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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@@ -8,7 +8,7 @@ config_version=5
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config/name="Step Line"
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config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
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config/version="0.1.0"
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config/version="0.2.0"
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run/main_scene="res://scenes/main.tscn"
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config/features=PackedStringArray("4.3", "GL Compatibility")
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