Release 0.9.5 texture and material refinement
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@@ -4,7 +4,7 @@ All notable user-facing changes to Gig Line. The format follows
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[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
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Semantic Versioning.
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## [Unreleased]
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## [0.9.5] — 2026-11-02
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### Changed
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@@ -63,14 +63,20 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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`character_override` because it has no spawned NPC role. **Signed off
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2026-11-02:** 96 final-context captures, no P0; lanyard/helmet P1 fixes; the
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backpack straps, caps, low-poly hands/faces and optional close-range
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flashlight wash were accepted or deferred. The 24-NPC budget is 6.93 ms, the
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flashlight wash were accepted or deferred. The 24-NPC budget is 6.94 ms, the
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gallery is 13 good / 0 bad, the screen-design judge is 13/13 and a clean
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portrait measured a 0.732 vision gap against the photoreal concept. No
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release build, version bump or tag was created at this gate.
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- **NPC texture resolution (0.9.5, 2026-11-02):** `tools/npc_pipeline.py` now generates 256²
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albedo/normal/ORM maps instead of 128² (AI shirt/trousers are resized to 256). The base and all
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eight library GLBs plus AO maps were rebuilt; texture files total ~0.5 MB, eight GLBs ~5.75 MB,
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and the 24-NPC smoke remains 6.90 ms.
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and the 24-NPC smoke is 6.94 ms.
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- **0.9.5 texture/UI audit (2026-11-02):** all 21 screen-art textures are
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1280×720 and referenced by their screens; access cards are 256×128 and HUD
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icons 64×64, with no oversized or unused runtime texture. The 24-NPC smoke now
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reports **168 meshes / 131,616 triangles / 6.94 ms** (50 ms budget). Compressed
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payloads are picks **24.55 MB**, UI art **22.67 MB**, NPC maps **0.48 MB**.
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Legacy root textures remain only for `generate_textures.py` and the asset test.
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- **Environment surface audit (0.9.5, 2026-11-02):** `capture_realism.gd` gained
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`surfaces` (Hollywood pavers/asphalt/limestone/facade) and `surfaces_joke`
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(neighbour awning, canopy, pavers) stages with the HUD hidden. The Walk of Fame
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@@ -168,16 +174,15 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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for every new `Button`; CheckButton/OptionButton keep the engine theme. Timeline
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Previous/Next disable at the ends; F1 tutorial skip is keyboard-only by design.
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- **Version and roadmap renumber (2026-11-02):** source was **0.9.3** at the UI
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polish milestone, now **0.9.4** after the NPC pass; the
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completed map/NPC work and UI polish are the patch content. Next work is
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**0.9.4 NPC**, **0.9.5 textures**, **0.9.6 integration**, then the **0.10.0**
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polish milestone, **0.9.4** after the NPC pass, now **0.9.5** after the texture
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and material pass. Next work is **0.9.6 integration**, then the **0.10.0**
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minor release candidate. `TODO.md` plans only 0.x patch/minor increments; no
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major-version scope is defined yet. The v0.9.4 tag is the release trigger; no
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major-version scope is defined yet. The `v0.9.5` tag is the release trigger; no
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tag was created for 0.9.3.
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- **Priority change (2026-11-02):** the map optimization, pre-build NPC revisit,
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0.9.3 UI polish and 0.9.4 NPC visual optimization are complete and in `DONE.md`.
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0.9.5 textures and 0.9.6 integration/0.10.0 release work are next. The current
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source version is 0.9.4.
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0.9.3 UI polish, 0.9.4 NPC visual optimization and 0.9.5 texture/material pass
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are complete and in `DONE.md`. 0.9.6 integration and 0.10.0 release work are
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next. The current source version is 0.9.5.
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- **Release v0.9.4 (2026-11-02):** commit `a57b86c` tagged `v0.9.4`; Gitea Actions
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run 916 passed checks and the full build and published seven assets (Linux,
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Windows, macOS, NSIS setup, AppImage, Web, Desktop HQ). Release page:
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@@ -205,7 +210,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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`JokeGround_*`; `set_night_mode()` owns their energies and the hill tint.
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The latest local realism judge reports a 0.454 reference gap on the night entrance;
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the concept is photoreal while the map keeps stylized materials, so texture/foliage
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detail stays with the postponed 0.9.5 pass rather than the map milestone.
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detail stays with the 0.9.5 texture pass rather than the map milestone.
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- **Docs validation (2026-11-02):** `python3 tools/check_docs.py` requires a README
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only in directories containing tracked files, verifies local links and requires
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every tracked image in a folder to be linked from its README. Gitignored
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@@ -843,8 +848,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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`PLAN.md` describes intended design; `README.md` and `DONE.md` describe what shipped. As of
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2026-11-02 the playable build covers the three venues, tutorials/campaign/checkpoints, the 0.9.3
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UI/accessibility pass, the 0.9.4 NPC visual optimization, and the Blender + realism asset pipeline. `TODO.md` holds the remaining
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0.9.4–0.10.0 work. The project uses a custom headless runner, not GUT, and Gitea Actions, not
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UI/accessibility pass, the 0.9.4 NPC visual optimization, the 0.9.5 texture/material pass, and the Blender + realism asset pipeline. `TODO.md` holds the remaining
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0.9.6–0.10.0 work. The project uses a custom headless runner, not GUT, and Gitea Actions, not
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GitHub Actions.
