Unify the Godot 4.7.2 CI environment and cache it
Full build / Import + headless tests (push) Successful in 2m30s
Full build / Full desktop build + optional release (push) Skipped

Update project features and CI installs/templates to Godot 4.7.2, remove the
old version matrix, and cache the Godot binary and export templates with Gitea
Actions cache. Update release/docs/version references accordingly. Project
import and headless tests pass locally under 4.7.2.
This commit is contained in:
zwitschi committed 2026-11-02 09:25:08 +01:00
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@@ -7,6 +7,10 @@ on:
pull_request:
workflow_dispatch:
env:
GODOT_VERSION: "4.7.2"
GODOT_BIN: /usr/local/bin/godot
jobs:
checks:
name: Import + headless tests
@@ -17,12 +21,23 @@ jobs:
steps:
- uses: actions/checkout@v4
- name: Install Godot 4.3
- name: Restore Godot binary cache
uses: actions/cache@v4
with:
path: /usr/local/bin/godot
key: godot-${{ runner.os }}-${{ env.GODOT_VERSION }}-v1
- name: Install Godot 4.7.2
run: |
if [ -x /usr/local/bin/godot ]; then
godot --version
exit 0
fi
curl -sL -o /tmp/godot.zip \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_linux.x86_64.zip
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
sudo install /tmp/godot-bin/Godot_v4.7.2-stable_linux.x86_64 /usr/local/bin/godot
godot --version
- name: Import project (build class cache)
run: godot --headless --import
@@ -56,18 +71,38 @@ jobs:
steps:
- uses: actions/checkout@v4
- name: Install Godot 4.3 and export templates
- name: Restore Godot binary cache
uses: actions/cache@v4
with:
path: /usr/local/bin/godot
key: godot-${{ runner.os }}-${{ env.GODOT_VERSION }}-v1
- name: Restore export templates cache
uses: actions/cache@v4
with:
path: ~/.local/share/godot/export_templates/4.7.2.stable
key: godot-templates-${{ runner.os }}-${{ env.GODOT_VERSION }}-v1
- name: Install Godot 4.7.2 and export templates
run: |
curl -sL -o /tmp/godot.zip \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
if [ ! -x /usr/local/bin/godot ]; then
curl -sL -o /tmp/godot.zip \
https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_linux.x86_64.zip
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
sudo install /tmp/godot-bin/Godot_v4.7.2-stable_linux.x86_64 /usr/local/bin/godot
fi
godot --version
if [ -f "$HOME/.local/share/godot/export_templates/4.7.2.stable/linux_release.x86_64" ]; then
ls "$HOME/.local/share/godot/export_templates/4.7.2.stable" | head -5
exit 0
fi
curl -sL -o /tmp/templates.tpz \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_export_templates.tpz
mkdir -p ~/.local/share/godot/export_templates/4.3.stable
cd /tmp && rm -rf tpl && mkdir tpl && unzip -qo templates.tpz -d tpl
cp tpl/templates/* "$HOME/.local/share/godot/export_templates/4.3.stable/" 2>/dev/null || true
ls "$HOME/.local/share/godot/export_templates/4.3.stable" | head -5
https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_export_templates.tpz
rm -rf /tmp/tpl && mkdir -p /tmp/tpl
unzip -qo /tmp/templates.tpz -d /tmp/tpl
mkdir -p "$HOME/.local/share/godot/export_templates/4.7.2.stable"
cp /tmp/tpl/templates/* "$HOME/.local/share/godot/export_templates/4.7.2.stable/"
ls "$HOME/.local/share/godot/export_templates/4.7.2.stable" | head -5
- name: Import project
run: godot --headless --import
@@ -114,7 +149,7 @@ jobs:
if: startsWith(github.ref, 'refs/tags/')
env:
# An explicit repo secret wins. Without one, publish_release.sh reuses
# the local git extraheader that actions/checkout configures for the job
# the local git extraheader that actions/checkout configures on the job
# (the runner's own credentials), so tag builds still publish.
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
VERSION: ${{ github.ref_name }}
+14 -14
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@@ -33,17 +33,17 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`outfit_for`/`layer_for`/`hand_item_for` helpers. Blender = flatpak 5.2.0 LTS, sandbox cwd
`/app/blender` → absolute paths for `--python`. CI stays offline (committed assets).
