Trim MEMORY.md: drop superseded handoffs and release anecdotes, fix stale counts and the sign-in contradiction
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@@ -131,7 +131,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
P0/P1 only, and must not change the `npc_base` contract, renderer or 0.10.0 candidate. The MIT
Blender skill pack is now routed through `AGENTS.md` §Local Blender skills; skill advice loses
to the project contract, and there is no Blender MCP here (headless flatpak scripts instead).
MEMORY is ~960 lines with dated historical entries; trimming it is a tracked maintenance task.
MEMORY was trimmed to ~800 lines on 2026-11-03 (historical handoffs and release anecdotes
dropped; gotchas kept); further trimming is tracked in `TODO.md`.
- **GLB intake inspection (`blender_assets.py inspect`, 2026-11-03):** runs inside Blender, clears
parents and applies object transforms, then reports tris/budget, raw and seam-split verts,
Godot-space bounds (height/feet for characters), bones, materials, UVs, skinning and
@@ -279,7 +280,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`Materials.NPC_FABRIC_UV_SCALE = Vector3(4,4,1)`, and `NpcAvatar` skips the baked per-character
AO on those two slots. The 256² AO was magnifying into large blotches; the fabric now reads as a
fine weave. Skin/hair/gear keep baked AO. Test `test_fabric_uv_scale_avoids_the_baked_ao_pattern`
guards this. Current suite is 272/272.
guards this. Current suite is 276/276.
- **NPC visual baseline (0.9.4, 2026-11-02):** `src/test/capture_npc_baseline.gd` is the
neutral-studio 8-variant × 6-view baseline (front, three-quarter, profile, back, full body,
crowd). It uses a fixed orbit camera, mid-grey studio backdrop, key/fill lights, no HUD/crowd/animation;
@@ -295,45 +296,13 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
stylized guide in `docs/npc-proportion-audit.md`; head ~0.190 (upper 0.22) and broad-build
shoulders ~0.370/hip ~0.225 are near the upper bounds, not outliers. No skeleton/mesh rescale was
needed; run the report after any body change.
- **NPC neck/shoulder transition (0.9.4, 2026-11-02):** the body graph uses a fuller neck base
(1.43 m, radius 0.074/0.072), a taller/thicker neck top and a shoulder root lowered from 1.39 to
1.37 m. A final triangulate + tiny-face delete in `build_character` removes zero-area triangles
that the new neck branch exposed in jacket/hoodie. All eight GLBs and AO maps were rebuilt;
`npc_proportions.py` still passes and `sheet_npc_baseline_compare-body.jpg` is the review image.
- **NPC face-depth pass (0.9.4, 2026-11-02):** recessed the sclera to `ey=-0.134` and added a
thin upper lid; removed the separate jaw/cheek spheres and instead sculpt front head vertices
(`_shape_head_mesh`) around a chin plate and cheekbones. This avoids dark AO intersection rings.
Moved lips forward to stay on the reshaped surface. Latest review sheet:
`sheet_npc_baseline_compare-face.jpg`; max character is now 4,754 tris / 4,574 verts.
- **NPC torso/hip transition (0.9.4, 2026-11-02):** pelvis radius 0.165→0.168, waist
0.150→0.146, chest 0.170→0.168, upper chest 0.172→0.170. This is a subtle shirt taper, not a
skeleton change; all proportions pass and `sheet_npc_baseline_compare-torso.jpg` records it.
Max character is 4,754 tris / 4,584 verts.
- **NPC footwear pass (0.9.4, 2026-11-02):** added `ShoeToe`/`ShoeHeel` spheres to the casual shoe
and `BootToe`/`BootHeel` to responder boots; both stay above the sole/boot contact plane. Current
counts are 4,482–5,474 tris / 4,260–5,494 verts under 8,000/8,000. Sheet:
`sheet_npc_baseline_compare-shoes.jpg`.
- **NPC hand-item forward offset (0.9.4, 2026-11-02):** `NpcAvatar.HAND_ITEM_FORWARD =
Vector3(0,0,0.04)` is added in `_attach_gear()` for every `GEAR_ATTACH` hand item after the
head/chest offsets. Hand gear is authored around the wrist proxy; without this, phone,
flashlight, cup and clipboard were partly inside the palm. Fingers are still open, so true
curl/thumb contact and umbrella/sign grips stay open. Comparison:
`sheet_npc_hands_grip_compare.jpg`; regression assertions cover camera and flashlight positions.
- **NPC headgear clearance (0.9.4, 2026-11-02):** after the face-detail pass, the 96
final-context frames confirm the cap, firefighter helmet, hood and sunglasses clear the refined
brow/eyes; `blender_assets.py fit` stays clean, so no gear was rebuilt. The broad helmet brim is
intentional turnout language, not a fit failure.
