Verify the 0.9.6 integration checkpoint
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@@ -103,6 +103,11 @@ The optional Desktop HQ zip is assembled by `tools/build_releases.sh` from
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`packaging/desktop_hq/`; keep `override.cfg` next to the extracted executable.
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It is not part of the default Compatibility/Web build.
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Always run the release build from a clean checkout or detached worktree. Godot
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can pack files from ignored `tmp/` and old `build/` folders into the PCK; the
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0.9.6 dirty-tree build produced 1.6–3.1 GB artifacts, while the clean worktree
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produced the expected ~160–240 MB packages.
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Locally you can build the AppImage with `bash packaging/linux/build_appimage.sh <version>`;
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the NSIS installer requires `makensis` (covered by CI).
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@@ -268,6 +268,19 @@ photoreal renderer. The 0.9.5 before/after close-up sheet is
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the texture-adoption run itself was the earlier 0.8-style candidate comparison,
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and its report remains local/gitignored.
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For the 0.9.6 integration checkpoint the same judge was pinned to
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`z-ai/glm-5.3-flash` and run once per shot on the 10-shot set: mean overall 2.1,
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lighting 2.4, materials 2.1, texture 1.7, backdrop 2.3, characters 1.8, Pillow
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gap 0.291. No `review` verdicts were produced by the screen judge, so there was
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no manual layout verdict to convert into a fix; the remaining realism comments
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are the accepted stylized gaps.
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Build release artifacts from a clean checkout or detached worktree. A normal
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working tree may contain ignored `tmp/` captures and old `build/` artifacts, and
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Godot can pack enough of those into exports to inflate a 0.9.6 package from
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~160 MB to 1.6–3.1 GB. The 0.9.6 clean worktree produced 161.5 MB Linux,
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197.1 MB Windows, 148.0 MB macOS, 97.8 MB Web and 241.5 MB Desktop HQ.
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The Forward+ A/B compared the Compatibility entrance with the optional Desktop HQ
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preset. The gear-fit run checked the sunglasses, bag and helmet against measured
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head/skirt bounds with `python3 tools/blender_assets.py fit`; it also fixed the
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@@ -42,6 +42,7 @@ Implemented so far:
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- NPC neck/shoulder transition (0.9.4 work): the body graph now uses a fuller neck base, a slightly tapered neck top and a lower shoulder root, giving the head/neck/shoulder line a trapezius slope instead of a thin post. The full character library was rebuilt with a final degenerate-face cleanup; the baseline comparison is `sheet_npc_baseline_compare-body.jpg`.
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- NPC face-depth pass (0.9.4 work): sclera are recessed and capped by a thin upper lid, and the separate jaw/cheek spheres are replaced by a chin plate and cheekbones sculpted into the head mesh. The full library was rebuilt; the comparison is `sheet_npc_baseline_compare-face.jpg`.
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- NPC torso/hip transition (0.9.4 work): the pelvis and chest are slightly wider than the waist, giving shirts and jackets a readable taper into the hips without changing the build multipliers or the skeleton. The comparison is `sheet_npc_baseline_compare-torso.jpg`.
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- Integration checkpoint (0.9.6 work): the clean worktree at `f5b8ef2` rebuilt all five release packages and the Desktop HQ zip without ignored `tmp/`/`build/` content (Linux 161.5 MB, Windows 197.1 MB, macOS 148.0 MB, Web 97.8 MB, HQ 241.5 MB). The Web zip contains `index.html`, `index.wasm` and `index.pck`; the HQ zip contains `override.cfg` and launches headless with the Forward+ override. Current verification: Godot 263/263, Python 101/101, 14 smokes green, 24-NPC budget 6.90 ms / 168 meshes / 131,616 triangles, gallery 21 good / 0 bad, screen judge 21/21 match with 0 review/diff, and a pinned realism judge (`z-ai/glm-5.3-flash`, one pass per shot) at mean overall 2.1 and Pillow gap 0.291. No new gameplay or content changes.
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- Release v0.9.5 (2026-11-02): the tagged commit `4bc6390` passed Gitea Actions run 922 (checks + full build) and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.5>.
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- Release v0.9.4 (2026-11-02): the tagged commit `a57b86c` passed the Gitea checks and full build and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.4>.
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- Environment texture pass (0.9.5 work): `capture_realism.gd` now has hidden-HUD `surfaces`/`surfaces_joke` close-up stages. The Walk of Fame band uses the paver texture as dark terrazzo, the neighbour awning keeps its cream stripe, and the skyline shader blends its lower 42 m toward a per-phase haze colour. Brick, asphalt, limestone and paver UV scales/profiles passed without replacement.
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