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@@ -176,7 +176,7 @@ Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [AD
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## Versioning and Delivery
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`config/version` in `project.godot` is the single version source (currently `0.9.4`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
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`config/version` in `project.godot` is the single version source (currently `0.9.5`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
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## Design Direction
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@@ -38,12 +38,13 @@ precision walk, the Joke Shop's Sunset Strip frontage, the TV Studio arrival, an
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> Downloads are public (no sign-in required) since the host's instance-wide
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> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
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>
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> **Latest published: v0.9.4** — the NPC visual optimization pass: face/head
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> depth, hands and gear placement, shoes and boots, headgear clearance, and the
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> 8,000/8,000 character mesh budget on top of the Hollywood/Joke Shop maps and
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> **Latest published: v0.9.5** — the texture and material refinement pass:
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> 256² NPC maps, a four-times fabric weave without baked AO blotches, repair of
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> the Walk of Fame terrazzo band and awning stripe, and per-phase skyline haze,
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> on top of the v0.9.4 NPC visual optimization, the Hollywood/Joke Shop maps and
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> the v0.9.3 UI/accessibility polish.
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>
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> **Current source: v0.9.4** — tagged and built from the same commit.
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> **Current source: v0.9.5** — tagged and built from the same commit.
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> Releases are built automatically when a `vX.Y.Z` tag is pushed
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> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
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> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
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@@ -121,18 +122,19 @@ Full setup, every run/test/smoke command, and the controls table are in
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- [`docs/development-status.md`](docs/development-status.md) — Implemented features and what's next.
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- [`docs/smoke-checklist.md`](docs/smoke-checklist.md) — Manual smoke-test checklist.
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- [`docs/blender-assets.md`](docs/blender-assets.md) — Blender asset library: characters, gear, props, attach points.
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- [`docs/npc-visual-review.md`](docs/npc-visual-review.md) — 0.9.4 NPC baseline, acceptance criteria and ranked visual gaps.
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- [`docs/npc-visual-review.md`](docs/npc-visual-review.md) — 0.9.4 NPC baseline, acceptance criteria and ranked visual gaps; 0.9.5 texture comparison is in `docs/blender_previews/sheet_texture_refinement_0.9.5.jpg`.
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- [`docs/npc-proportion-audit.md`](docs/npc-proportion-audit.md) — NPC proportion measurements against the shared stylized guide.
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- [`docs/adr/`](docs/adr/) — Architecture Decision Records.
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- [`TODO.md`](TODO.md) — Active tasks plus the 0.x gap analysis and milestone roadmap.
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## Development Status
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v0.9.4 is the current source version: the completed NPC visual optimization
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(face/head depth, hands and gear placement, shoes/boots, headgear clearance and
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the 8,000/8,000 mesh budget), on top of the v0.9.3 UI/accessibility polish
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pass and v0.9.2's Hollywood/Joke Shop map rebuilds. It builds on
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v0.9.1's Godot 4.7.2 baseline, v0.9.0's production-quality pass, v0.8's
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v0.9.5 is the current source version: the completed texture and material
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refinement (256² NPC maps, a 4× fabric weave with baked-AO removal, repaired
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Walk of Fame/awning surfaces and per-phase skyline haze), on top of the v0.9.4
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NPC visual optimization and the v0.9.3 UI/accessibility polish pass. It builds on
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v0.9.2's Hollywood/Joke Shop map rebuilds, v0.9.1's Godot 4.7.2 baseline,
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v0.9.0's production-quality pass, v0.8's
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tutorial/campaign/resume work and the v0.7.x venue/gear/judge work. See [`docs/development-status.md`](docs/development-status.md)
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for the implemented list and [`TODO.md`](TODO.md) for the 0.x roadmap. Manual
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verification uses the [`docs/smoke-checklist.md`](docs/smoke-checklist.md).
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@@ -5,7 +5,7 @@ see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these
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## Gap Analysis and 0.x Roadmap
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Baseline: **v0.9.4** (2026-11-02). Three playable venues, tutorial/campaign/checkpoint resume,
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Baseline: **v0.9.5** (2026-11-02). Three playable venues, tutorial/campaign/checkpoint resume,
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difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete
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escalation/access/radio loop, shift review, the Blender asset library, 263 headless + 101 Python
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tests, a 21/21 clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong
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@@ -37,7 +37,7 @@ release-candidate foundation, not yet a 0.10.0 release candidate.
