Release 0.9.5 texture and material refinement
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zwitschi committed 2026-11-02 21:04:48 +01:00
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@@ -37,7 +37,7 @@ This document follows the structure of the arc42 architecture documentation temp
- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
- **PATCH** — bug fixes and small polish that do not change behavior.
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).
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).
## 3. Context and Scope
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@@ -235,12 +235,13 @@ godot --path . --script res://src/test/capture_npc_baseline.gd -- \
python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
```
`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);
`--stages=day,late` limits it while tuning; `--flashlight` turns on the guard lamp for
night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one NPC on open sidewalk
and frames the face, which is the only capture that can judge avatar detail
(`--portrait-type=N` picks a role). For the 0.9.5 texture audit, run the surface
stages directly; the HUD is hidden for them:
`capture_realism.gd` runs nine stages in this order: day, Hollywood surface close-ups,
portrait, evening, late, Joke Shop day, Joke Shop surface close-ups, Joke Shop night,
studio; `--stages=day,late` limits it while tuning; `--flashlight` turns on the guard
lamp for night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one
NPC on open sidewalk and frames the face, which is the only capture that can judge
avatar detail (`--portrait-type=N` picks a role). For the 0.9.5 texture audit, run
the surface stages directly; the HUD is hidden for them:
```bash
godot --path . --script res://src/test/capture_realism.gd \
@@ -249,11 +250,24 @@ godot --path . --script res://src/test/capture_realism.gd \
The generated realism runs under
`docs/screens/realism/` are **local, gitignored QA artifacts**; commit only the
resulting decisions/docs, not the run folders. The texture-adoption run compared
the pre-adoption captures with the current build: on the shots both sets captured,
the judge's like-for-like means rose on every sub-score (overall 0.8 → 1.0,
backdrop 0.6 → 1.6) and the Pillow metric gap fell 0.444 → 0.348. The character
pass added the portrait shot and recorded the new faces, hands and sleeve cuffs.
resulting decisions/docs, not the run folders. The 0.9.5 texture/UI audit checked actual screen sizes: all screen art is
1280×720, access cards are 256×128 and HUD icons are 64×64; no runtime texture
was oversized or unused. The 24-NPC smoke now reports 168 meshes / 131,616
triangles / 6.94 ms. Compressed payloads are 24.55 MB of surface picks, 22.67 MB
of screen art and 0.48 MB of NPC maps.
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
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@@ -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) |
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@@ -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).
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@@ -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.
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