial and campaign smokes cover the venue/action/review paths;
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the 0.9.5 release candidate adds the external first-hour pass.
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- [x] `docs/getting-started.md` and `docs/release-qa.md#manual-smoke-checklist` list tutorial, campaign/checkpoint,
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- [x] `docs/process/getting-started.md` and `docs/process/release-qa.md#manual-smoke-checklist` list tutorial, campaign/checkpoint,
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session, scenario, audio, crowd, emergency, movement and performance smokes.
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- [x] Current gallery/judge baselines are green; the 0.9.5 release candidate refreshes the final
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gallery after content lock.
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@@ -1560,7 +1560,7 @@ and supported by a stable CI/release baseline.
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smoke requirement. This explicit matrix is documented.
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- [x] No project-wide upgrade in 0.9; the existing version-adaptive light-falloff shim remains
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isolated until a single baseline is chosen.
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- [x] Upgrade/rollback and visual-smoke requirements are recorded in `docs/getting-started.md`
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- [x] Upgrade/rollback and visual-smoke requirements are recorded in `docs/process/getting-started.md`
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and `MEMORY.md`.
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- [ ] Exit: one documented runtime version policy, consistent CI/local exports, and no untested
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engine-specific rendering hacks.
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@@ -1589,7 +1589,7 @@ Goal: streamline the maps, refactor geometry to match the images in `docs/screen
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- [x] Remove unnecessary or hidden geometry to improve performance.
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- [x] Ensure texture and material consistency across the map.
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Completed: the Hollywood venue is rebuilt from the real 6840 Hollywood Blvd references (six-column Masonic/El Capitan facade, eight steps, neighbours, Ovation arcade, Walk of Fame, four-lane street). The map-budget test measures 58,884 triangles across 409 meshes; Day/Night menu variants start in `EARLY`/`LATE`; the realism judge gaps are 0.148 (day) and 0.278 (late). See `docs/venues.md#hollywood-boulevard`.
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Completed: the Hollywood venue is rebuilt from the real 6840 Hollywood Blvd references (six-column Masonic/El Capitan facade, eight steps, neighbours, Ovation arcade, Walk of Fame, four-lane street). The map-budget test measures 58,884 triangles across 409 meshes; Day/Night menu variants start in `EARLY`/`LATE`; the realism judge gaps are 0.148 (day) and 0.278 (late). See `docs/design/venues.md#hollywood-boulevard`.
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### Map 2 — Joke Shop
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@@ -1601,7 +1601,7 @@ Completed: the Hollywood venue is rebuilt from the real 6840 Hollywood Blvd refe
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- [x] Remove unnecessary or hidden geometry to improve performance.
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- [x] Ensure texture and material consistency across the map.
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Completed 2026-11-02: the Joke Shop is rebuilt from the real Comedy Store block at 8433 Sunset Blvd (27 m black hall, signature canopy, circular blade sign, red curtains, west entrance, low-rise neighbours, dry hillside and opposite frontage). The map-budget test measures 22,680 triangles across 454 meshes. The day/late captures and real-site notes are in `docs/venues.md#the-joke-shop` and `docs/screens/concepts/joke_shop/`; the final gallery passed 13 good / 0 bad and the screen-design judge (13/13 match, 0 diff), with a 0.454 realism gap on the photoreal night reference.
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Completed 2026-11-02: the Joke Shop is rebuilt from the real Comedy Store block at 8433 Sunset Blvd (27 m black hall, signature canopy, circular blade sign, red curtains, west entrance, low-rise neighbours, dry hillside and opposite frontage). The map-budget test measures 22,680 triangles across 454 meshes. The day/late captures and real-site notes are in `docs/design/venues.md#the-joke-shop` and `docs/screens/concepts/joke_shop/`; the final gallery passed 13 good / 0 bad and the screen-design judge (13/13 match, 0 diff), with a 0.454 realism gap on the photoreal night reference.
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### Scenery Change (Day/Night) for Hollywood Boulevard
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@@ -1646,7 +1646,7 @@ redesign.
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- [x] Do not run the release build, bump a release version or tag until the map exit criteria and
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this NPC revisit are both signed off.