- **NPC face-detail pass (0.9.4, 2026-11-02):** Nose tip radius reduced to 0.022 with ala wings,
the two dark lip boxes became one shallow `Mouth` sphere (two blobs read as a moustache), and the
ears gained a dark `EarInner` concha. All eight rebuilt; current counts are 4,226–5,218 tris /
4,119–5,240 verts under the 8,000/8,000 cap. Sheet:
`sheet_npc_baseline_compare-face-detail.jpg`.
- **NPC hand pass (0.9.4, 2026-11-02):** palm radius 0.046 at z .742, scale (.80,.62,.88);
fingers are `tube` paths from z .758 to .681–.694 with tip spheres, thumb is a bent tube. The
optional hand capture is `capture_npc_baseline.gd -- --view=hand` (8 frames, baseline stays 48).
`npc_firefighter` is at 5,240 verts after the face-detail pass; the library cap is 8,000 (see
the character-mesh-cap decision above), so grip/clothing detail still has headroom. Grip offsets
remain open.
- **NPC 0.9.4 visual passes (2026-11-02, consolidated):** the neck/shoulder, face-depth,
torso/hip, footwear, face-detail and hand passes all landed and are baked into
`tools/npc_pipeline.py` / `NpcAvatar`. The durable bits are the `NpcAvatar.HAND_ITEM_FORWARD =
Vector3(0,0,0.04)` offset (hand gear is authored around the wrist proxy) and the zero-area-triangle
cleanup after the neck branch (see the Blender-tooling note in Known Issues). Exact per-pass
values, review sheets and current per-variant counts live in `docs/3d-model-review.md` and the
code; the library cap is 8,000/8,000. Open: true finger curl/thumb contact and umbrella/sign grips.
- **UI flow smoke (2026-11-02):** `smoke_ui_flows.gd` boots the real scene and
exercises inspection allow/deny, normal vs emergency radio, Help filtering,
wand allow/deny and review return-to-menu. Keep this smoke in the 0.9.6
@@ -389,7 +358,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
cover 0.8 settings/campaign/history and a 0.9.0 checkpoint. `_load_json` uses
`JSON.new().parse()` so corrupt player files fall back silently instead of
logging a parse error; atomic writes leave the old file intact when the temp
path cannot be written. The migration suite is 9 tests; total 272.
path cannot be written. The migration suite is 9 tests; total 276.
- **0.9.6 integration (2026-11-03):** no gameplay/content changes. A clean
detached worktree at `f5b8ef2` rebuilt Linux/Windows/macOS/Web/HQ without the
dirty tree's ignored `tmp/`/`build/` payload; the in-repo build was 1.6–3.1 GB
@@ -397,21 +366,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
artifacts from a clean checkout/worktree. Verification: 263/263 tests,
101/101 Python, 14 smokes, 24-NPC 6.90 ms / 168 meshes / 131,616 triangles,
gallery 21/0, screen judge 21/21, realism judge overall 2.1 / gap 0.291.
- **Release v0.9.6 (2026-11-03):** commit `4bb2896` tagged `v0.9.6`; Gitea
Actions run 1296 passed checks and the full build and published seven assets
(Linux, Windows, macOS, NSIS setup, AppImage, Web, Desktop HQ). Release page:
`https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.6`. This is
the integration checkpoint before 0.10.0; do not reuse the tag.
- **Release v0.9.5 (2026-11-02):** commit `4bc6390` tagged `v0.9.5`; Gitea Actions run
922 passed checks and the full build and published seven assets (Linux, Windows,
macOS, NSIS setup, AppImage, Web, Desktop HQ). Release page:
`https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.5`. Do not
reuse the tag; future fixes need a new patch tag.
- **Release v0.9.4 (2026-11-02):** commit `a57b86c` tagged `v0.9.4`; Gitea Actions
run 916 passed checks and the full build and published seven assets (Linux,
Windows, macOS, NSIS setup, AppImage, Web, Desktop HQ). Release page:
`https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.4`. Do not
reuse the tag; future fixes need a new patch tag.
- **Release v0.9.4/v0.9.5/v0.9.6 (2026-11-02/03):** tags `v0.9.4` (`a57b86c`),
`v0.9.5` (`4bc6390`) and `v0.9.6` (`4bb2896`, the 0.10.0 integration checkpoint) each
published seven assets (Linux, Windows, macOS, NSIS setup, AppImage, Web, Desktop HQ) with
full CI runs; release pages live under `releases/tag/`. Never reuse a tag — future fixes
need a new patch tag. Full per-version records stay in `CHANGELOG.md`.
- **Hollywood landmark map (2026-11-02):** the default venue is the real El Capitan
Entertainment Centre block at 6840 Hollywood Blvd, not a generic brick entrance. Its
reference/mapping notes live in `docs/hollywood-boulevard-map.md`; the map-budget test
@@ -484,224 +443,6 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
**Mockup copies:** 21 design references live in `assets/images/ui/`; `docs/screens/designs/`
remains the reference-only copy. `tools/screen_designs.py` reads/writes the runtime root.