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| Animation/presentation | Procedural pose layers, portrait captures, reduced hem clipping, 8,000/8,000 NPC cap | Thorough NPC silhouette/face/gear/pose/LOD optimization before visual QA | Close-up jank reduces perceived quality | Complete (0.9.4) |
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| Audio/accessibility | Procedural ambience/SFX, volume controls, captions/reduce-motion settings, searchable Help | Full accessibility/localization acceptance review, audio caption coverage and P0/P1 fixes | Public release cannot claim accessible play | 0.10.0 |
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| Localization | English JSON table, validation and input-generated Help | Pseudo-locale/layout audit and translator workflow sign-off | Text expansion/clipping at release | 0.10.0 |
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| Performance/platform | 24-NPC headless budget (6.9 ms), Compatibility/Web/HQ paths | Target hardware matrix, Web/HQ manual profiling, frame-time/memory evidence | Platform-specific drops or startup failures | 0.9.6 / 0.10.0 |
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| Performance/platform | 24-NPC headless budget (6.94 ms), Compatibility/Web/HQ paths | Target hardware matrix, Web/HQ manual profiling, frame-time/memory evidence | Platform-specific drops or startup failures | 0.9.6 / 0.10.0 |
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| Save lifecycle | Settings/campaign/history/checkpoint files, atomic writes | Migration fixtures from 0.8/0.9, fresh-install/upgrade verification, rollback instructions | Player progress loss on upgrade | 0.10.0 |
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| QA/CI | Headless suite, smokes, screenshot compare, 21/21 judge | Release-candidate smoke matrix, final gallery and release dry run | Regressions escape the release gate | 0.9.6 / 0.10.0 |
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| Release/legal | Unsigned desktop/macOS builds, Web/HQ packages | Signing/notarization decision, checksums, AI-asset provenance, credits, privacy/body-camera and rating review | Public release blocked by trust/policy | 0.10.0 |
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@@ -45,12 +45,12 @@ release-candidate foundation, not yet a 0.10.0 release candidate.
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| Future 0.x | Stable 0.x feature set | Live replay, more venues, VO/music, image-to-mesh props and seasonal content | Scope creep before release | 0.11.0+ |
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**Current priority:** map optimization, the **pre-build NPC revisit**, the
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**0.9.3 UI polish** and **0.9.4 NPC visual optimization** passes are complete
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(all moved to `DONE.md` on 2026-11-02). 0.9.5 texture refinement, 0.9.6
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integration and the 0.10.0 release candidate are queued. The source version is
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now 0.9.4.
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**0.9.3 UI polish**, **0.9.4 NPC visual optimization** and **0.9.5 texture
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refinement** passes are complete (all moved to `DONE.md` on 2026-11-02).
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0.9.6 integration and the 0.10.0 release candidate are queued. The source
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version is now 0.9.5.
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## Postponed — Patch 0.9.5 — Texture and material refinement
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## Patch 0.9.5 — Texture and material refinement
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Goal: improve close-range surface and character texture quality while keeping GL
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Compatibility/Web parity, deterministic assets and offline CI.
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@@ -82,20 +82,36 @@ Compatibility/Web parity, deterministic assets and offline CI.
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skin/hair/gear keep AO. Comparison `sheet_npc_baseline_compare-texuv.jpg`.)
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- [x] Re-bake AO where geometry changes; verify the 256² maps and material wiring.
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(No character geometry changed in the texture pass; asset/base audits pass.)
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- [ ] Audit library props and UI/card/icon textures at their actual screen sizes;
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remove blurry/oversized or unused textures where safe.
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- [ ] Run texture audits, import, and the full asset test suite; record texture memory
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and triangle/draw-call impact.
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- [x] Audit library props and UI/card/icon textures at their actual screen sizes;
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remove blurry/oversized or unused textures where safe. (All 21 screen-art
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textures are 1280×720 and referenced; access cards are 256×128, HUD icons
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64×64; no oversized or unused runtime texture found. Legacy root textures
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remain only as the `generate_textures.py`/asset-test fallback.)
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- [x] Run texture audits, import, and the full asset test suite; record texture memory
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and triangle/draw-call impact. (Godot 263/263, Python 101/101; asset and base
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audits pass; 24 NPCs = 168 meshes / 131,616 triangles / 6.94 ms. Compressed
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payloads: picks 24.55 MB, UI art 22.67 MB, NPC maps 0.48 MB.)
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### Visual verification
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- [ ] Run `python3 tools/scene_concepts.py realism` for the affected stages with the
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judge enabled; record metric gaps and model/spend.
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- [ ] Re-run `tools/check_screenshots.sh` and the screen-design judge; clear all
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`diff` verdicts.
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- [ ] Capture before/after close-ups for brick, pavement, asphalt, character cloth
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and skyline; document accepted trade-offs.
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- [ ] Update asset docs and the changelog/status with the promoted texture versions.
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- [x] Run `python3 tools/scene_concepts.py realism` for the affected stages with the
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judge enabled; record metric gaps and model/spend. (Run
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`docs/screens/realism/2026-11-02-tex` with `z-ai/glm-5.3-flash`, one pass per
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shot; mean `after` overall 1.8, lighting 2.3, materials 1.8, texture 1.2,
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backdrop 2.0, characters 1.2, Pillow gap 0.306. The judge is optional and not
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a CI gate; the report stays local.)