- Engine: Godot 4.3 stable (official editor build, `~/.local/bin/godot`). The system's preinstalled `godot-runner` (4.7.2, Fedora) cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead.
- Engine: Godot 4.7.2 stable (official editor build, `~/.local/bin/godot`). The system's preinstalled `godot-runner` cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead.
- Language: GDScript. All cross-file references use explicit `preload()` constants (not `class_name` globals) so scripts compile in headless `--script` runs without the editor's class cache.
- Test framework deviation: the project uses a custom minimal headless test runner (`src/test/test_runner.gd`) instead of GUT, because GUT needs the editor plugin. CI runs it with `--headless`.
- Eventing: no autoload signal bus. `ShiftCoordinator` owns an `EventBus` instance (`src/core/event_bus.gd`) passed to subsystems; subsystems emit only when a bus is assigned. Autoloads at parse time are unreliable under `--script`.
- Static signals are not available in Godot 4.3 GDScript ("Expected func or var after static") — do not use them.
- Static signals are not available in Godot GDScript ("Expected func or var after static") — do not use them.
- GDScript lambdas capture local variables **by value**; mutating a captured local inside a lambda does not affect the outer variable. Use member functions for accumulators in tests.
- 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.
- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
- **Mouse look (v0.7.3):** guard look is handled in `GuardController._input()` (before GUI), not `_unhandled_input`; focus/click-back recaptures the cursor and the HUD is made mouse-transparent recursively. Regression tests cover yaw/pitch and HUD filters.
- **v0.9.0 production pass:** CI/release baseline remains Godot 4.3; local dev is 4.7.2 with the version-adaptive light falloff. Audio settings are `master_volume`/`sfx_volume`/`ambience_volume`; accessibility has `reduce_motion` and `captions_enabled` (HUD log is the caption surface). Budget smoke is 24 NPCs (6.94 ms headless). Coat/dress stride is scaled to 0.76 to reduce hem clipping. Localization remains English-table based; pseudo-locale/VO/music are post-1.0.
- **v0.9.0 production pass:** CI/release, local dev and project now use Godot 4.7.2; the version-adaptive light falloff remains for older editors. Audio settings are `master_volume`/`sfx_volume`/`ambience_volume`; accessibility has `reduce_motion` and `captions_enabled` (HUD log is the caption surface). Budget smoke is 24 NPCs (6.94 ms headless). Coat/dress stride is scaled to 0.76 to reduce hem clipping. Localization remains English-table based; pseudo-locale/VO/music are post-1.0.
- **Radio submit fix (v0.8.1):** `RadioPanel.action_button` now connects `pressed` for normal reports; `button_down/up` remains exclusive to emergency hold-to-confirm. Regression test covers both modes.
- **Campaign/v0.8.0:** `Campaign` owns Hollywood → Joke Shop → TV Studio progression. `campaign.json`, `shift_results.json`, `settings.json` and versioned `shift_state.json` persist separately; pause saves a checkpoint, review Continue advances, Settings resets with confirmation. Difficulty keys are `easy/normal/hard` (`ai_difficulty`); scripted QA bypasses tutorial unless `--tutorial` is passed. Help is searchable and generated from `InputBindings.REMAPPABLE`.
- **Tutorial (0.8.0 work):** `docs/tutorial.md` is the eight-beat design; `src/game/tutorial.gd` is the pure state machine, `TutorialOverlay` is the non-blocking card, and `GameManager` wires it with a safe visitor, suppressed spawns, persisted completion/skip and Settings replay. Scripted test/capture runs bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers completion/replay/skip.
@@ -58,13 +58,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
binaries + override into `gig-line-desktop-hq-<version>.zip`;
`publish_release.sh` uploads it when present. A/B report:
`docs/screens/realism/2026-11-01-forward-plus/` (entrance gap 1.568→1.187).
