Document the local Godot 4.7.2 toolchain
Record the upgraded 4.7.2 binary, the retained 4.3 backup and the matching export templates. Keep the project/CI baseline at 4.3 and note that 4.7.2 verified import, tests, the session smoke and a Linux export. Hide the 4.7-generated per-script UID sidecars from this clone only.
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@@ -44,6 +44,13 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default.
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- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
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- **Local Godot toolchain (2026-11-01):** `~/.local/bin/godot` is 4.7.2 stable;
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4.3 stable is kept as `~/.local/bin/godot-4.3.stable`. Export templates for
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4.7.2 are installed under `~/.local/share/godot/export_templates/4.7.2.stable`
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(4.3 remains). The project and CI still pin 4.3 in `project.godot`/the Gitea
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workflow; 4.7.2 imports, runs the 231-test suite, session-shell smoke and a
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Linux export successfully. Godot 4.7 writes `*.gd.uid` files; they are kept
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out of this clone's status via `.git/info/exclude` until the project upgrades.
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- **Blender invocation (v0.6.0):** `flatpak run org.blender.Blender --background --python
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/run/media/system/DATA/Documents/06-games/security-game/tools/npc_pipeline.py -- build`.
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The flatpak cannot read `/tmp`; use absolute repo paths. `assets/models/npc/.gdignore` is
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@@ -52,7 +52,7 @@ precision walk, the Joke Shop alley, the TV Studio arrival, and the prop lineup.
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If you are here to develop or test locally instead of downloading, jump to
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[Setup and Run](#setup-and-run) below.
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The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4.3 + GDScript): a procedural Hollywood Boulevard entrance, a first-person guard, simulated NPCs with intents and reactions, the six-level escalation model, access inspection and admission decisions, radio calls with credibility checks, reputation, crowd mood, and an end-of-shift review.
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The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4 + GDScript): a procedural Hollywood Boulevard entrance, a first-person guard, simulated NPCs with intents and reactions, the six-level escalation model, access inspection and admission decisions, radio calls with credibility checks, reputation, crowd mood, and an end-of-shift review.
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## Game Overview
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@@ -15,7 +15,8 @@ time you export, either:
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`Godot_v4.3-stable_export_templates.tpz` contents into
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`~/.local/share/godot/export_templates/4.3.stable/`.
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Verify with:
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The templates must match the editor binary you use locally. CI pins Godot 4.3;
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the local development machine uses 4.7.2 with its matching templates. Verify with:
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```bash
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godot --headless --export-release "Linux" build/gig-line-smoke.x86_64
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@@ -2,7 +2,7 @@
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## Setup
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1. Download the Godot 4.3 editor (official build) and put `godot` on your PATH.
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1. Download the Godot 4.3+ editor (official build) and put `godot` on your PATH. CI pins 4.3; local development is verified with 4.7.2.
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2. Open or run the project from this directory.
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## Run and Test
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