## Handoff — historical snapshot (2026-11-01; superseded by Current State / Plan vs code)
- **Status (2026-11-01, after the venue-geometry pass):** v0.7.0 was released at that point. Post-v0.6.0 the
realism pass, the visual-alignment pass and the NPC face/hand pass all landed. Headless
**272/272**, Python tooling **108/108**, `tools/check_screenshots.sh` **21 good / 0 bad**,
`screen_designs.py compare` 11 good / 0 bad, `scene_concepts.py audit` all GOOD,
`blender_assets.py audit` exit 0, `smoke_npc_budget` OK (16 avatars, 6.94 ms of 50 ms).
`PLAN.md` is compact; README/architecture track the current controls, asset pipeline, CI and
release artifacts. The historical notes below remain useful for implementation gotchas; for
current tasks use `TODO.md`.
- **Phase 2 — AI texturing (this agent, DONE 2026-11-01).** Phase 1 assets were
already in the tree (untracked) and are preserved. Generated six seamless AI
clothing albedos into `assets/textures/npc/ai/{shirt,trousers,jacket,vest,
coat,dress}.png` (512×512, `--role tile`, gpt-5-image-mini; audit 6 good).
**Gotcha:** `asset_pipeline.py generate` defaults to `GEN_SIZE=2048`, which
gpt-5-image-mini rejects (HTTP 400); pass `--request-size 1024` for 1:1 roles.
`generate --role tile` already applies `make_seamless`, so a separate
`seamless` pass is redundant. Added to `tools/npc_pipeline.py`: `prepare`
(layers AI shirt→cloth, trousers→pants albedos at 256px) and `palette`
(writes `assets/textures/npc/palette.json` via `model_pipeline.dominant_colors`).
`write_slot_textures()` now skips the albedo for slots with an AI override
(normal/ORM stay procedural). Blender `build` re-run: GLB audit ok, 1204 tris /
2488 verts, AI albedo embedded for cloth+pants. Phase 2 completed and shipped with
the v0.6.0 asset library.
**Import concurrency:** a parallel agent is running
`timeout 300 godot --headless --editor --quit --path .` and then checks
`assets/models/generated/npc_base.glb.import` — treat that as the canonical
import. My own `godot --headless --path . --import` hung with no output past
the engine banner (two Godot instances contended on `.godot`); I killed the
orphan (PID 2482934). Do not run a second import while that `--editor --quit`
is active.
Next: Phase 3 (`NpcAvatar._load_model` + slot tinting) consumes
`palette.json` and the GLB; Phase 2's capture/judge item is blocked on that.
- **Git hygiene + tooling (2026-11-01):** dev asset folders are now gitignored
and untracked: `assets/models/concepts/`, `assets/models/npc/` (Blender
sources), `assets/textures/npc/ai/` (raw AI fabrics), and the raw
`assets/textures/ai/*` outputs (only `assets/textures/ai/game_ready/` stays).
Kept in the repo: `assets/textures/npc/*_{albedo,normal,orm}.png` +
`palette.json`, `assets/models/generated/*` (props + npc_base.glb), and the
authored `assets/textures/*` set. `tools/asset_pipeline.py generate` gained
`--variants N` — generates N alternatives saved as `<stem>-1..N.png` (N=1
keeps the unsuffixed path). Python tooling tests still pass (exit 0).
- **Screenshots + docs (2026-11-01):** regenerated the eleven README captures
(`capture_screenshots.gd` + `capture_prop_gallery.gd`) — ten changed, the
prop gallery is byte-identical (props unchanged). README gained an NPC
character-model subsection, a "Confirmed game assets" section (linked
`game_ready` textures, generated models, NPC maps), and refreshed
dev-status / not-yet lines; `docs/architecture.md` Level 2 now lists
`npc_pipeline.py` + `asset_pipeline.py` and the confirmed-asset locations.
- Repo: `/run/media/system/DATA/Documents/06-games/security-game` (also reachable at
`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.7.2).
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **177/177**.
Python tooling tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs test_model_pipeline` → **53**.
Session shell smoke: `godot --headless --path . --script res://src/test/smoke_session_shell.gd` → exit 0.
Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0
(now also covers wheel cycling and right-click clearing).
- `main` is in sync with origin. **v0.2.2** tags the session-shell + world-follow-up commit;
CI builds the portable binaries, NSIS installer, and AppImage on the tag push.
- **v0.3.0 (2026-10-31, working tree):** rendering pass (`src/game/materials.gd`, phase-driven
environment), generated `.glb` props (`tools/model_pipeline.py`, `assets/models/generated/`),
aim-free selection with wheel cycling and Shift precision walk (ADR-0011/0012), and a **Web**
export target. `export_presets.cfg` gains a `Web` preset with `variant/thread_support=false`
(static hosting, no COOP/COEP); `tools/build_releases.sh` exports `build/web/` and zips it to
`build/gig-line-web-<ver>.zip`, and `publish_release.sh` uploads it. Covered by
`src/test/tests/test_web_export.gd`.