- **Local Godot toolchain (2026-11-01):** `~/.local/bin/godot` is 4.7.2 stable;
4.3 stable is kept as `~/.local/bin/godot-4.3.stable`. Export templates for
4.7.2 are installed under `~/.local/share/godot/export_templates/4.7.2.stable`
(4.3 remains). The project and CI still pin 4.3 in `project.godot`/the Gitea
workflow; 4.7.2 imports, runs the 231-test suite, session-shell smoke and a
Linux export successfully. Godot 4.7 writes `*.gd.uid` files; they are kept
out of this clone's status via `.git/info/exclude` until the project upgrades.
- **Godot toolchain (updated 2026-11-01):** local `~/.local/bin/godot`, CI and
`project.godot` now use Godot 4.7.2; 4.3 remains only as a local backup binary.
Export templates for 4.7.2 are installed under
`~/.local/share/godot/export_templates/4.7.2.stable`. Godot 4.7 writes
`*.gd.uid` files; they are kept out of this clone's status via
`.git/info/exclude`. CI caches the binary/templates with Gitea Actions cache.
- **Blender invocation (v0.6.0):** `flatpak run org.blender.Blender --background --python
/run/media/system/DATA/Documents/06-games/security-game/tools/npc_pipeline.py -- build`.
The flatpak cannot read `/tmp`; use absolute repo paths. `assets/models/npc/.gdignore` is
@@ -145,7 +144,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`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` (4.3.stable).
`/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.
@@ -194,7 +193,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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 4.3
**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
@@ -577,8 +576,9 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Venue cycling: `V` switches Hollywood Blvd → The Joke Shop → TV Studio and restarts the shift.
- Venue door-staff dialogue: `VenueScenario.door_staff_line(context, rng)` and GameManager logging
(id/ticket/wand-check, refusal, prohibited-item) — Joke Shop flavor.
- CI cache: `.gitea/workflows/build.yml` no longer uses `actions/cache` (the runner can't reach
the GitHub cache service; import is fast). `GODOT_SILENCE_ROOT_WARNING=1` set on jobs.
- CI cache: `.gitea/workflows/build.yml` caches `/usr/local/bin/godot` and the
4.7.2 export templates with Gitea Actions cache. `GODOT_SILENCE_ROOT_WARNING=1`
is set on jobs.
Logs live in `.gitea/logs/` after each run.
- Visual polish (v0.2.0): phase lighting (GameManager.PHASE_LIGHTING + ProceduralSkyMaterial),
street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/
+1 -1
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@@ -159,7 +159,7 @@ Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [AD
## Tech Stack
- **Engine:** Godot 4.3 baseline (local dev verified with 4.7.2), GL Compatibility renderer (Web parity); optional Forward+ Desktop HQ build.
- **Engine:** Godot 4.7.2, GL Compatibility renderer (Web parity); optional Forward+ Desktop HQ build.
- **Language:** GDScript.
- **Architecture:** venue-driven simulation; shared systems plus `Resource`-based scenario data.
- **Navigation:** `NavigationRegion3D` / `NavigationAgent3D`.
+2 -2
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@@ -74,7 +74,7 @@ decisions are recorded as ADRs in [`docs/adr/`](docs/adr/).
## Tech Stack
- **Engine:** Godot 4.3 baseline (local dev verified with 4.7.2) · **Language:** GDScript
- **Engine:** Godot 4.7.2 · **Language:** GDScript
- **NPCs:** Blender-authored skinned library (`assets/models/blender/`) with procedural fallbacks; lightweight FSMs on `NpcProfile`
- **World:** procedural `WorldBuilder` + generated prop models
- **Art:** v2 skyline/surface textures in `assets/textures/ai/game_ready/v2/picks/`; UI/scene art in `assets/images/`
@@ -119,7 +119,7 @@ Full setup, every run/test/smoke command, and the controls table are in
## Development Status
v0.9.0 adds the production-quality baseline: mixer/accessibility settings, a
24-NPC performance budget and the documented Godot 4.3-CI/4.7-local matrix, on
24-NPC performance budget and the unified Godot 4.7.2 toolchain, on
top of v0.8's tutorial, campaign, checkpoint resume, difficulty and Help. See
[`docs/development-status.md`](docs/development-status.md) for the implemented
list and [`TODO.md`](TODO.md) for the v1.0.0 roadmap. Manual verification uses
+9 -9
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@@ -12,11 +12,11 @@ time you export, either:
matching templates), or
- Install them manually from the
[Godot downloads](https://godotengine.org/download/) page by placing the
`Godot_v4.3-stable_export_templates.tpz` contents into
`~/.local/share/godot/export_templates/4.3.stable/`.
