Finish the image-root task and untrack Blender sources

- ignore assets/models/blender_src/*.blend (keep the .gdignore marker tracked) and
  remove the 46 editable .blend files from the index; they remain on disk and are
  regenerated by tools/blender_assets.py
- move the completed storage/docs/code-path/art-loader/verification, mouse-fix,
  and pop-up sections to DONE.md; TODO now holds only the open lighting item,
  realism follow-ups, and optional ideas
- docs changes only; runtime code unchanged
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zwitschi committed 2026-11-01 16:49:43 +01:00
1 parent dc4bc6c511
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@@ -64,3 +64,5 @@ docs/blender_previews/*.png
assets/models/blender/**/*.png assets/models/blender/**/*.png
!assets/models/blender/**/*_ao.png !assets/models/blender/**/*_ao.png
assets/models/blender_src/*.blend1 assets/models/blender_src/*.blend1
# Editable Blender sources are developer-only; keep the .gdignore marker tracked.
assets/models/blender_src/*.blend
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@@ -894,3 +894,59 @@ Completed 2026-11-01. Historical note: the screen-design references originally l
`docs/screens/designs/`; they were promoted to the runtime root `assets/images/ui/` under `docs/screens/designs/`; they were promoted to the runtime root `assets/images/ui/` under
ADR-0014. `docs/screens/designs/` remains a reference-only snapshot; `tools/screen_designs.py` ADR-0014. `docs/screens/designs/` remains a reference-only snapshot; `tools/screen_designs.py`
now reads and writes `assets/images/ui/`. now reads and writes `assets/images/ui/`.
## Visual Alignment — UI Paths and Art Loader
Completed 2026-11-01.
### Storage restructure
- [x] Decide the canonical runtime image root (`assets/images/` for UI/scene art): recorded in
`MEMORY.md` and [ADR-0014](docs/adr/0014-runtime-image-root.md).
- [x] Move the reference mockups from `docs/screens/designs/` into the runtime root (keep `docs/screens/designs/` as a docs-only copy or replace it with the new path).
- [x] Document one convention for game vs reference vs development images across `assets/textures/`, `assets/images/`, `assets/models/generated/`, `docs/screenshots/`, and `docs/screens/designs/` (in `docs/architecture.md`, ADR-0014).
- [x] Re-run `godot --headless --path . --import` to regenerate `.import` sidecars after any move.
- [x] Confirm `.gitignore` still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout; Blender `.blend` sources are now untracked and ignored.
### Documentation path updates
- [x] Update `README.md` paths (screen-designs section, confirmed-assets links, the `assets/images/scenes` resize example).
- [x] Update `docs/architecture.md`, `PLAN.md`, and ADR references: docs/screens/designs/ is now explicitly the reference-only snapshot; runtime art lives in assets/images/ (ADR-0014).
- [x] Update `tools/screen_designs.py` docstrings and mark the old paths in `DONE.md` as historical.
### Code path updates
- [x] Point `tools/screen_designs.py generate` at the new design output path and keep `compare`/`judge` reading the right locations.
- [x] Update GDScript `preload()` paths if game textures move (no runtime material/model textures moved; UI art added under assets/images/).
- [x] Update capture output directories if captures relocate (none did; QA captures stay in docs/screenshots/).
### Load proposed interfaces + scene art from disk
- [x] Add a central UI/scene art loader (e.g. `src/game/ui/art.gd`) that loads the mockup-derived images from the new runtime root, with a procedural fallback when a file is missing.
- [x] Wire the start menu and venue selection screen to use the `start_menu` scene art.
- [x] Wire the pause overlay to `pause_overlay` scene art (backdrop + opaque panel cover).
- [x] Wire the settings panel to `settings_panel` art.
- [x] Wire the shift-review screen to `shift_review` art (backdrop + opaque panel cover).
- [x] Wire the wand popup to `wand_screening` art.
- [x] Style the radial menu and finish the remaining HUD chrome against their reference images.
### Verify against the mockups
- [x] Regenerate the staged captures and run `screen_designs.py compare` (11 good, 0 bad; verified in a clean HEAD worktree).
- [x] Run `screen_designs.py judge` and clear every `diff` verdict (7 match, 4 review, 0 diff).
- [x] Add the capture + compare step as a repeatable smoke so drift is caught early (`tools/check_screenshots.sh`).