- **Prop atlas (v0.3.1):** `model_pipeline.atlas_for()` builds a per-prop power-of-two PNG with
one 8×8 cell per palette role, plus a metallic/roughness atlas (G=roughness, B=metallic). The
GLB merges all parts into one primitive with constant per-vertex UVs (cell centre) and a single
material (`baseColorTexture` + `metallicRoughnessTexture`, NEAREST sampling). Colours are sRGB in
the texture, so the old `srgb_to_linear`/`_linear_rgba` helpers were removed. `audit_glb` fails
if a prop is not exactly one material or misses TEXCOORD_0/images.
- **Mockups complete (v0.3.2, updated 0.9.3):** `docs/screens/designs/` holds AI references for
all 21 catalogue screens, and every entry now has a committed current-build capture.
`capture_screenshots.gd` covers scenes 01–13, `capture_ui_states.gd` covers UI states 14–21,
and `capture_prop_gallery.gd` covers the prop gallery. `generate` now calls `_load_env_file()`.
- **Staged captures (v0.3.3, updated 2026-11-02):** `capture_screenshots.gd` emits the scene
gallery; states 7–10 switch to The Joke Shop at elapsed 620 s, retry the wand until it alerts,
then jump to 760 s after staging for night lighting. LATE now has its own routine pool.
Shot 12 closes any stale wand/inspection modal before the venue beauty shot (the wand fallback
can leave `hud.show_wand` open without `wand_open`). The timeline needs
`recorder.close_all_open()`, because `to_dict()` only lists closed incidents.
`capture_ui_states.gd` adds 14–21; crowd panic stages a group 70 frames into the flee and
responder arrival parks the responder with the door locked. `check_screenshots.sh` writes all
captures to `docs/screenshots/` before `compare`; judge is 21/21 match.
- **Prop collision (v0.4.0):** `_add_prop_model()` fits a `StaticBody3D` from the model bounds
(cylinder for bollard/bin/hydrant, box otherwise) and adds a `NavigationObstacle3D`; NPC agents
enable avoidance and move with the safe velocity from `velocity_computed`. The navmesh stays a
flat plane, so avoidance (not a baked mesh) routes guests around props. Placements live in
`PROP_PLACEMENTS` with `placement_problems()` validation; variants come from `variant_for(index)`.
`smoke_props.gd` must be windowed because the guard reads captured-mouse input.
- **Realism pass (2026-11-01, completed + adopted):** `tools/scene_concepts.py`
(`list`/`generate`/`process`/`promote`/`audit`/`realism`) never overwrites an image
(`next_free_path` adds `-vN`; `process` skips existing unless `--new`; `promote` keeps an
existing pick). Raw AI output: `assets/textures/ai/v2/raw/` (gitignored). Candidate pool:
`assets/textures/ai/game_ready/v2/` (gitignored) and the **tracked runtime assets** are
`.../v2/picks/{skyline_day,skyline_dusk,skyline_night,brick_facade,sidewalk_pavers,asphalt,
asphalt_wet,awning_canvas}.png` (+ `_normal`). Concepts `docs/screens/concepts/` (committed,
`.gdignore`, targets in its README). Runs `docs/screens/realism/<run>/` (PNG captures
gitignored; `report.{json,md}` + `sheet.jpg` committed).
`src/test/capture_realism.gd` runs five stages (day 0 s / evening 620 s / late 760 s /
joke_shop 700 s / studio 700 s; `--stages=` subset) and swaps textures by the material's
*original* albedo path. **Gotcha:** in the SceneTree script, do not overwrite `_phase` after
`_begin_stage()` sets `done`, or the run loops forever between stage/shoot (`_queue` empty).
**Gotcha:** `elapsed_s = 620` is *Evening* (dusk), 700+ is Late. Godot 4.7
`StandardMaterial3D` has no `fog_enabled`; the skyline is a `ShaderMaterial` with
`render_mode unshaded, cull_disabled, fog_disabled` + `ALPHA_SCISSOR_THRESHOLD` so the
panorama's own haze shows. Backdrop plane is 90 m tall with 2 UV repeats (~200×90 m per
repeat, near the 2:1 panorama aspect). Legacy `assets/textures/skyline.png` is no longer
loaded but stays on disk for the `test_world` asset check.
**Phase look:** day sun 0.62 / exposure 0.6 / ambient 0.22; evening sun 0.12 / exposure
0.72 / dark violet sky; late exposure 0.95 / ambient 0.10 with the wet asphalt street and a
bright skyline tint (1.5) so the night windows read. Stripes: `stripe_period()` (detrended
autocorrelation) + `align_stripes()` (resample to whole periods) replace the edge crossfade
for `awning_canvas`; `audit_striped_tile()` compares the wrap step with the harshest interior
step.
