Release 0.9.5 texture and material refinement
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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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