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- [x] Re-run `tools/check_screenshots.sh` and the screen-design judge; clear all
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`diff` verdicts. (21 good / 0 bad; `screen_designs.py judge` = 21/21 match,
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0 review, 0 diff.)
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- [x] Capture before/after close-ups for brick, pavement, asphalt, character cloth
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and skyline; document accepted trade-offs. (Committed
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`docs/blender_previews/sheet_texture_refinement_0.9.5.jpg`: Walk of Fame
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pavers, asphalt aggregate, limestone facade, day skyline haze and NPC cloth;
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asphalt/limestone picks intentionally held, no replacement.)
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- [x] Update asset docs and the changelog/status with the promoted texture versions.
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(README/PLAN/architecture/status/MEMORY and the 0.9.5 changelog entry now
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carry the texture results; the 0.9.5 section moved to `DONE.md` after the
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release build.)
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## Postponed — Patch 0.9.6 — Integration, performance and judge gate
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@@ -37,7 +37,7 @@ This document follows the structure of the arc42 architecture documentation temp
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- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
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- **PATCH** — bug fixes and small polish that do not change behavior.
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The single source of truth for the version is `config/version` in `project.godot` (currently `0.9.4`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-stable, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
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The single source of truth for the version is `config/version` in `project.godot` (currently `0.9.5`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-stable, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
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## 3. Context and Scope
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@@ -235,12 +235,13 @@ godot --path . --script res://src/test/capture_npc_baseline.gd -- \
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python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
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```
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`capture_realism.gd` runs nine stages (day, Hollywood surface close-ups, Joke Shop surface close-ups, portrait, evening, late, Joke Shop day, Joke Shop night, studio);
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`--stages=day,late` limits it while tuning; `--flashlight` turns on the guard lamp for
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night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one NPC on open sidewalk
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and frames the face, which is the only capture that can judge avatar detail
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(`--portrait-type=N` picks a role). For the 0.9.5 texture audit, run the surface
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stages directly; the HUD is hidden for them:
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`capture_realism.gd` runs nine stages in this order: day, Hollywood surface close-ups,
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portrait, evening, late, Joke Shop day, Joke Shop surface close-ups, Joke Shop night,
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studio; `--stages=day,late` limits it while tuning; `--flashlight` turns on the guard
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lamp for night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one
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NPC on open sidewalk and frames the face, which is the only capture that can judge
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avatar detail (`--portrait-type=N` picks a role). For the 0.9.5 texture audit, run
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the surface stages directly; the HUD is hidden for them:
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```bash
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godot --path . --script res://src/test/capture_realism.gd \
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@@ -249,11 +250,24 @@ godot --path . --script res://src/test/capture_realism.gd \
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The generated realism runs under
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`docs/screens/realism/` are **local, gitignored QA artifacts**; commit only the
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resulting decisions/docs, not the run folders. The texture-adoption run compared
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the pre-adoption captures with the current build: on the shots both sets captured,
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the judge's like-for-like means rose on every sub-score (overall 0.8 → 1.0,
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backdrop 0.6 → 1.6) and the Pillow metric gap fell 0.444 → 0.348. The character
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pass added the portrait shot and recorded the new faces, hands and sleeve cuffs.
|
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resulting decisions/docs, not the run folders. The 0.9.5 texture/UI audit checked actual screen sizes: all screen art is
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1280×720, access cards are 256×128 and HUD icons are 64×64; no runtime texture
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was oversized or unused. The 24-NPC smoke now reports 168 meshes / 131,616
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triangles / 6.94 ms. Compressed payloads are 24.55 MB of surface picks, 22.67 MB
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of screen art and 0.48 MB of NPC maps.
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|
||||
The 0.9.5 realism judge ran once per shot with `z-ai/glm-5.3-flash`
|
||||
(`python3 tools/scene_concepts.py realism --run docs/screens/realism/2026-11-02-tex
|
||||
--judge`). Its mean `after` scores were overall 1.8, lighting 2.3, materials 1.8,
|
||||
texture detail 1.2, backdrop 2.0 and characters 1.2; the Pillow metric gap was
|
||||
0.306. The judge still ranks the painted concept targets above the stylized build,
|
||||
particularly lit night facades and dense backdrop detail. That is expected: the
|
||||
pass validated close-range surfaces and promoted the texture repairs, not a
|
||||
photoreal renderer. The 0.9.5 before/after close-up sheet is
|
||||
[`blender_previews/sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg);
|
||||
the texture-adoption run itself was the earlier 0.8-style candidate comparison,
|
||||
and its report remains local/gitignored.