**Judge:** the default `google/gemini-2.5-flash-lite` mostly works but intermittently answers
HTTP 400 "API key not valid" (one shot of ten on 2026-11-01); re-run or pass
`--model google/gemini-2.5-flash` when it does. Scores are noisy (±1–2), so
`realism --repeats 3` averages and `summarize()` reports a like-for-like mean over the shots
every set captured. Final: overall 0.8→1.0, backdrop 0.6→1.6, metric gap 0.444→0.348.
`screen_designs.py judge` gained one retry for the same transient 400.
**Character portrait capture (2026-11-01):** `capture_realism.gd` has a `portrait` stage
(`npc_portrait` -> concept `npc_portrait_day`) because crowd shots cannot judge avatars. It
freezes one NPC, parks the rest of the crowd 140 m away (a passer-by otherwise blocks the
frame), moves the subject to an open sidewalk patch, turns it into the camera and stands the
guard on the sunlit side. Needed because the NPC FSM re-writes `rotation.y` every physics tick
(so the yaw must be set after `set_physics_process(false)`), the venue's morning sun leaves a
face in shadow from most angles, and `visible = false` does not keep the crowd out of frame.
`--portrait-type=N` forces a role; hooded roles (trespasser/violent/crisis) are skipped.
**Flashlight (2026-11-01, final):** a *tight* `SpotLight3D` on `Head`: `spot_range` 20,
`spot_angle` 14, `light_energy` 4.2, `spot_attenuation` 0.9, forward `rotation_degrees = 0`,
starts invisible. A fake additive light shaft was tried twice (cylinder with a UV ramp, then a
vertical-fade `ShaderMaterial`) and **rejected both times**: on GL Compatibility a first-person
camera inside the cone renders it as a filled disc and the far ring shows, so
`Materials.light_beam()` and the beam mesh are gone. Regression guard:
`test_flashlight_aims_a_tight_forward_spot` in `src/test/tests/test_door_and_flashlight.gd`
(lamp on the head, aims straight, cone ≤ 20°, starts off). Night captures are staged in LATE
(`elapsed_s` 760), not dusk.
**NPC detail pass (2026-11-01):** `_face()` now builds sclera + iris + upper lid per eye, brow
ridge, cheekbones, nose bridge/tip, ears with lobes and split upper/lower lips; the new
`eye_white` material is a *fixed-colour* slot, so `_apply_outfit_materials()` leaves it white.
`_hands_and_shoes()` has four fingers plus a thumb and `_clothing()` adds `Cuff` tori.
Budget work at the time: `CHAR_MAX_VERTS` 5000 (the library cap is now 8000; see the
character-mesh-cap decision), body decimation 0.26, upper lids are
boxes rather than spheres, and knuckle spheres/nostrils were cut to stay inside it.
**Orientation debugging:** to check a GLB's front axis, compare the mean Z of the `eye_white`
surface (face) and of the `rubber` sole verts (toes) — all 8 avatars are +Z, so any
"they walk backwards" symptom is a yaw bug, not an export flip.
- **Blender asset library (v0.6.0, integrated 2026-11-01):**
`tools/blender_assets.py` (`build`/`render` in Blender; `audit`/`sheet`/`list` stdlib) writes
`assets/models/blender/{npc,npc_gear,props}/*.glb`, `manifest.json` (integration source of
truth), sources in `assets/models/blender_src/` (`.gdignore`d), and review sheets
`docs/blender_previews/sheet_*.jpg` (per-asset PNG renders are gitignored). 8 characters, 18
gear, 20 props; notes in `docs/blender-assets.md`. Characters are drop-in for `npc_base`
(same mesh node name, bones at the same rest positions, five tint slots); the `npc_base`
fallback stayed under its frozen 6000/4000 budget because of body decimation (0.26) +
`smart_project` at 80°: glTF vertex
count includes UV-seam splits, so extra beveled detail quickly breaks the limit. The 2026-11-01
face/hand pass raised `CHAR_MAX_VERTS` to 5000 (tris 3,974–5,026) after measuring 16 avatars at
~6.9 ms of a 50 ms frame; on 2026-11-02 the library cap became 8000/8000 while
`npc_pipeline.MAX_VERTICES`/`MAX_TRIANGLES` (base mesh) stayed frozen at 4000/6000.
**Gotchas:** `bisect_plane` and thin bevels leave zero-area triangles (Godot warns "non-finite
normal in LOD generation"); `_clean()` + a weld after bisect fix it, and the audit rejects them.
Fixed-colour detail materials carry a 4×4 texture because `_apply_outfit_materials()` sets
`albedo_color = WHITE` on unknown slots. Cycles CPU render ≈ 3 s/asset; Godot import of the
library is clean.
