Visual polish pass (v0.2.0): phase lighting, street lamps, marquee, dressing, night screenshots
- Phase-based lighting: sun direction/energy/color, ProceduralSkyMaterial gradient, and ambient per shift phase (GameManager.PHASE_LIGHTING), applied on phase transitions and shift start - WorldBuilder: street lamp poles with emissive bulbs + OmniLights, set_night_mode(), glowing STEP LINE marquee (Label3D + emissive bars), crosswalk stripes, planters, low-poly street trees - NPC avatars: per-seed height/brightness variation (deterministic LCG) - Denser routine traffic probabilities - capture_screenshots.gd: fast-forward to LATE phase and capture night set; README gallery is now 2x3 day+night; docs/screenshots regenerated - Version bumped to 0.2.0; build/ artifacts rebuilt; Linux binary smoke-tested - New headless tests for phased lighting config and street dressing (56 total)
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@@ -47,6 +47,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- CI cache: `.gitea/workflows/build.yml` no longer uses `actions/cache` (the runner can't reach
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the GitHub cache service; import is fast). `GODOT_SILENCE_ROOT_WARNING=1` set on jobs.
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Logs live in `.gitea/logs/` after each run.
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- Visual polish (v0.2.0): phase lighting (GameManager.PHASE_LIGHTING + ProceduralSkyMaterial),
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street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/
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trees, NPC per-seed variation. capture_screenshots.gd shoots day + fast-forwarded LATE night
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(6 shots in docs/screenshots/). Version bumped to 0.2.0; binaries rebuilt.
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- NOTE: collaborators occasionally add uncommitted work to this shared tree (e.g. the radio
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easter egg); check `git status` before committing and leave foreign changes untouched unless asked.
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## Known Issues / Notes
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