Unify the Godot 4.7.2 CI environment and cache it
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.
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@@ -33,17 +33,17 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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`outfit_for`/`layer_for`/`hand_item_for` helpers. Blender = flatpak 5.2.0 LTS, sandbox cwd
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`/app/blender` → absolute paths for `--python`. CI stays offline (committed assets).
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- 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.
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- 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.
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- 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.
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- 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`.
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- 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`.
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- Static signals are not available in Godot 4.3 GDScript ("Expected func or var after static") — do not use them.
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- Static signals are not available in Godot GDScript ("Expected func or var after static") — do not use them.
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- 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.
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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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- **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.
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- **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.
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- **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.
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- **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.
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- **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`.
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- **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.
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@@ -58,13 +58,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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binaries + override into `gig-line-desktop-hq-<version>.zip`;
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`publish_release.sh` uploads it when present. A/B report:
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`docs/screens/realism/2026-11-01-forward-plus/` (entrance gap 1.568→1.187).
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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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- **Godot toolchain (updated 2026-11-01):** local `~/.local/bin/godot`, CI and
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`project.godot` now use Godot 4.7.2; 4.3 remains only as a local backup binary.
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Export templates for 4.7.2 are installed under
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`~/.local/share/godot/export_templates/4.7.2.stable`. Godot 4.7 writes
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`*.gd.uid` files; they are kept out of this clone's status via
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`.git/info/exclude`. CI caches the binary/templates with Gitea Actions cache.
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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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@@ -145,7 +144,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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`npc_pipeline.py` + `asset_pipeline.py` and the confirmed-asset locations.
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- Repo: `/run/media/system/DATA/Documents/06-games/security-game` (also reachable at
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`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.3.stable).
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`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.7.2).
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Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **177/177**.
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Python tooling tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs test_model_pipeline` → **53**.
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Session shell smoke: `godot --headless --path . --script res://src/test/smoke_session_shell.gd` → exit 0.
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@@ -194,7 +193,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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joke_shop 700 s / studio 700 s; `--stages=` subset) and swaps textures by the material's
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*original* albedo path. **Gotcha:** in the SceneTree script, do not overwrite `_phase` after
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`_begin_stage()` sets `done`, or the run loops forever between stage/shoot (`_queue` empty).
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**Gotcha:** `elapsed_s = 620` is *Evening* (dusk), 700+ is Late. Godot 4.3
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**Gotcha:** `elapsed_s = 620` is *Evening* (dusk), 700+ is Late. Godot 4.7
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`StandardMaterial3D` has no `fog_enabled`; the skyline is a `ShaderMaterial` with
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`render_mode unshaded, cull_disabled, fog_disabled` + `ALPHA_SCISSOR_THRESHOLD` so the
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panorama's own haze shows. Backdrop plane is 90 m tall with 2 UV repeats (~200×90 m per
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@@ -577,8 +576,9 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- Venue cycling: `V` switches Hollywood Blvd → The Joke Shop → TV Studio and restarts the shift.
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- Venue door-staff dialogue: `VenueScenario.door_staff_line(context, rng)` and GameManager logging
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(id/ticket/wand-check, refusal, prohibited-item) — Joke Shop flavor.
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- CI cache: `.gitea/workflows/build.yml` no longer uses `actions/cache` (the runner can't reach
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the GitHub cache service; import is fast). `GODOT_SILENCE_ROOT_WARNING=1` set on jobs.
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- CI cache: `.gitea/workflows/build.yml` caches `/usr/local/bin/godot` and the
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4.7.2 export templates with Gitea Actions cache. `GODOT_SILENCE_ROOT_WARNING=1`
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is set on jobs.
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Logs live in `.gitea/logs/` after each run.
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- Visual polish (v0.2.0): phase lighting (GameManager.PHASE_LIGHTING + ProceduralSkyMaterial),
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street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/
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