**Integration:** `NpcAvatar.character_model_for()` selects a variant by role/seed; only the
five contract slots are tinted (detail materials untouched; `npc_vest` keeps its fixed hivis
vest, firefighter/guard get dark uniform tints). Gear is attached at head/back/chest/hand and
falls back to primitives; `npc_hoodie` skips the extra hood gear. `WorldBuilder` prefers
`assets/models/blender/props/` for the six replacements and the new street dressing, fits the
same colliders/obstacles, and collects library emissives for `set_night_mode()`.
`LIBRARY_TRIANGLE_BUDGET` = 60k (current ~27,986). Library props are excluded from
`PROP_PLACEMENTS` only when they need dedicated slots (door/marquee/sedan/handrail/lantern).
**Gear fit (v0.6.1):** `fit` measures head width (0.315 m), skirt/hip radius and gear bounds;
sunglasses are 0.202 m, the bag's body inner face is 0.262 m (coat 0.225, dress 0.260), and the
helmet is lifted 2 cm above the brow. `test_npc_character` guards head/back gear in Godot.
Blender's GLB export is byte-nondeterministic for unchanged assets (padding/index order), so do
not commit a full no-op rebuild; rebuild only the assets whose geometry changed.
- **Venue geometry (v0.6.1+, Joke Shop updated 2026-11-02):** `WorldBuilder.VENUE_SPECS` is the per-venue table; `WorldBuilder.new(root, id)` / `set_venue()` select it, unknown ids fall back to `hollywood_building`. Dimensions, window/pilaster rows, stairs, street, nav bounds, guard spawn, feature flags and prop placements are read from the spec. `GameManager.world_root` holds only the world; `_rebuild_world_for_venue()` frees/recreates it on venue selection/cycling so guard/UI survive. Joke Shop now uses `architecture: "comedy_store"` with `_build_comedy_store_building()`, `SunsetHillside`, `SunsetNeighbours` and `SunsetAcrossStreet`; the old `_build_alley_dressing()` is gated off. TV Studio keeps the stone facade, bulb canopy, car paint and barrier placements. Gallery shot 12 now maps to `joke_shop_entrance_night`; shot 13 stays `studio_stage_door_night`.
- **Screen-design judge (2026-11-01):** `screen_designs.py judge` could not run because `OPENROUTER_API_KEY` returned HTTP 400 "API key not valid". `check_screenshots.sh` still passed 13/13; the judge retry is a TODO follow-up.
- **Portrait capture:** `capture_realism.gd` faces the **Rig** toward the camera (using the
inverse look direction) and hides the blue `FocusCircle`; the old code used the wrong yaw and
left the focus disc over the face. An explicit `--portrait-type=N` now overrides the hooded
skip, but the day roster spawns none of types 5-7, so a hooded close-up is deferred.
- **v0.6.0 environment pass:** `tools/bake_ao.py` bakes 256² AO maps per library asset
(`<name>_ao.png`, red channel) and `Materials.apply_ao()`/`SurfaceMaterials` wire them in;
`tools/make_normal_maps.py` derives tangent normals for the 1024² brick/concrete/asphalt
textures. Forward+ boots on desktop but is rejected for v0.6.0 (project-wide renderer, Web
must stay GL Compatibility). Headless 222/222, Python 69/69.
- **Prop pipeline (done):** audit enforces 400 tris / 600 verts, ground contact, UV range, no
degenerate tris, one material. `capture_prop_gallery.gd` writes `10-prop-gallery.png` (3x2 studio
line-up, back row on a platform) and the `prop_gallery` catalogue entry compares it.
- **NPC character pass (v0.5.0):** Rig is articulated (`Rig/Hip* -> Knee`, `Shoulder -> Elbow ->
Hand`); `outfit_for` adds layer/hair_style/hand_item; `_idle_layer` drives phone/clipboard/crossed
and escalation gestures; `_reaction_tag` shows `!!`, `?!`, `!`, `?`; `apply_lod` swaps to a
billboard impostor at 26 m (hysteresis 1.5 m); GameManager `_refresh_queue` assigns queue offsets.
Perf: 16 avatars = 534 meshes, ~6.9 ms headless.
- **Player movement (v0.5.0):** **W was inverted** (`get_axis(forward, back)` is negative for W and
the code multiplied it directly); now `forward * -input_dir.y`. Step-up uses test_move + a raised
copy (0.32 m). Guard emits footstep/landed/precision_changed; GameManager forwards them to
AudioFeedback and the HUD. Gamepad actions are added at runtime by
`GuardController._ensure_gamepad_bindings`; remaps persist via `Save` `input_bindings` and are
applied by `InputBindings.apply` (key/button events only). Windowed `smoke_movement.gd` guards it.
- **Scheduled TODO pass complete:** only the optional Future ideas remain (live replay, extra
venues, voice audio, image-to-mesh). Grounding facts: the
NPC rig is rigid capsules with a whole-limb swing, and `guard_controller.gd` uses one `accel`
value. Each task should get its own windowed smoke or capture where it changes feel/looks.
