Rename Step Line to Gig Line
Update the game name in project.godot, export presets, UI/marquee/title strings, packaging (AppImage/NSIS/desktop/appdata), tools, docs, and the generated prop GLBs. Packaging assets and README screenshots are regenerated. Headless suite 209/209 and Python tooling tests pass.
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@@ -163,7 +163,7 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
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applied on phase change and shift start.
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- [x] Street lamps: poles with emissive bulbs + OmniLights on the sidewalk;
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`WorldBuilder.set_night_mode` switches bulbs/lights on at night.
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- [x] Marquee signage: emissive “STEP LINE” strips + Label3D above the entrance.
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- [x] Marquee signage: emissive “GIG LINE” strips + Label3D above the entrance.
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- [x] Street dressing: crosswalk stripes, planters, and low-poly trees.
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- [x] NPC visual variety: per-seed height/brightness variation (deterministic LCG).
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- [x] Denser routine traffic (tourists/performers/influencers/trespassers).
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@@ -211,21 +211,21 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
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- [x] Export presets: `binary_format/embed_pck=true` on all platforms — every binary is now
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self-contained (all game data in one file; `.pck` no longer shipped).
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- [x] App icon: `assets/textures/icon.png` (1024) + multi-size `icon.ico`, copied to
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`packaging/windows/step-line.ico` and `packaging/linux/step-line.png` via the generator.
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- [x] NSIS script `packaging/windows/step-line.nsi` (installs `Step Line.exe`, uninstaller,
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`packaging/windows/gig-line.ico` and `packaging/linux/gig-line.png` via the generator.
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- [x] NSIS script `packaging/windows/gig-line.nsi` (installs `Gig Line.exe`, uninstaller,
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shortcuts, registry entry; `makensis /DVERSION=… /DARTIFACT=…`).
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- [x] AppImage: `packaging/linux/step-line.desktop`, `AppRun`, appdata.xml, and
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- [x] AppImage: `packaging/linux/gig-line.desktop`, `AppRun`, appdata.xml, and
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`build_appimage.sh` (appimagetool, `APPIMAGE_EXTRACT_AND_RUN=1`).
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- [x] Local end-to-end: rebuilt embedded exports and produced `step-line-0.2.0-x86_64.AppImage`,
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- [x] Local end-to-end: rebuilt embedded exports and produced `gig-line-0.2.0-x86_64.AppImage`,
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ran it headless (0 script errors).
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- [x] CI: NSIS + AppImage steps added to `.gitea/workflows/build.yml` build job; publish glob
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already uploads `build/step-line-*<ver>*` (covers setup/AppImage names).
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- [x] CI run 1110 verified end-to-end (v0.2.1): NSIS installer `step-line-setup-0.2.1.exe`
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built, `7z l` shows `step-line.exe` + `uninstall.exe`, AppImage built (33.9 MB),
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already uploads `build/gig-line-*<ver>*` (covers setup/AppImage names).
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- [x] CI run 1110 verified end-to-end (v0.2.1): NSIS installer `gig-line-setup-0.2.1.exe`
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built, `7z l` shows `gig-line.exe` + `uninstall.exe`, AppImage built (33.9 MB),
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release `v0.2.1` published, `Job succeeded`.
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- Gotchas fixed on the way: makensis needs `-D` defines (not `/D`) and absolute paths
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(it resolves relatives against the script dir); installed exe must be space-free
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(`step-line.exe`); icon.ico must use classic BMP entries (ImageMagick; PIL emits
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(`gig-line.exe`); icon.ico must use classic BMP entries (ImageMagick; PIL emits
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PNG-compressed ICOs NSIS rejects).
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## 🎮 Assets & detailed graphics pass (textures, rigs, UI feedback)
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@@ -234,7 +234,7 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
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seamless concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art — all
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≤1024px and power-of-two; imported under `assets/textures/`.
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- [x] Environment: textured facade + glass door, concrete sidewalk, asphalt street, striped
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awning with “STEP LINE”, generated skyline backdrop planes, soft sun shadows.
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awning with “GIG LINE”, generated skyline backdrop planes, soft sun shadows.
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- [x] NPCs: humanoid rig (torso/head/limbs) with archetype props (camera, delivery box, hat,
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sign, backpack), procedural walk bob, head-turns-toward-guard cue.
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- [x] UI/feedback: inspection artifact cards, mode icons (flashlight/door/wand), escalation
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@@ -412,7 +412,7 @@ Completed 2026-10-31 (working tree). Headless **88/88**; `src/test/smoke_session
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offset and the spawn `y`, and verify eye height while walking the steps.
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- [x] Steps and the landing are visual-only (no collider). The guard walks through them; add
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simple step colliders or restage the landing so it does not intersect the walk path.
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- [x] Marquee text (`STEP LINE`) is tiny from the sidewalk. Scale the Label3D up.
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- [x] Marquee text (`GIG LINE`) is tiny from the sidewalk. Scale the Label3D up.
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- [x] Focus circle and name tag are small at 2–3 m. Consider a larger circle / font after a
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real playtest.
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- [x] NPC crowd cap (`MAX_LIVE_NPCS`) silently drops routine traffic at 16. Add a short
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@@ -655,7 +655,7 @@ produces a 63 MB static bundle and it serves locally with HTTP 200s for html/was
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- [x] Add a `Web` preset to `export_presets.cfg` using `variant/thread_support=false` so the
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build runs on plain static hosting without COOP/COEP headers.
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- [x] Export to `build/web/` and package `build/step-line-web-<version>.zip` from
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- [x] Export to `build/web/` and package `build/gig-line-web-<version>.zip` from
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`tools/build_releases.sh` (zip or Python fallback).
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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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