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- [x] Record the sign-off in `docs/development-status.md` and `MEMORY.md`, then hand off to the
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- [x] Record the sign-off in `docs/project/development-status.md` and `MEMORY.md`, then hand off to the
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postponed integration/build milestone.
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**Exit:** the final maps and lighting still present the NPCs clearly; no untriaged NPC regression
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@@ -1663,20 +1663,20 @@ screen-design judge before any model/texture changes. No gameplay rules change.
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- [x] Inventory every screen/panel: start menu, venue menu, tutorial, HUD, pause,
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settings, Help, inspection, wand, radio/emergency, wheel, shift review,
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timeline and campaign/continue screens. Recorded in `docs/ui-copy.md`.
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timeline and campaign/continue screens. Recorded in `docs/design/ui-copy.md`.
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- [x] Record the canonical terms for admit/refuse, warning/blocking,
|
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assistance/emergency, body camera, shift review and campaign; the current
|
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inspection/wand/radio/review labels use them (see `docs/ui-copy.md`).
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inspection/wand/radio/review labels use them (see `docs/design/ui-copy.md`).
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- [x] Audit all button labels for verb-first wording, capitalization, ordering,
|
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destructive-action confirmation and consistent confirm/cancel placement;
|
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recorded in `docs/ui-copy.md` and fixed Quit/Apply wording.
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recorded in `docs/design/ui-copy.md` and fixed Quit/Apply wording.
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- [x] List every hardcoded player-facing string and route it through
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`content/strings.en.json`; remaining UI literals are numeric/debug-only or
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dynamic data. Placeholder validation covers the new keys.
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- [x] Review NPC/door-staff/radio/tutorial/help/review/campaign dialogue for
|
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repetition, ambiguity, tone and localization length. (Reason contexts,
|
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door-staff lines, radio/tutorial/help copy and length findings recorded in
|
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`docs/ui-copy.md`; longest dialogue line is 56 characters.)
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`docs/design/ui-copy.md`; longest dialogue line is 56 characters.)
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|
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### Button and panel behavior
|
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@@ -1684,15 +1684,15 @@ screen-design judge before any model/texture changes. No gameplay rules change.
|
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tutorial skip, venue continue, settings apply/cancel/reset, judge/review,
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radio send/emergency hold and Help close. (Shared `UiStyles` states applied;
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timeline boundary disabling and the keyboard-only F1 skip are documented in
|
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`docs/ui-copy.md`.)
|
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`docs/design/ui-copy.md`.)
|
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- [x] Verify keyboard-only and gamepad-only navigation: focus order, wrapping,
|
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default focus, confirm/cancel behavior and no focus traps. (Focus rings,
|
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gamepad A/B UI bindings, default focus and per-modal cancel behavior are
|
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recorded in `docs/ui-copy.md`.)
|
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recorded in `docs/design/ui-copy.md`.)
|
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- [x] Verify every modal closes with Esc/right-click where documented, recaptures
|
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the mouse, and does not leave the guard frozen or the menu visible. (Single
|
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top-modal close path, menu/settings return handling and pointer recapture are
|
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recorded in `docs/ui-copy.md`; session smoke covers menu Settings, Help
|
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recorded in `docs/design/ui-copy.md`; session smoke covers menu Settings, Help
|
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right-click and pause Settings.)
|
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- [x] Test buttons at minimum/maximum HUD font scale and with 1.5–2× longer
|
||||
strings; fix clipping, overflow and overlapping layouts. (Target chip now
|
||||
@@ -1720,9 +1720,9 @@ screen-design judge before any model/texture changes. No gameplay rules change.
|
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- [x] Ran `tools/check_screenshots.sh` and `screen_designs.py compare`: 21 good,
|
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0 bad.
|
||||
- [x] Ran the judge with automatic model selection: 21/21 match, 0 review, 0 diff.
|
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- [x] Recorded the judge model and result in `docs/ui-copy.md#screen-design-judge-report`; the
|
||||
- [x] Recorded the judge model and result in `docs/design/ui-copy.md#screen-design-judge-report`; the
|
||||
generated captures remain local/gitignored.
|
||||
- [x] Add a short UI copy/button checklist to `docs/release-qa.md#manual-smoke-checklist`.
|
||||
- [x] Add a short UI copy/button checklist to `docs/process/release-qa.md#manual-smoke-checklist`.