|
||||
|
||||
The Forward+ A/B compared the Compatibility entrance with the optional Desktop HQ
|
||||
preset. The gear-fit run checked the sunglasses, bag and helmet against measured
|
||||
head/skirt bounds with `python3 tools/blender_assets.py fit`; it also fixed the
|
||||
|
||||
@@ -54,6 +54,7 @@ Committed contact sheets and local Blender renders for the character, gear and p
|
||||
| <img src="sheet_npc_baseline_compare-shoes.jpg" width="280" alt="sheet_npc_baseline_compare-shoes.jpg"> | [`sheet_npc_baseline_compare-shoes.jpg`](sheet_npc_baseline_compare-shoes.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-tex256.jpg" width="280" alt="sheet_npc_baseline_compare-tex256.jpg"> | [`sheet_npc_baseline_compare-tex256.jpg`](sheet_npc_baseline_compare-tex256.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-texuv.jpg" width="280" alt="sheet_npc_baseline_compare-texuv.jpg"> | [`sheet_npc_baseline_compare-texuv.jpg`](sheet_npc_baseline_compare-texuv.jpg) |
|
||||
| <img src="sheet_texture_refinement_0.9.5.jpg" width="280" alt="sheet_texture_refinement_0.9.5.jpg"> | [`sheet_texture_refinement_0.9.5.jpg`](sheet_texture_refinement_0.9.5.jpg) |
|
||||
| <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
|
||||
| <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) |
|
||||
| <img src="shoulder_bag.png" width="280" alt="shoulder_bag.png"> | [`shoulder_bag.png`](shoulder_bag.png) |
|
||||
|
||||
|
After Width: | Height: | Size: 482 KiB |
@@ -44,7 +44,9 @@ Implemented so far:
|
||||
- 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`.
|
||||
- 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>.
|
||||
- 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.
|
||||
- Texture/prop audit (0.9.5 work): all 21 screen-art textures are 1280×720 and referenced; access cards are 256×128 and HUD icons 64×64. No oversized or unused runtime texture was found; the legacy root textures remain only as the texture-generator/asset-test fallback. The 24-NPC smoke now reports 168 meshes, 131,616 triangles and 6.94 ms (50 ms budget); compressed payload is 24.55 MB of surface picks, 22.67 MB of screen art and 0.48 MB of NPC maps.
|
||||
- NPC texture pass (0.9.5 work): the NPC base and all eight library characters now use 256² albedo/normal/ORM maps instead of 128². Cloth and pants use `NPC_FABRIC_UV_SCALE` (4× weave) and skip the baked per-character AO, removing the large blotchy patches in portraits; skin, hair and gear keep baked AO. The base and eight GLBs plus AO maps were rebuilt; the 24-NPC smoke remains green.
|
||||
- Texture visual verification (0.9.5 work): the nine-stage realism run used `z-ai/glm-5.3-flash` once per shot; mean `after` scores were overall 1.8, lighting 2.3, materials 1.8, texture detail 1.2, backdrop 2.0 and characters 1.2, with a Pillow metric gap of 0.306. The judge remains an optional review aid, not a CI gate. The committed before/after close-up sheet is [`blender_previews/sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg); it records that the paver/Walk of Fame and NPC fabric repairs are visible, while asphalt, limestone and skyline picks held without a replacement. `tools/check_screenshots.sh` passed 21 good / 0 bad and the screen-design judge passed 21/21 match with 0 review.
|
||||
- NPC visual optimization (0.9.4, complete 2026-11-02): all eight variants passed the portrait/readability, proportion, gear, foot/shoe, headgear and final-context gates. The library uses an 8,000-triangle / 8,000-glTF-vertex cap (up from 6,000/5,000; `npc_base` fallback remains 6,000/4,000); current characters measure 4,482–5,474 triangles and 4,260–5,494 vertices. The 48-frame baseline and 96-frame final-context review pass, the hand/gear offset and shoes are in, and the accepted stylized limits are documented in `npc-visual-review.md`.
|
||||
- NPC face-detail pass (0.9.4 work): ala wings and a smaller nose bridge/tip, one rounded mouth slot, and a darker ear concha; all eight rebuilt. The comparison is `sheet_npc_baseline_compare-face-detail.jpg`.
|
||||
- NPC headgear clearance (0.9.4 work): the 96-frame final-context review after the face-detail pass confirms the cap, firefighter helmet, hood and sunglasses clear the refined brow and eyes; no gear rebuild was needed.
|
||||
@@ -74,6 +76,6 @@ Implemented so far:
|
||||
- Keyboard/gamepad focus pass (0.9.3 work): `UiFocus` rings wrap through visible/enabled controls, hidden Continue and disabled timeline actions are skipped, each modal has a default focus, and A/B are bound to `ui_accept`/`ui_cancel` for pad-only navigation. Recorded in `docs/ui-copy.md`.
|
||||
- Button-state pass (0.9.3 work): a shared `UiStyles` helper now gives every action button explicit normal, hover, pressed, focus and disabled styles; the timeline disables Previous/Next at its boundaries, while hidden continue states and the keyboard-only tutorial skip remain intentional. Recorded in `docs/ui-copy.md`.
|
||||
- Dialogue pass (0.9.3 work): NPC reason answers now use the authored `reason` context, with an in-character answer for every shared archetype; Hollywood and Studio gained door-staff lines; radio cancellation, tutorial Ask terminology, help, start hints and campaign reset copy were clarified. Audit recorded in `docs/ui-copy.md`.