`Godot_v4.7.2-stable_export_templates.tpz` contents into
`~/.local/share/godot/export_templates/4.7.2.stable/`.
The templates must match the editor binary you use locally. CI pins Godot 4.3;
the local development machine uses 4.7.2 with its matching templates. Verify with:
The templates must match the editor binary you use locally. CI and local
development both use Godot 4.7.2 with its matching templates. Verify with:
```bash
godot --headless --export-release "Linux" build/gig-line-smoke.x86_64
@@ -31,7 +31,7 @@ godot --headless --export-release "Linux" build/gig-line-smoke.x86_64
The repository ships a Gitea Actions workflow (`.gitea/workflows/build.yml`):
- Every push/PR runs the **checks** job: Godot 4.3 install, project import, and the
- Every push/PR runs the **checks** job: Godot 4.7.2 install, project import, and the
full headless test suite. This is the fast safety net.
- **Tags (`v*`)** and **manual `workflow_dispatch`** runs additionally execute the
**build** job: export templates install, import, `tools/build_releases.sh` for
@@ -63,10 +63,10 @@ setup, so do not rely on it.
> artifacts. If CI publishing fails again, run
> `./tools/publish_release.sh <version>` from a checkout with `~/.git-credentials`.
> **No `actions/cache` for now:** the runner has no local actions-cache service, so
> `actions/cache` times out against GitHub's cache API. We dropped it (Godot import
> is only ~4s). If a host admin later enables Gitea `[cache.actions]` with a cache
> server, the step can be reintroduced.
> **Godot cache:** the workflow uses Gitea Actions cache for the Godot binary and the
> 4.7.2 export templates. The first run still downloads them; subsequent runs restore
> from cache. If the host cache service is unavailable, remove the cache steps and
> let the install steps download fresh copies.
> The workflow lives in `.gitea/workflows/` (Gitea's canonical path). The old
> `.github/workflows/ci.yml` was removed to avoid double runs on hosts that scan
+5 -5
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@@ -25,7 +25,7 @@ This document follows the structure of the arc42 architecture documentation temp
## 2. Constraints
- The first implementation should be small enough for a playable vertical slice.
- The engine is Godot 4 with GDScript; a playable prototype vertical slice is implemented. CI pins Godot 4.3 while local development is verified with 4.7.2; the default renderer stays GL Compatibility for Web parity, with an optional Forward+ Desktop HQ build.
- The engine is Godot 4.7.2 with GDScript; a playable prototype vertical slice is implemented. CI, local development and exported builds use 4.7.2; the default renderer stays GL Compatibility for Web parity, with an optional Forward+ Desktop HQ build.
- Venue-specific policies must be configurable rather than hard-coded into individual NPCs.
- The game must preserve the de-escalation-first design described in [`PLAN.md`](../PLAN.md).
- The project uses the repository workflow described in [`AGENTS.md`](../AGENTS.md).
@@ -180,7 +180,7 @@ reputation, crowd reaction and shift review read it rather than resolving gamepl
## 7. Deployment View
The game is a single-player local client containing presentation, simulation, rules, content, and persistence for local settings and shift results. No online backend is required. A non-threaded Web export ships alongside the desktop builds and can be served from any static host without special headers. The default renderer is GL Compatibility; an optional Desktop HQ zip uses Forward+ with volumetric fog/SDFGI on Vulkan-capable desktops. CI pins Godot 4.3 while local development is verified with 4.7.2, so the light falloff path is version-adaptive until the baseline is unified.
