Document the lighting vision review and add describe_image to the tools inventory
Full build / Import + headless tests (push) Successful in 46s
Full build / Full desktop build + optional release (push) Skipped

This commit is contained in:
zwitschi committed 2026-11-03 21:00:54 +01:00
1 parent e4065c2068
commit 32c9c45605
2 files changed
+9

No files matched your search

+8
View File
@@ -209,6 +209,14 @@ licence-free zone only.
day/late captures. (Attenuation is now gated: `test_venue_lights_use_physical_falloff` day/late captures. (Attenuation is now gated: `test_venue_lights_use_physical_falloff`
asserts every `OmniLight3D`/`SpotLight3D` in all three venues uses `attenuation = 1.0`, asserts every `OmniLight3D`/`SpotLight3D` in all three venues uses `attenuation = 1.0`,
so a constant-falloff light cannot return unnoticed.) so a constant-falloff light cannot return unnoticed.)
Vision review 2026-11-03 (`tools/describe_image.py` on the night + flashlight captures):
the flashlight (`light_energy 4.2`, `spot_angle 14°`) washes the facade flat when pointed
at the door from close range and backlights the nearest NPC into a silhouette (staged-shot
artifact, but worth a shorter/softer cone or lower energy for the `06-night-flashlight`
stage); the El Capitan Theatre red marquee reads as a flat saturated block and the event
banners read as flat emissive decals rather than glowing signs — both are Compatibility
renderer limits (no bloom) plus the marquee's near-pure-red body; street lamps pool weakly
on near-black ground. No code change yet; these are owner-scorecard inputs.
- [ ] Set dressing: review entrance and sidewalk prop clusters (`set-dressing`) for occlusion, - [ ] Set dressing: review entrance and sidewalk prop clusters (`set-dressing`) for occlusion,
navigation obstacles and readable storytelling clusters. navigation obstacles and readable storytelling clusters.
- [x] Camera height: already decided in the 0.9.0 pass — keep the 1.7 m gameplay camera; the - [x] Camera height: already decided in the 0.9.0 pass — keep the 1.7 m gameplay camera; the
+1
View File
@@ -19,6 +19,7 @@ All tracked source files are listed here; generated `__pycache__/` and
| [`build_releases.sh`](build_releases.sh) | shell: release export/packaging | | [`build_releases.sh`](build_releases.sh) | shell: release export/packaging |
| [`check_docs.py`](check_docs.py) | Python: documentation gate | | [`check_docs.py`](check_docs.py) | Python: documentation gate |
| [`check_screenshots.sh`](check_screenshots.sh) | shell: gallery capture/compare | | [`check_screenshots.sh`](check_screenshots.sh) | shell: gallery capture/compare |
| [`describe_image.py`](describe_image.py) | Python: free-form vision review of captures/refs |
| [`export_venues.gd`](export_venues.gd) | GDScript: venue `.tres` export | | [`export_venues.gd`](export_venues.gd) | GDScript: venue `.tres` export |
| [`export_venues.gd.uid`](export_venues.gd.uid) | Godot UID sidecar | | [`export_venues.gd.uid`](export_venues.gd.uid) | Godot UID sidecar |
| [`generate_textures.py`](generate_textures.py) | Python: procedural/AI textures | | [`generate_textures.py`](generate_textures.py) | Python: procedural/AI textures |