|
||||
- [x] Exit: all screens have consistent terminology and button behavior, long
|
||||
strings/scale pass, and the Python compare/judge gate has no unexplained
|
||||
diff.
|
||||
@@ -1755,7 +1755,7 @@ fallback behavior.
|
||||
the side-by-side after sheet without overwriting it.)
|
||||
|
||||
Completed 2026-11-02: 48-frame neutral studio baseline, eight criteria, current fit and
|
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triangle/vertex measurements, and ranked P1/P2 gaps are in `docs/3d-model-review.md`. The
|
||||
triangle/vertex measurements, and ranked P1/P2 gaps are in `docs/assets/3d-model-review.md`. The
|
||||
baseline itself changed no character models; the first P1 gear fixes are recorded under Gear
|
||||
and equipment fit.
|
||||
|
||||
@@ -1768,7 +1768,7 @@ and equipment fit.
|
||||
|
||||
- [x] Audit all variants against a shared human proportion guide (head height, shoulder width,
|
||||
torso length, hip width, limb length, foot length) and correct the worst outliers.
|
||||
(`tools/npc_proportions.py` + `docs/3d-model-review.md#character-measurements`: all eight pass; no skeleton or
|
||||
(`tools/npc_proportions.py` + `docs/assets/3d-model-review.md#character-measurements`: all eight pass; no skeleton or
|
||||
mesh rescue was needed. Head and broad-build silhouettes are nearest their upper bounds.)
|
||||
- [x] Improve the neck and shoulder transition so the silhouette reads as one body rather than a
|
||||
thin post on a hanger. (Fuller neck base/top, lower shoulder root, degenerate-face cleanup;
|
||||
@@ -1857,7 +1857,7 @@ and equipment fit.
|
||||
`blender_assets.py audit`, `fit`, character imports and the full Godot test suite.
|
||||
- [x] Recapture the portrait, character gallery and crowd-distance shots; compare old/new and run
|
||||
the Python screen-design judge.
|
||||
- [x] Update `docs/blender-assets.md`, architecture/status, `MEMORY.md` and the changelog with the
|
||||
- [x] Update `docs/assets/blender-assets.md`, architecture/status, `MEMORY.md` and the changelog with the
|
||||
new budgets, limitations and rebuild commands.
|
||||
- [x] Exit: all eight variants pass the portrait/readability criteria, gear and hems no longer
|
||||
clip in normal play, the 24-NPC budget remains green, and the visual judge has no unexplained
|
||||
@@ -2007,7 +2007,7 @@ target paths and leave a clean release-candidate handoff.
|
||||
final patch-level results and any remaining gaps. (README/PLAN/architecture
|
||||
now point at 0.9.6; the changelog and development status record the
|
||||
integration build, performance numbers, judge results and the clean-worktree
|
||||
export rule; `docs/RELEASING.md` documents the ignored-folder trap.)
|
||||
export rule; `docs/process/RELEASING.md` documents the ignored-folder trap.)
|
||||
- [x] Tag/version or otherwise freeze `0.9.6` as the integration checkpoint before
|
||||
the `0.10.0` release candidate. (Tag `v0.9.6` on `4bb2896`; Gitea run 1296
|
||||
passed checks and the full build and published seven assets.)
|
||||
@@ -2050,7 +2050,7 @@ must inherit the reviewed face/hand/gear baseline instead of multiplying whateve
|
||||
the existing Blender contract. (Measured Quaternius CC0, Kenney CC0, Khronos
|
||||
CesiumMan/RiggedFigure CC-BY and the MakeHuman CC0 base mesh; none is a drop-in.
|
||||
Results, local preview sheet and SHA-256 provenance are in
|
||||
`docs/npc-model-sourcing.md`.)
|
||||
`docs/assets/npc-model-sourcing.md`.)
|
||||
- [x] Review the sourcing research with the project owner and choose Option A (procedural),
|
||||
Option B (Quaternius CC0 intake) or Option C (MakeHuman/MPFB body pipeline); record the
|
||||
decision in an ADR and in `MEMORY.md`. (2026-11-03: extend the procedural generator as the
|
||||
@@ -2127,7 +2127,7 @@ must inherit the reviewed face/hand/gear baseline instead of multiplying whateve
|
||||
- [x] Gates with the expanded library: 24-NPC budget smoke 152,464 tris / 168 meshes / 6.94 ms
|
||||
(under 50 ms), portrait baseline 12 variants × 6 views, `fit` clean, Godot 277/277, Python
|
||||
160/160. No release build is created for this unversioned track.
