Document the lighting vision review and add describe_image to the tools inventory
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@@ -209,6 +209,14 @@ licence-free zone only.
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day/late captures. (Attenuation is now gated: `test_venue_lights_use_physical_falloff`
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asserts every `OmniLight3D`/`SpotLight3D` in all three venues uses `attenuation = 1.0`,
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so a constant-falloff light cannot return unnoticed.)
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Vision review 2026-11-03 (`tools/describe_image.py` on the night + flashlight captures):
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the flashlight (`light_energy 4.2`, `spot_angle 14°`) washes the facade flat when pointed
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at the door from close range and backlights the nearest NPC into a silhouette (staged-shot
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artifact, but worth a shorter/softer cone or lower energy for the `06-night-flashlight`
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stage); the El Capitan Theatre red marquee reads as a flat saturated block and the event
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banners read as flat emissive decals rather than glowing signs — both are Compatibility
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renderer limits (no bloom) plus the marquee's near-pure-red body; street lamps pool weakly
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on near-black ground. No code change yet; these are owner-scorecard inputs.
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- [ ] Set dressing: review entrance and sidewalk prop clusters (`set-dressing`) for occlusion,
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navigation obstacles and readable storytelling clusters.
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- [x] Camera height: already decided in the 0.9.0 pass — keep the 1.7 m gameplay camera; the
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@@ -19,6 +19,7 @@ All tracked source files are listed here; generated `__pycache__/` and
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| [`build_releases.sh`](build_releases.sh) | shell: release export/packaging |
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| [`check_docs.py`](check_docs.py) | Python: documentation gate |
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| [`check_screenshots.sh`](check_screenshots.sh) | shell: gallery capture/compare |
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| [`describe_image.py`](describe_image.py) | Python: free-form vision review of captures/refs |
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| [`export_venues.gd`](export_venues.gd) | GDScript: venue `.tres` export |
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| [`export_venues.gd.uid`](export_venues.gd.uid) | Godot UID sidecar |
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| [`generate_textures.py`](generate_textures.py) | Python: procedural/AI textures |
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