- **Backlog complete:** every planned TODO section is done and moved to `DONE.md`; `TODO.md`
now only lists optional future ideas (live 3D replay, NPC LOD, more venues, real audio, prop
atlas, AI mockups for the new catalogue entries, image-to-mesh props). GUT was consciously not
adopted (custom runner covers it without an editor plugin).
- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
## UI / Presentation Decisions
- Runtime UI/scene art is loaded through `src/game/ui/art.gd` (`assets/images/ui/` then `scenes/`); missing files return null so panels keep procedural fallbacks.
@@ -895,43 +636,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Host sign-in follow-up is **done**: `REQUIRE_SIGNIN_VIEW = false` in `/etc/gitea/app.ini`
(backup `app.ini.bak-*` alongside), Gitea restarted; anonymous repo page/API return 200 and
release assets download in full. Reverse by setting it back to `true` and restarting.
- **Release publishing was broken since v0.2.2 (fixed 2026-10-31):** `publish_release.sh`
only built `AUTH` in the `GITEA_TOKEN` branch; the `~/.git-credentials` branch set `CRED`
and then used unbound `${AUTH[@]}` under `set -u`, so every API call failed and the tag
job ended "could not create or find release". The repo also has **no** `GITEA_TOKEN`
secret (`/actions/secrets` is empty) and the runner has no git credentials. Fixes: the
script sets `AUTH=(-u "$CRED")`; the workflow falls back to `github.token`
(`secrets.GITEA_TOKEN || github.token`) — but `github.token` is **not** provided by this
Gitea/act runner, so the env dump showed no token and the v0.2.10 tag build failed again.
Final fix: `publish_release.sh` falls back to the **local git extraheader** that
`actions/checkout` writes (`git config --local --get-regexp '^http\..*\.extraheader$'`),
which carries the runner's basic-auth credentials for the same server. Verified locally by
adding that extraheader and publishing v0.2.10 (all five artifacts). **v0.2.9 and v0.2.10
are published**; v0.2.4–v0.2.8 tags have no artifacts. Verify the CI path on the next tag.
- **CI publishing verified (2026-10-31):** tagging v0.2.12 produced a release with all five
artifacts automatically (no repo secret), confirming the checkout-extraheader fallback.
- **Host access (2026-10-31):** `root@192.168.88.30` now works from this workstation (key auth),
host name `gitea`, Gitea 28.2.0. Maintenance applied: `apt-get clean`, journald capped to
`SystemMaxUse=300M` (`/etc/systemd/journald.conf.d/99-size.conf`, journal ~133M), disk at
~7.6G free of 16G.
- **Host disk resolved (2026-10-31):** the Gitea VM root filesystem was expanded from 7.8G to
16G (`/dev/mapper/pve-vm--500--disk--0`, now ~7.8G free). The pruned **v0.2.0** and **v0.2.9**
releases were restored from the local `build/` artifacts and verified (4 and 5 assets).
`git.allucanget.biz` runs on this host as user `zwitschi`; root@192.168.88.30 is **not**
reachable from this workstation (publickey denied; password auth closes the banner), so host
maintenance must go through a `zwitschi` login with sudo.
- **Host disk full (2026-10-31, historical):** the v0.2.11 tag build created release id 27 and logged the
uploads, but they failed with `HTTP 500 Attachments.Save: write … no space left on device`
(`/dev/mapper/pve-vm--500--disk--0`, 7.8G, 100%, 0 free). `git push` then failed too
("unpacker error"). Unblocked by deleting the superseded **v0.2.0** and **v0.2.9** releases
via the API (~565 MB of assets), then publishing v0.2.11 locally with the fixed script
(verified 5 assets). Remaining ~150 MB is tight — the next release needs host cleanup on
192.168.88.30: `sudo journalctl --vacuum-size=100M` (journal 837 MB), `sudo apt-get clean`
(91 MB), clear `/var/lib/gitea/data/attachments/tmp`. SSH works as `zwitschi`; `sudo -n`
needs a password. **Releases now:** v0.2.11, v0.2.10, v0.2.1 (5 assets each); v0.2.0 and
v0.2.9 entries were pruned. PLAN.md + ADRs 0007–0010 still describe the intended UX.
- **Release v0.2.1 is LIVE** (2026-10-31): CI run 1110 built the NSIS installer + AppImage
and published — installers/AppImage are on the releases page. Releasing = bump version → tag → push.
- **Release publishing (fixed 2026-10-31):** `publish_release.sh` falls back to the local git
extraheader that `actions/checkout` writes (`git config --local --get-regexp
'^http\..*\.extraheader$'`) because this Gitea/act runner provides no `GITEA_TOKEN`. Always
build release artifacts from a clean checkout/worktree (the dirty tree's ignored `tmp/`/`build/`
payload blew artifact size to 1.6–3.1 GB once). Per-version records live in `CHANGELOG.md`.
