Rebuild the Joke Shop as the Sunset Strip block
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- Replace the alley with the 27 m Comedy Store-inspired hall, signature canopy, circular blade sign, red curtain bays, west entrance, low-rise neighbours, dry hillside and opposite frontage.
- Add day/night/across-street concept frames and real-site mapping notes.
- Expose the Joke Shop day stage in the realism captures and refresh the gallery shots.
- Render multiline HUD/wand strings correctly and list carried items in the wand panel.
- Add the Joke Shop layout/budget tests and update docs, roadmap and changelog.
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Gig Line Dev committed 2026-11-02 14:10:07 +01:00
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@@ -47,7 +47,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- **Radio submit fix (v0.8.1):** `RadioPanel.action_button` now connects `pressed` for normal reports; `button_down/up` remains exclusive to emergency hold-to-confirm. Regression test covers both modes.
- **Campaign/v0.8.0:** `Campaign` owns Hollywood → Joke Shop → TV Studio progression. `campaign.json`, `shift_results.json`, `settings.json` and versioned `shift_state.json` persist separately; pause saves a checkpoint, review Continue advances, Settings resets with confirmation. Difficulty keys are `easy/normal/hard` (`ai_difficulty`); scripted QA bypasses tutorial unless `--tutorial` is passed. Help is searchable and generated from `InputBindings.REMAPPABLE`.
- **Tutorial (0.8.0 work):** `docs/tutorial.md` is the eight-beat design; `src/game/tutorial.gd` is the pure state machine, `TutorialOverlay` is the non-blocking card, and `GameManager` wires it with a safe visitor, suppressed spawns, persisted completion/skip and Settings replay. Scripted test/capture runs bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers completion/replay/skip.
- **Priority change (2026-11-02):** the map optimization previously planned for 0.9.5 is now the active milestone; 0.9.2 UI, 0.9.3 NPC detail, 0.9.4 textures and the 0.9.6 integration/0.10.0 release work are postponed. A pre-build NPC revisit gate (final map/lighting portraits, gear fit, P0/P1 fixes) must pass before any build/tag.
- **Priority change (2026-11-02):** the map optimization previously planned for 0.9.5 is complete and moved to `DONE.md` (both Hollywood and Joke Shop maps, 2026-11-02). 0.9.2 UI, 0.9.3 NPC detail, 0.9.4 textures and the 0.9.6 integration/0.10.0 release work remain postponed. The **pre-build NPC revisit** is the next gate: final map/lighting portraits, gear fit, P0/P1 fixes, judge verdicts and sign-off before any build/tag.
- **Hollywood landmark map (2026-11-02):** the default venue is the real El Capitan
Entertainment Centre block at 6840 Hollywood Blvd, not a generic brick entrance. Its
reference/mapping notes live in `docs/hollywood-boulevard-map.md`; the map-budget test
@@ -56,9 +56,21 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
noisier granite pick was removed.
- **Light falloff gotcha (2026-11-02):** in Godot 4.7 `omni_attenuation = 0.0` is constant
falloff, not physical falloff. It made the night facade a flat yellow wall and the street
lamps wash the set. All local lights now use `1.0`; the facade was retuned with 0.50/0.28
washes, 1.3 sconces (3.0 for the Joke Shop key lantern) and 2.2 street lamps. Flashlight
spot attenuation is also `1.0`. Do not reintroduce `0.0` as a "modern" branch.
lamps wash the set. All local lights now use `1.0`; the Hollywood facade was retuned with
0.50/0.28 washes, 1.3 sconces and 2.2 street lamps; the Joke Shop uses 1.8 sconces,
2.8 canopy downlights, 3.0 entrance, 1.35 ground uplights and 2.2 sign. Flashlight spot
attenuation is also `1.0`. Do not reintroduce `0.0` as a "modern" branch.
- **Joke Shop map (2026-11-02):** the venue is now a 27 m Sunset Strip club based on The
Comedy Store at 8433 Sunset Blvd, not the old brick alley. `docs/joke-shop-map.md` carries
the OSM/Commons references and simplifications; `docs/screens/concepts/joke_shop/` holds the
new day/night/across-street frames. The map-budget test measures 22,680 triangles / 454
meshes. The hill behind the club is a custom hand-built ramp with an unshaded, fog-disabled
shader: a rotated `PlaneMesh` was edge-on and scene fog erased it from the street camera.
Local light names are `JokeSign`, `JokeCanopy_*`, `JokeEntrance`, `JokeSconce_*`,
`JokeGround_*`; `set_night_mode()` owns their energies and the hill tint.
The latest local realism judge reports a 0.454 reference gap on the night entrance;
the concept is photoreal while the map keeps stylized materials, so texture/foliage
detail stays with the postponed 0.9.4 pass rather than the map milestone.