|
||||
- Pre-build NPC review (2026-11-02): all eight library characters were staged at portrait, conversation and crowd distance on Hollywood and the Joke Shop, in day and night lighting, with the normal crowd hidden (`src/test/capture_npc_review.gd`). No P0 issues were found. Two P1 gear-fit issues were fixed with runtime attach offsets: the authorized-guest lanyard badge now clears the jacket and the firefighter helmet sits above the eyes. Backpack straps, caps, hands and the intentionally low-poly faces were accepted for the stylized target; close-range flashlight wash remains an optional-lighting follow-up. The 24-NPC budget stayed at 6.93 ms, the gallery passed 13 good / 0 bad and the screen-design judge stayed 13/13, and a clean portrait scored a 0.732 vision gap against the photoreal concept.
|
||||
- Pre-build NPC review (2026-11-02): all eight library characters were staged at portrait, conversation and crowd distance on Hollywood and the Joke Shop, in day and night lighting, with the normal crowd hidden (`src/test/capture_npc_review.gd`). No P0 issues were found. Two P1 gear-fit issues were fixed with runtime attach offsets: the authorized-guest lanyard badge now clears the jacket and the firefighter helmet sits above the eyes. Backpack straps, caps, hands and the intentionally low-poly faces were accepted for the stylized target; close-range flashlight wash remains an optional-lighting follow-up. The 24-NPC budget stayed at 6.94 ms, the gallery passed 13 good / 0 bad and the screen-design judge stayed 13/13, and a clean portrait scored a 0.732 vision gap against the photoreal concept.
|
||||
|
||||
Current gaps for the 0.x release line: deeper authored content/dialogue, animation and audio production, localization/accessibility expansion, 24-NPC/platform profiling, external playtesting, and signed/notarized release packaging. The full gap analysis and milestone plan live in [`TODO.md`](../TODO.md); the current architecture and documentation ownership map are in [`docs/architecture.md`](architecture.md).
|
||||
@@ -93,7 +93,7 @@ pass every applicable item before a library rebuild is accepted.
|
||||
authored grip points.
|
||||
8. **Crowd and performance:** the silhouette remains readable at the 8 m crowd
|
||||
frame and the LOD/impostor tiers match the full mesh; the 24-NPC budget stays
|
||||
within the existing 6.93 ms baseline (no regression beyond the measured
|
||||
within the existing 6.94 ms baseline (no regression beyond the measured
|
||||
variance), and no new per-frame material or mesh churn is introduced.
|
||||
|
||||
Asset-space `fit` values are measurements of the untouched GLBs, not a pass/fail
|
||||
@@ -224,11 +224,14 @@ The face-detail pass is [`sheet_npc_baseline_compare-face-detail.jpg`](blender_p
|
||||
The hand pass is [`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg);
|
||||
the forward-grip pass is
|
||||
[`sheet_npc_hands_grip_compare.jpg`](blender_previews/sheet_npc_hands_grip_compare.jpg).
|
||||
Keep the baseline sheet as the before artifact and add a new comparison sheet
|
||||
rather than replacing it.
|
||||
The 0.9.5 texture pass adds
|
||||
[`sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg),
|
||||
which pairs the close-range surface and cloth comparisons. Keep the baseline
|
||||
sheet as the before artifact and add a new comparison sheet rather than
|
||||
replacing it.
|
||||
|
||||
## Next implementation order
|
||||
|
||||
0.9.4 is closed. The next visual work belongs to the 0.9.5 texture pass and the
|
||||
0.9.4 and the 0.9.5 texture pass are closed. The next visual work belongs to the
|
||||
0.10.0 acceptance review; keep the NPC baseline/final-context commands as the
|
||||
regression gate for any future character edit.
|
||||
|
Before Width: | Height: | Size: 1.3 MiB After Width: | Height: | Size: 1.3 MiB |
|
Before Width: | Height: | Size: 1.3 MiB After Width: | Height: | Size: 1.4 MiB |
|
Before Width: | Height: | Size: 547 KiB After Width: | Height: | Size: 543 KiB |
|
Before Width: | Height: | Size: 659 KiB After Width: | Height: | Size: 660 KiB |
|
Before Width: | Height: | Size: 383 KiB After Width: | Height: | Size: 383 KiB |
|
Before Width: | Height: | Size: 761 KiB After Width: | Height: | Size: 761 KiB |
|
Before Width: | Height: | Size: 54 KiB After Width: | Height: | Size: 54 KiB |
|
Before Width: | Height: | Size: 406 KiB After Width: | Height: | Size: 406 KiB |
|
Before Width: | Height: | Size: 567 KiB After Width: | Height: | Size: 567 KiB |
|
Before Width: | Height: | Size: 830 KiB After Width: | Height: | Size: 841 KiB |
|
Before Width: | Height: | Size: 529 KiB After Width: | Height: | Size: 529 KiB |
|
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.2 MiB |
@@ -12,7 +12,7 @@ config_version=5
|
||||
|
||||
config/name="Gig Line"
|
||||
config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
|
||||
config/version="0.9.4"
|
||||
config/version="0.9.5"
|
||||
run/main_scene="res://scenes/main.tscn"
|
||||
config/features=PackedStringArray("4.7", "GL Compatibility")
|
||||
|
||||
|
||||
@@ -81,15 +81,16 @@ const SHOTS_PORTRAIT := [
|
||||
]
