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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# Step Line
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# Gig Line
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Step Line is a workplace security simulation about observation, communication, access verification, and proportionate escalation. The player works security at public-facing venues around Hollywood Boulevard, managing stairs, entrances, crowds, guests, staff, and occasional serious threats.
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Gig Line is a workplace security simulation about observation, communication, access verification, and proportionate escalation. The player works security at public-facing venues around Hollywood Boulevard, managing stairs, entrances, crowds, guests, staff, and occasional serious threats.
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The central design goal is simple:
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@@ -23,12 +23,12 @@ The central design goal is simple:
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| Platform | Package |
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| --- | --- |
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| **Windows — installer** | [`step-line-setup-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · contains all game data, shortcuts + uninstaller |
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| **Windows — portable** | [`step-line-windows-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, no install needed |
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| **Linux — AppImage** | [`step-line-<ver>-x86_64.AppImage`](https://git.allucanget.biz/zwitschi/security-game/releases) · single file, `chmod +x` and run |
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| **Linux — portable** | [`step-line-linux-<ver>.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run |
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| **macOS** | [`step-line-macos-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below |
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| **Web (browser)** | [`step-line-web-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unzip and serve the folder from any static host (no special headers) |
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| **Windows — installer** | [`gig-line-setup-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · contains all game data, shortcuts + uninstaller |
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| **Windows — portable** | [`gig-line-windows-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, no install needed |
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| **Linux — AppImage** | [`gig-line-<ver>-x86_64.AppImage`](https://git.allucanget.biz/zwitschi/security-game/releases) · single file, `chmod +x` and run |
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| **Linux — portable** | [`gig-line-linux-<ver>.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run |
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| **macOS** | [`gig-line-macos-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below |
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| **Web (browser)** | [`gig-line-web-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unzip and serve the folder from any static host (no special headers) |
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**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
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@@ -45,7 +45,7 @@ The central design goal is simple:
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> the page and tag URLs are public.
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>
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> macOS builds are unsigned: right-click → Open, or clear the quarantine with
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> `xattr -dr com.apple.quarantine step-line-macos.zip`. Build instructions and
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> `xattr -dr com.apple.quarantine gig-line-macos.zip`. Build instructions and
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> the release pipeline live in [`docs/RELEASING.md`](docs/RELEASING.md).
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If you are here to develop or test locally instead of downloading, jump to
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@@ -480,7 +480,7 @@ Implemented so far:
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- Prop atlas (v0.3.1): `tools/model_pipeline.py` packs each prop's palette into one power-of-two colour atlas plus a metallic/roughness atlas and emits a single material with per-vertex UVs, so a prop is one draw material rather than one per part; `audit` enforces the contract
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- Generated prop models (v0.3.0 work): `tools/model_pipeline.py` builds bollards, benches, bins, planters, newspaper boxes and a hydrant as `.glb` props with per-part materials, loaded by `WorldBuilder` with a procedural fallback; the optional AI concept step (`model_pipeline.py concept`) supplies per-prop colour palettes
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- NPC base model (v0.6.0 assets): `tools/npc_pipeline.py` builds a skinned, UV-mapped base character (`assets/models/generated/npc_base.glb`) with per-slot albedo/normal/ORM maps and an armature matching the procedural rig's node names; AI fabric albedos (shirt/trousers) and a derived `palette.json` are layered in. Runtime integration into `NpcAvatar` is pending, so the procedural rig still renders
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- Web build: `build/step-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host
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- Web build: `build/gig-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host
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- Aim-free selection pass (v0.3.0 work, [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md)): the focus cone ranks candidates by angle then distance, `Tab` and the mouse wheel cycle nearby people nearest-first and pin the selection, right click clears focus with a short re-acquire grace, the HUD reports how many people are in the ring, and holding `Shift` walks at half speed for close work
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Not yet implemented: wiring the authored NPC base model into the live game (`NpcAvatar._load_model`, see [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) — the procedural rig still renders for now), live 3D body-camera replay, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
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@@ -493,7 +493,7 @@ Not yet implemented: wiring the authored NPC base model into the live game (`Npc
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4. The guard's camera sits at eye height and the guard stands on the landing, not inside the building.
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5. Walking into the steps carries the guard up onto the landing (steps have colliders).
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6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab.
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7. The `STEP LINE` marquee is readable from the sidewalk.
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7. The `GIG LINE` marquee is readable from the sidewalk.
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8. NPCs spawn and approach the entrance during the first minutes.
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9. Looking at an NPC inside the focus cone shows a blue focus circle in front of the face, the person's name, and the HUD target line.
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10. `Space` or left click opens the action wheel; `A`/`D` highlight a slice, `Space` confirms it, `Esc`/right click cancels without a log entry.
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