- **Docs validation (2026-11-02):** `python3 tools/check_docs.py` requires a README
only in directories containing tracked files, verifies local links and requires
every tracked image in a folder to be linked from its README. Gitignored
@@ -187,9 +199,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
catalogue screens. Only the six staged captures (01–06) are compared/judged; the other 13
have no `capture`, so adding staged captures for the wand panel, timeline and escalation HUD
would extend automated visual checks. `generate` now calls `_load_env_file()`.
- **Staged captures (v0.3.3):** `capture_screenshots.gd` now emits nine shots. States 7–10 switch
to The Joke Shop at elapsed 620 s (EVENING has routine spawns; LATE has none), retry the wand
until it alerts, then jump to 760 s after staging for night lighting. The timeline needs
- **Staged captures (v0.3.3, updated 2026-11-02):** `capture_screenshots.gd` emits the gallery
shots; states 7–10 switch to The Joke Shop at elapsed 620 s, retry the wand until it alerts,
then jump to 760 s after staging for night lighting. LATE now has its own routine pool.
Shot 12 closes any stale wand/inspection modal before the venue beauty shot (the wand fallback
can leave `hud.show_wand` open without `wand_open`). The timeline needs
`recorder.close_all_open()`, because `to_dict()` only lists closed incidents. The escalation
HUD mockup is third-person now; `judge` still classes it `review` (no diff).
- **Prop collision (v0.4.0):** `_add_prop_model()` fits a `StaticBody3D` from the model bounds
@@ -284,7 +298,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
helmet is lifted 2 cm above the brow. `test_npc_character` guards head/back gear in Godot.
Blender's GLB export is byte-nondeterministic for unchanged assets (padding/index order), so do
not commit a full no-op rebuild; rebuild only the assets whose geometry changed.
- **Venue geometry (v0.6.1+):** `WorldBuilder.VENUE_SPECS` is the per-venue table; `WorldBuilder.new(root, id)` / `set_venue()` select it, unknown ids fall back to `hollywood_building`. Dimensions, window/pilaster rows, stairs, street, nav bounds, guard spawn, feature flags and prop placements are read from the spec. `GameManager.world_root` holds only the world; `_rebuild_world_for_venue()` frees/recreates it on venue selection/cycling so guard/UI survive. Joke Shop uses procedural alley walls/shutters/dumpster/AC; TV Studio uses a stone facade, bulb canopy, car paint and barrier placements. Gallery shots 12/13 use the existing `joke_shop_queue`/`studio_arrival` references.
- **Venue geometry (v0.6.1+, Joke Shop updated 2026-11-02):** `WorldBuilder.VENUE_SPECS` is the per-venue table; `WorldBuilder.new(root, id)` / `set_venue()` select it, unknown ids fall back to `hollywood_building`. Dimensions, window/pilaster rows, stairs, street, nav bounds, guard spawn, feature flags and prop placements are read from the spec. `GameManager.world_root` holds only the world; `_rebuild_world_for_venue()` frees/recreates it on venue selection/cycling so guard/UI survive. Joke Shop now uses `architecture: "comedy_store"` with `_build_comedy_store_building()`, `SunsetHillside`, `SunsetNeighbours` and `SunsetAcrossStreet`; the old `_build_alley_dressing()` is gated off. TV Studio keeps the stone facade, bulb canopy, car paint and barrier placements. Gallery shot 12 now maps to `joke_shop_entrance_night`; shot 13 stays `studio_stage_door_night`.
- **Screen-design judge (2026-11-01):** `screen_designs.py judge` could not run because `OPENROUTER_API_KEY` returned HTTP 400 "API key not valid". `check_screenshots.sh` still passed 13/13; the judge retry is a TODO follow-up.
- **Portrait capture:** `capture_realism.gd` faces the **Rig** toward the camera (using the
inverse look direction) and hides the blue `FocusCircle`; the old code used the wrong yaw and
@@ -455,6 +469,9 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`unknown`. `--dry-run`, `--json`, `--only` supported. The prompt explicitly ignores art style,
because the references are stylised mockups; the live run gave 3 match, 3 review, 0 diff.
Python tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs`.
- **String newlines (2026-11-02):** `content/strings.en.json` needs one escaped
newline (`\n`), not two. Two backslashes reached the HUD as literal `\n` in
the shift status and wand panel; `test_strings_format` now guards this.
- **String formatting safety (2026-10-31):** `Strings.placeholder_count()` counts `%` specs
(ignoring `%%`), `fmt()` warns and returns the template when the arg count does not match
(instead of raising an engine error), and `validate()` lints the table for trailing `%`,