|
||||
## Stage list: shift time selects the phase, `venue` switches the scenario first.
|
||||
const STAGES := [
|
||||
{"name": "day", "elapsed": 0.0, "venue": "", "shots": SHOTS_DAY, "night": false},
|
||||
{"name": "surfaces", "elapsed": 0.0, "venue": "", "shots": SHOTS_SURFACES, "night": false},
|
||||
{"name": "surfaces_joke", "elapsed": 0.0, "venue": "joke_shop", "shots": SHOTS_SURFACES_JOKE, "night": false},
|
||||
# Portrait next, while the day crowd is still on the street.
|
||||
{"name": "portrait", "elapsed": 0.0, "venue": "", "shots": SHOTS_PORTRAIT,
|
||||
{"name": "day", "elapsed": 0.0, "venue": "hollywood_building", "shots": SHOTS_DAY, "night": false},
|
||||
{"name": "surfaces", "elapsed": 0.0, "venue": "hollywood_building", "shots": SHOTS_SURFACES, "night": false},
|
||||
# Portrait before the venue switch: re-staging a close-up after a rebuild is
|
||||
# not reliable, and this keeps the day crowd on Hollywood.
|
||||
{"name": "portrait", "elapsed": 0.0, "venue": "hollywood_building", "shots": SHOTS_PORTRAIT,
|
||||
"night": false},
|
||||
{"name": "evening", "elapsed": 620.0, "venue": "", "shots": SHOTS_EVENING, "night": true},
|
||||
{"name": "late", "elapsed": 760.0, "venue": "", "shots": SHOTS_LATE, "night": true},
|
||||
{"name": "evening", "elapsed": 620.0, "venue": "hollywood_building", "shots": SHOTS_EVENING, "night": true},
|
||||
{"name": "late", "elapsed": 760.0, "venue": "hollywood_building", "shots": SHOTS_LATE, "night": true},
|
||||
{"name": "joke_shop_day", "elapsed": 0.0, "venue": "joke_shop", "shots": SHOTS_JOKE_DAY, "night": false},
|
||||
{"name": "surfaces_joke", "elapsed": 0.0, "venue": "joke_shop", "shots": SHOTS_SURFACES_JOKE, "night": false},
|
||||
{"name": "joke_shop", "elapsed": 700.0, "venue": "joke_shop", "shots": SHOTS_JOKE, "night": true},
|
||||
{"name": "studio", "elapsed": 700.0, "venue": "tv_studio", "shots": SHOTS_STUDIO, "night": true},
|
||||
]
|
||||
@@ -180,6 +181,7 @@ func _process(delta: float) -> bool:
|
||||
return false
|
||||
|
||||
func _begin_stage() -> void:
|
||||
_clear_capture_pause()
|
||||
_stage += 1
|
||||
while _stage < STAGES.size() and not _only_stages.is_empty() \
|
||||
and not _only_stages.has(str(STAGES[_stage]["name"])):
|
||||
@@ -209,6 +211,7 @@ func _begin_stage() -> void:
|
||||
print("capture_realism: stage %s at %d ms" % [stage["name"], Time.get_ticks_msec()])
|
||||
|
||||
func _run_queue(delta: float) -> void:
|
||||
_clear_capture_pause()
|
||||
if _queue.is_empty():
|
||||
_phase = "stage"
|
||||
return
|
||||
@@ -241,9 +244,18 @@ func _run_queue(delta: float) -> void:
|
||||
_queue.pop_front()
|
||||
_shot_frames = 0
|
||||
|
||||
## Capture staging must not inherit a pause overlay from the previous stage or a
|
||||
## window-focus change; a paused frame hides the very surfaces the pass audits.
|
||||
func _clear_capture_pause() -> void:
|
||||
if gm == null:
|
||||
return
|
||||
var pause = gm.get("pause_overlay")
|
||||
if pause != null and pause.visible:
|
||||
gm.call("_close_pause")