- NSIS gotchas (validated in a local ubuntu:24.04 docker repro): makensis uses `-D` defines
(never `/D`), resolves relative `-DICON`/`-DARTIFACT` against the **script directory** so CI
passes `$PWD`-absolute paths; installed exe must be space-free (`gig-line.exe`); ICO must be
@@ -939,19 +648,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
cannot load).
- appimagetool runs system `appstreamcli` if present (strict, exit 3 on warnings) — project
metadata now passes `--pedantic`.
- Distribution facts (verified via Gitea API + host creds): repo is **public**, account is
admin; `v0.2.1` has all 5 assets; the installers were initially missing from the release
because `publish_release.sh` uploaded only portables — now fixed (uploads installer +
AppImage; falls back to `~/.git-credentials` when no `GITEA_TOKEN`).
- Host sign-in: instance `[service] REQUIRE_SIGNIN_VIEW=true` blocks anonymous browse/download
(not a repo/API setting). `~/.git-credentials` holds the Gitea creds (basic-auth usable);
`.env` only holds `OPENROUTER_API_KEY`.
- **Release v0.2.0 was LIVE**: pushing the `v0.2.0` tag made Gitea Actions run the build job
and publish automatically (host has the `GITEA_TOKEN` secret). Tag page and `/releases` are
public (HTTP 200). Caveat: anonymous **asset downloads** redirect to login on this host
(host setting — tracked in TODO). Future releases = bump `config/version`, `git tag vX.Y.Z`,
push. No local token needed.
- Core simulation, three scenarios, v0.2.1 installers/AppImage, first-person prototype (inspect/wand/radio, shift review, Tab targeting, V venue cycle) are on local `main`. Tagged v0.2.1 was 57 tests; this working tree is **74/74**.
- `~/.git-credentials` holds the Gitea creds (basic-auth usable); `.env` only holds
`OPENROUTER_API_KEY`.
- NPC avatars now walk to per-intent waypoints (`VenueScenario.waypoint_for_intent`): enter/trespass/deliver/arrive → entrance, photo/film/perform/wander/roam → sidewalk, sit → steps_end. `NpcAvatar.setup` takes an explicit `door_position`.
- Returning-trespasser behavior: `NpcProfile.return_probability` (trespasser 0.6, mental-crisis 0.4, others 0). `NPCController._maybe_schedule_return()` moves a directed-away NPC to `LOITERING_DISTANT`; `tick_return(delta)` fires after 20-60s and transitions back to `APPROACH`. `NpcAvatar._advance_fsm` re-targets the door on return.
- Perception pass: `NPCController.perceive_guard(distance)` returns `{noticed, band, reaction}` with bands `unaware` (>6m), `aware` (2-6m), `near` (<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY. `GameManager._perception_pass()` feeds real guard distance each physics tick and logs first-time notice.
@@ -1035,6 +733,19 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Known Issues / Notes
- Capture/pose harness gotchas: scripts that read captured-mouse input must run windowed
(`smoke_props.gd`); the NPC FSM re-writes `rotation.y` every physics tick, so pose/portrait
captures set the yaw after `set_physics_process(false)`; and `visible = false` does not keep the
crowd out of a portrait frame (park the rest of the crowd away instead).
- Blender tooling: `bisect_plane` and thin bevels leave zero-area triangles (Godot warns
"non-finite normal in LOD generation"); `_clean()` + a weld after bisect fix them and the audit
rejects them.
- Image models have per-model size floors/caps (Seedream needs 1920+, gpt-5-image-mini caps
lower); `generate_image` applies model-specific sizing, and concept generation defaults to
`--request-size 1536`. Do not hand-set a single size for every model.
- Frozen decisions: do not re-open `override_access`. Do not bind wand to `W`. Do not remove the
radio easter egg.
- Reference cycles are fixed: `FSM` holds its owner via `WeakRef`, `ShiftCoordinator` is
`RefCounted`, and persistence tests free the `Save` node — the suite exits with no
"resources still in use" warnings (was ~13). If a future subsystem introduces a cycle,
@@ -1049,7 +760,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Venue `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
- Access loadout is implemented; do not re-fix `override_access` as if it were still unread.
- `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`.
- Headless suite is **272/272**; Python tooling is **108/108**; screenshot compare is **21 good / 0 bad** and the automatic judge is **21/21 match, 0 diff**. Remaining visual follow-ups are in `TODO.md`.
- Headless suite is **276/276**; Python tooling is **143/143**; screenshot compare is **21 good / 0 bad** and the automatic judge is **21/21 match, 0 diff**. Remaining visual follow-ups are in `TODO.md`.
- Typed spawn signal extra args: handlers must accept the 4th `event: Dictionary` or Godot will not call them (`test_shift_coordinator_runs_a_shift` failed until `_on_spawn` took four args).
- GDScript inference trap that broke the main scene: a `var` typed as a base class
(`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a