The game is a single-player local client containing presentation, simulation, rules, content, and persistence for local settings and shift results. No online backend is required. A non-threaded Web export ships alongside the desktop builds and can be served from any static host without special headers. The default renderer is GL Compatibility; an optional Desktop HQ zip uses Forward+ with volumetric fog/SDFGI on Vulkan-capable desktops. CI, local development and exported builds use Godot 4.7.2; the light-falloff code keeps a compatibility branch for older editors but the supported baseline is unified.
Future options include external analytics, cloud saves, or replay sharing, but they are not part of the current architecture.
@@ -188,7 +188,7 @@ Future options include external analytics, cloud saves, or replay sharing, but t
A continuous-integration pipeline keeps the headless test suite green on every change and publishes tagged releases.
- **Workflow:** `.gitea/workflows/build.yml` runs on pushes, pull requests, tags, and manual dispatches. The `checks` job installs Godot 4.3, imports the project, and runs `res://src/test/test_runner.gd`; it fails on a non-zero exit code or any `SCRIPT ERROR` in the output.
- **Workflow:** `.gitea/workflows/build.yml` runs on pushes, pull requests, tags, and manual dispatches. The `checks` job restores/caches Godot 4.7.2, imports the project, and runs `res://src/test/test_runner.gd`; it fails on a non-zero exit code or any `SCRIPT ERROR` in the output.
- **Build job:** runs for tags and manual dispatches. It installs export templates, exports Linux/Windows/macOS and the non-threaded Web build, packages the NSIS installer, Linux AppImage and optional Desktop HQ zip, verifies the installer contents, and uploads the artifacts.
- **Publish job:** tag builds call `tools/publish_release.sh` to create the Gitea release and upload the standard artifacts plus the optional Desktop HQ zip. The script uses `GITEA_TOKEN` when configured and otherwise reuses the runner's checkout extraheader credentials.
- **Hosting:** the repository lives on Gitea (`https://git.allucanget.biz/zwitschi/security-game`). Export templates must match the pinned Godot version; macOS builds are unsigned and need quarantine guidance or notarization for wider distribution.
@@ -219,7 +219,7 @@ The release process is: bump the version, run the full test suite and `tools/che
- **Asset provenance and AI usage:** AI-assisted images/concepts are development inputs only; validated outputs are committed, audited and loaded through the same runtime asset contracts. Generated content must not become an offline/CI dependency.
- **Campaign and checkpoint state:** `Campaign` owns venue order/progression; settings, campaign, completed shift history and a versioned pause checkpoint are separate JSON documents. The checkpoint snapshots coordinator systems, scheduler RNG and NPC presentation/access state; it deliberately does not serialize the tutorial overlay or transient input state.
- **Difficulty:** easy/normal/hard only scale spawn pacing, NPC compliance tolerance and report-credibility strictness; access/escalation rules and emergency rarity are invariant.
- **Settings and accessibility:** volume/motion/caption settings persist through `settings.json`; Help is generated from the input-binding catalogue and the HUD log is the text caption surface. The supported engine matrix is explicit (CI/release 4.3, local 4.7.2) rather than an implicit version drift.
- **Settings and accessibility:** volume/motion/caption settings persist through `settings.json`; Help is generated from the input-binding catalogue and the HUD log is the text caption surface. CI/release, local development and exported builds are unified on Godot 4.7.2.
- **Documentation ownership:** `PLAN.md` owns design intent; `docs/gameplay.md` owns playable mechanics; `docs/architecture.md` owns system boundaries, data flow, constraints and cross-cutting decisions; ADRs own decision history; `docs/development-status.md` owns the implemented/gap list; `TODO.md` owns the roadmap; `MEMORY.md` owns gotchas and open questions. Specialized docs link to these rather than becoming competing sources of truth.
## 9. Architecture Decisions
@@ -264,7 +264,7 @@ Architecture decisions are recorded as ADRs:
- Mental-health-crisis scenarios require careful writing, playtesting, and respectful presentation.
- The choice of engine may affect navigation, crowd scale, tooling, and content authoring.
- Reference mockups can outpace the runtime art style; compare/judge catch gross drift but not composition errors, so the staged gallery needs human review after large visual changes.