|
||||
|
||||
## Frame a nearby NPC from the front, with the sun behind the camera so the face
|
||||
## is lit. The subject's own yaw is re-written every frame by its FSM, so the
|
||||
## portrait turns the visual `Rig` child instead and stands on the sunlit side.
|
||||
## is lit. The subject's FSM and idle head-turn are frozen so the still keeps the
|
||||
## face toward the lens; photo/film poses are skipped because their props cover it.
|
||||
func _stage_portrait(delta: float, angle_deg: float = 0.0) -> bool:
|
||||
var guard_pos: Vector3 = gm.guard.global_position
|
||||
var light := _sun_direction()
|
||||
@@ -254,7 +266,17 @@ func _stage_portrait(delta: float, angle_deg: float = 0.0) -> bool:
|
||||
var npc := node as Node3D
|
||||
if npc == null or _faces_covered(npc):
|
||||
continue
|
||||
if _portrait_type >= 0 and int(_profile_of(npc).get("npc_type")) != _portrait_type:
|
||||
var profile = _profile_of(npc)
|
||||
if profile == null:
|
||||
continue
|
||||
if _portrait_type >= 0 and int(profile.get("npc_type")) != _portrait_type:
|
||||
continue
|
||||
# A film/photo pose holds a camera or phone in front of the face; keep the
|
||||
# default portrait on an idle person so the texture pass sees skin.
|
||||
var pose := ""
|
||||
if npc.has_method("theater_pose"):
|
||||
pose = str(npc.call("theater_pose"))
|
||||
if _portrait_type < 0 and pose in ["photo", "film", "perform"]:
|
||||
continue
|
||||
var distance: float = npc.global_position.distance_to(guard_pos)
|
||||
if distance > 25.0:
|
||||
@@ -280,9 +302,10 @@ func _stage_portrait(delta: float, angle_deg: float = 0.0) -> bool:
|
||||
continue
|
||||
other.set_physics_process(false)
|
||||
other.global_position += Vector3(0.0, 0.0, 140.0)
|
||||
# Freeze the subject: its FSM re-writes the yaw every physics tick, which
|
||||
# would turn it away from the camera again.
|
||||
# Freeze the subject: its FSM re-writes the yaw every physics tick, and the
|
||||
# idle head-turn would still look away after the body is aimed at the camera.
|
||||
best.set_physics_process(false)
|
||||
best.set_process(false)
|
||||
# Clear standing spot on the sidewalk, away from the queue: the close-up is a
|
||||
# character still, not a slice of the scene, and the crowd would block it.
|
||||
var spot := Vector3(0.0, 0.0, 0.0)
|
||||
@@ -290,6 +313,11 @@ func _stage_portrait(delta: float, angle_deg: float = 0.0) -> bool:
|
||||
spot = gm.guard.get("spawn_position")
|
||||
best.global_position = spot + _portrait_spot
|
||||
best.rotation.y = 0.0
|
||||
var subject_head := best.get_node_or_null("Rig/Head") as Node3D
|
||||
if subject_head == null:
|
||||
subject_head = best.find_child("Head", true, false) as Node3D
|
||||
if subject_head != null:
|
||||
subject_head.rotation.y = 0.0
|
||||
# Stand between the subject and the sun, so the face is front-lit.
|
||||
var to_light := -light
|
||||
to_light = to_light.rotated(Vector3.UP, deg_to_rad(angle_deg))
|
||||
@@ -305,10 +333,12 @@ func _stage_portrait(delta: float, angle_deg: float = 0.0) -> bool:
|
||||
# Face the camera: from the subject, the guard lies in the -look direction.
|
||||
# Use the drawn rig so an FSM yaw on the root cannot fight the pose.
|
||||
var rig := best.find_child("Rig", true, false) as Node3D
|
||||
# NPC art faces +Z; yaw the root toward the guard so the face, not the
|
||||
# back, is under the camera.
|
||||
var face := atan2(-look.x, -look.z)
|
||||
best.rotation.y = face
|
||||
if rig != null:
|
||||
rig.rotation.y = atan2(-look.x, -look.z)
|
||||
else:
|
||||
best.rotation.y = atan2(-look.x, -look.z)
|
||||
rig.rotation.y = 0.0
|
||||
|
||||
return true
|
||||
|
||||
|
||||
@@ -42,10 +42,19 @@ func _process(delta: float) -> bool:
|
||||
if frame >= WARMUP_FRAMES + SAMPLE_FRAMES:
|
||||
var average := sample_ms / SAMPLE_FRAMES
|
||||
var meshes := 0
|
||||
var triangles := 0
|
||||
for avatar in avatars:
|
||||
meshes += avatar.find_children("*", "MeshInstance3D", true, false).size()
|
||||
print("NPC budget: %d avatars, %d meshes, avg frame %.2f ms (budget %.0f ms)" % [
|
||||
COUNT, meshes, average, BUDGET_MS])
|
||||
for node in avatar.find_children("*", "MeshInstance3D", true, false):
|
||||
var mi := node as MeshInstance3D
|
||||
if mi == null or mi.mesh == null:
|
||||
continue
|
||||
meshes += 1
|
||||
for surface in mi.mesh.get_surface_count():
|
||||
var arrays := mi.mesh.surface_get_arrays(surface)
|
||||
var indices: PackedInt32Array = arrays[Mesh.ARRAY_INDEX]
|
||||
triangles += indices.size() / 3
|
||||
print("NPC budget: %d avatars, %d meshes, %d triangles, avg frame %.2f ms (budget %.0f ms)" % [
|
||||
COUNT, meshes, triangles, average, BUDGET_MS])
|
||||
if average > BUDGET_MS:
|
||||
printerr("SMOKE FAIL: frame time %.1f ms exceeds the %.0f ms budget" % [
|
||||
average, BUDGET_MS])
|
||||
|
||||