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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@@ -335,17 +335,17 @@ static func hollywood_building() -> VenueScenario:
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])
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scenario.event_pool = [
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_building_routine("tourist_photo", Rules.NpcType.TOURIST, "photo", Vector2(0, 900), 0.35),
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_building_routine("tourist_photo", Rules.NpcType.TOURIST, "photo", Vector2(0, 900), 0.42),
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_building_routine("protest_gather", Rules.NpcType.PROTESTER, "protest", Vector2(300, 900), 0.18),
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_building_routine("tourist_sit", Rules.NpcType.TOURIST, "sit", Vector2(0, 900), 0.20),
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_building_routine("tourist_sit", Rules.NpcType.TOURIST, "sit", Vector2(0, 900), 0.26),
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_building_routine("confused_enter", Rules.NpcType.CONFUSED_VISITOR, "enter", Vector2(0, 900), 0.25),
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_building_routine("delivery_drop", Rules.NpcType.DELIVERY, "deliver", Vector2(0, 600), 0.30),
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_building_routine("staff_entry", Rules.NpcType.AUTHORIZED_STAFF, "enter", Vector2(0, 600), 0.35),
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_building_routine("guest_entry", Rules.NpcType.AUTHORIZED_GUEST, "enter", Vector2(0, 900), 0.25),
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_building_routine("performer_show", Rules.NpcType.PERFORMER, "perform", Vector2(300, 800), 0.18),
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_building_routine("influencer_film", Rules.NpcType.INFLUENCER, "film", Vector2(300, 900), 0.20),
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_building_routine("performer_show", Rules.NpcType.PERFORMER, "perform", Vector2(300, 800), 0.24),
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_building_routine("influencer_film", Rules.NpcType.INFLUENCER, "film", Vector2(300, 900), 0.26),
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_building_routine("intoxicated_wander", Rules.NpcType.INTOXICATED, "wander", Vector2(600, 900), 0.15),
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_building_routine("trespass_test", Rules.NpcType.TRESPASSER, "trespass", Vector2(300, 900), 0.12),
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_building_routine("trespass_test", Rules.NpcType.TRESPASSER, "trespass", Vector2(300, 900), 0.16),
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{
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"id": "crisis_event",
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"phase": Rules.Phase.EVENING,
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