- Godot version skew (CI 4.3 vs local 4.7.2) can change lighting, import sidecars and generated UIDs; a single supported version and a visual smoke matrix are required before 1.0.
- Godot 4.7.2 is the unified CI/local/project baseline; future engine bumps still require import, visual and export smoke checks before changing that baseline.
- Content volume and authoring tools are still thin; adding venues/events by editing the factory can become error-prone without schema validation and preview tooling.
- Save data currently covers settings and shift history, not mid-shift resume; adding saves/replays requires a versioned schema and migration policy.
- The optional judge and image-generation paths depend on an external key, model availability and budget; CI cannot make them a release gate, and keys must never be committed.
+2 -2
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@@ -2,7 +2,7 @@
Implemented so far:
- Godot 4.3 project scaffold, input map, procedural world builder
- Godot 4.7.2 project scaffold, input map, procedural world builder
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: **250 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
@@ -41,7 +41,7 @@ Implemented so far:
- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing.
- Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts.
- Input/reliability fixes: selecting a venue releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status. Mouse look now reads at `_input`, restores capture on window focus/click-back, and the HUD is mouse-transparent. Normal radio reports submit on click; emergency calls still require the hold-to-confirm path.
- Production-quality pass (v0.9.0): mixer/accessibility settings, audio volume clamping, 24-NPC budget smoke, shortened coat/dress stride, and an explicit Godot 4.3-CI/4.7-local support matrix with documented upgrade/rollback requirements.
- Production-quality pass (v0.9.0): mixer/accessibility settings, audio volume clamping, 24-NPC budget smoke, shortened coat/dress stride, and a unified Godot 4.7.2 CI/local support baseline with documented upgrade/rollback requirements.
- Campaign and first-hour pass (v0.8.0): campaign progression, checkpoint resume, difficulty presets, a searchable Help overlay, recovery events, contextual dialogue, policy/debrief lines and tutorial/replay/skip. Scripted QA bypasses the tutorial unless `--tutorial` is passed.
- Tutorial pass (0.8.0 work): the eight-beat first shift is wired through a non-blocking prompt overlay, a safe compliant visitor, real wheel/inspection/warning/radio panels, persisted completion/skip and a Settings replay action. Scripted tests/captures bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers the full flow.
- Vision judge (v0.7.2): discovers the cheapest current OpenRouter image+JSON model, reports the model/fallbacks used, and clears the full screen-design judge (13/13 match, 0 diff).
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## Setup
1. Download the Godot 4.3+ editor (official build) and put `godot` on your PATH. The supported policy is an explicit matrix: CI/release baseline 4.3, local development verified with 4.7.2. Engine upgrades require import, headless, screenshot and Desktop HQ smoke checks before changing the baseline.
1. Download Godot **4.7.2** (official build) and put `godot` on your PATH. The project, local tooling and CI use the same version; engine upgrades require import, headless, screenshot and Desktop HQ smoke checks before changing the baseline.
2. Open or run the project from this directory.
## Run and Test
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37. The F debug overlay lists the next eligible events; recovery events and recently played scripted events behave as authored.
38. Master/SFX/ambience volume settings clamp at 0/1 and persist; Reduce motion disables head bob; the captions toggle persists.
39. The 24-NPC budget smoke stays inside its frame budget; coats/dresses do not show obvious leg clipping in a normal walk.
40. Help remains readable with the largest HUD font scale, and the engine matrix (4.3 CI / 4.7.2 local) is used for verification.
40. Help remains readable with the largest HUD font scale, and CI/local verification use the same Godot 4.7.2 baseline.
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config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
config/version="0.9.0"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.3", "GL Compatibility")
config/features=PackedStringArray("4.7", "GL Compatibility")
[autoload]
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# Build distributable desktop executables with the Godot export pipeline.
#
# Requirements:
# - Godot 4.3 (or the version in project.godot `config/features`) on PATH,
# - Godot 4.7.2 (or the version in project.godot `config/features`) on PATH,
# with export templates installed (see docs/RELEASING.md).
# - Run from the repository root.
#