|
||||
- [x] Docs: `docs/development-status.md`, `docs/3d-model-review.md` and the baseline sheet updated;
|
||||
- [x] Docs: `docs/project/development-status.md`, `docs/assets/3d-model-review.md` and the baseline sheet updated;
|
||||
`CREDITS.md` needs no change (the crowd variants are procedural, no new source). Accepted
|
||||
visual limits: the crowd accessories (umbrella canopy, cup, sunglasses, beard) read at
|
||||
full-body distance but not in the head-only portrait framing.
|
||||
@@ -2154,7 +2154,7 @@ Goal: `src/test/capture_npc_pose.gd` reports a pose but saves rest frames; the r
|
||||
narrowed to the skinned mesh ignoring its `Rig` parent transform. Fixing it unblocks the
|
||||
weights/pose column of the 3D review; the evidence now feeds the Quaternius base bake.
|
||||
|
||||
*Skill route: `rigging`; evidence in `docs/3d-model-review.md` §"Pose evidence is blocked".*
|
||||
*Skill route: `rigging`; evidence in `docs/assets/3d-model-review.md` §"Pose evidence is blocked".*
|
||||
|
||||
- [x] Root cause found (2026-11-04): the harness never disabled the avatar's `_physics_process`,
|
||||
so `_advance_fsm` + `_move_toward_target` ran every tick and reset `arrived`/velocity, which
|
||||
@@ -2205,8 +2205,8 @@ player-facing system. The 0.10.0 minor is reserved for the release gates (see be
|
||||
blocked rig can no longer block the whole release.
|
||||
|
||||
**Completed 2026-11-06.** Shipped as `v0.9.9` (tagged, local release build with checksums)
|
||||
and accepted by the owner after the follow-up fixes. Durable evidence: `docs/3d-model-review.md`,
|
||||
`docs/blender-assets.md`, `docs/adr/0018-quaternius-stage2-runtime-rig.md`.
|
||||
and accepted by the owner after the follow-up fixes. Durable evidence: `docs/assets/3d-model-review.md`,
|
||||
`docs/assets/blender-assets.md`, `docs/adr/0018-quaternius-stage2-runtime-rig.md`.
|
||||
|
||||
### Rig and export correction
|
||||
|
||||
@@ -2264,7 +2264,7 @@ and accepted by the owner after the follow-up fixes. Durable evidence: `docs/3d-
|
||||
`npc_proportions`).
|
||||
- [x] Owner visual signoff obtained (2026-11-06) on the roster, the faces, the head gear and the
|
||||
hand/back gear. The review page and its sheets were retired after acceptance; the measurements
|
||||
live on in `docs/3d-model-review.md` and `docs/blender-assets.md`.
|
||||
live on in `docs/assets/3d-model-review.md` and `docs/assets/blender-assets.md`.
|
||||
- [x] Face-fidelity comparison was made and the full swap chosen; the comparison sheets were
|
||||
retired with the review pages, and the decision is recorded in the follow-up section of
|
||||
[`docs/adr/0018-quaternius-stage2-runtime-rig.md`](docs/adr/0018-quaternius-stage2-runtime-rig.md).
|
||||
@@ -2272,7 +2272,7 @@ and accepted by the owner after the follow-up fixes. Durable evidence: `docs/3d-
|
||||
baked from the three Quaternius sources inside 24,000 tris / 24,000 glTF vertices
|
||||
(`a6ccd86`), and the gate was re-run.
|
||||
- [x] Record the decision and its consequence in `MEMORY.md`,
|
||||
`docs/npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap` and the
|
||||
`docs/assets/npc-model-sourcing.md#shipped-roster-099-owner-chose-the-full-swap` and the
|
||||
follow-up decision section of
|
||||
[`docs/adr/0018-quaternius-stage2-runtime-rig.md`](docs/adr/0018-quaternius-stage2-runtime-rig.md).
|
||||
- [x] Owner visual signoff on the shipped roster (2026-11-06): accepted.
|
||||
|
||||
Reference in new issue
Block a user