## Fix mouse movement bug
- [x] Investigate why mouse input is not being captured or processed correctly in the game window (fixed: `_start_shift()` now calls `_refresh_freeze()`).
## Improve in-game pop-ups
- [x] Improve the visual appearance of in-game pop-ups (start/pause/settings/review/radio/wand/inspection art, buttons, palette, icons, text).
-45
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@@ -2,37 +2,6 @@
## Visual alignment with rendered mockups ## Visual alignment with rendered mockups
### Storage restructure
- [x] Decide the canonical runtime image root (`assets/images/` for UI/scene art): recorded in
`MEMORY.md` and [ADR-0014](docs/adr/0014-runtime-image-root.md).
- [x] Move the reference mockups from `docs/screens/designs/` into the runtime root (keep `docs/screens/designs/` as a docs-only copy or replace it with the new path).
- [x] Document one convention for game vs reference vs development images across `assets/textures/`, `assets/images/`, `assets/models/generated/`, `docs/screenshots/`, and `docs/screens/designs/` (in `docs/architecture.md`, ADR-0014).
- [x] Re-run `godot --headless --path . --import` to regenerate `.import` sidecars after any move.
- [ ] Confirm `.gitignore` still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout.
### Documentation path updates
- [x] Update `README.md` paths (screen-designs section, confirmed-assets links, the `assets/images/scenes` resize example).
- [x] Update `docs/architecture.md`, `PLAN.md`, and ADR references: docs/screens/designs/ is now explicitly the reference-only snapshot; runtime art lives in assets/images/ (ADR-0014).
- [x] Update `tools/screen_designs.py` docstrings and mark the old paths in `DONE.md` as historical.
### Code path updates
- [x] Point `tools/screen_designs.py generate` at the new design output path and keep `compare`/`judge` reading the right locations.
- [x] Update GDScript `preload()` paths if game textures move (no runtime material/model textures moved; UI art added under assets/images/).
- [x] Update capture output directories if captures relocate (none did; QA captures stay in docs/screenshots/).
### Load proposed interfaces + scene art from disk
- [x] Add a central UI/scene art loader (e.g. `src/game/ui/art.gd`) that loads the mockup-derived images from the new runtime root, with a procedural fallback when a file is missing.
- [x] Wire the start menu and venue selection screen to use the `start_menu` scene art.
- [x] Wire the pause overlay to `pause_overlay` scene art (backdrop + opaque panel cover).
- [x] Wire the settings panel to `settings_panel` art.
- [x] Wire the shift-review screen to `shift_review` art (backdrop + opaque panel cover).
- [x] Wire the wand popup to `wand_screening` art.
- [x] Style the radial menu and finish the remaining HUD chrome against their reference images.
### Align in-game visuals ### Align in-game visuals
- [x] Make the venue selection screen match the `start_menu` mockup (layout, palette, background). - [x] Make the venue selection screen match the `start_menu` mockup (layout, palette, background).
@@ -42,20 +11,6 @@
- [x] Align the body-camera timeline to its mockup. - [x] Align the body-camera timeline to its mockup.
- [ ] Align scene lighting, fog, and post-processing for `venue_overview` and `late_night_avenue`. - [ ] Align scene lighting, fog, and post-processing for `venue_overview` and `late_night_avenue`.
### Verify against the mockups
- [x] Regenerate the staged captures and run `screen_designs.py compare` (11 good, 0 bad; verified in a clean HEAD worktree).
- [x] Run `screen_designs.py judge` and clear every `diff` verdict (7 match, 4 review, 0 diff).
- [x] Add the capture + compare step as a repeatable smoke so drift is caught early (`tools/check_screenshots.sh`).
## Fix mouse movement bug
- [x] Investigate why mouse input is not being captured or processed correctly in the game window (fixed: `_start_shift()` now calls `_refresh_freeze()`).
## Improve in-game pop-ups
- [x] Improve the visual appearance of in-game pop-ups (start/pause/settings/review/radio/wand/inspection art, buttons, palette, icons, text).
## Realism follow-ups (v0.6.1 candidates) ## Realism follow-ups (v0.6.1 candidates)
- [ ] Fixed ground exposure for the entrance view: it is still ~20 % brighter than the concept. - [ ] Fixed ground exposure for the entrance view: it is still ~20 % brighter than the concept.
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