diff --git a/MEMORY.md b/MEMORY.md index 4c750b5..238c5b5 100644 --- a/MEMORY.md +++ b/MEMORY.md @@ -4,6 +4,13 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o ## Decisions +- The visual-alignment path/loader/verification work is complete and recorded in `DONE.md`; + the only open visual task is scene lighting/fog, held until the current realism pass lands. +- Editable Blender sources under `assets/models/blender_src/` are gitignored and untracked + (46 `.blend` files removed from the index on 2026-11-01); the `.gdignore` marker stays tracked. +- `screen_designs.py judge` default `google/gemini-2.5-flash-lite` worked on 2026-11-01 + (7 match / 4 review / 0 diff); `--model` remains available. + - Graphics v0.6.0 plan (2026-11-01): NPCs move to Blender-authored skinned meshes (`docs/plan-graphics-v0.6.md`, ADR-0013). `tools/npc_pipeline.py` builds `assets/models/generated/npc_base.glb`; `NpcAvatar` keeps the procedural `_build_body()` @@ -43,9 +50,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o `docs/screens/designs/` and `docs/screens/concepts/` stay reference-only; QA captures stay in `docs/screenshots/`. When a mockup becomes runtime art, copy/process it into `assets/images/` with a new name (no overwrites) and keep a fallback in code. - **Mockup copies:** 21 design references were copied to `assets/images/ui/` (byte-identical - filenames); `docs/screens/designs/` remains the reference-only copy. `tools/screen_designs.py` - still reads the docs tree until the code-path task moves it; keep the two in sync meanwhile. + **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 (read this first) diff --git a/TODO.md b/TODO.md index a343a74..798c54f 100644 --- a/TODO.md +++ b/TODO.md @@ -9,7 +9,7 @@ - [x] Align the pause, settings, and shift-review panels to their mockups. - [x] Align the radio and wand panels to their mockups. - [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` (blocked: the active realism pass is editing `materials.gd`/`world_builder.gd` and the captures; see `MEMORY.md`). ## Realism follow-ups (v0.6.1 candidates) @@ -21,9 +21,9 @@ additive mesh or a light-shaft quad) would sell it, and the night mockup expects it. - [ ] NPC skin/clothing still reads as low-poly next to the concepts (judge `characters` ≈ 0–1). The Blender library has the budgets for one more detail pass (fingers, sleeves, faces). -- [ ] The `screen_designs.py judge` default model (`google/gemini-2.5-flash-lite`) currently - fails with a provider "API key not valid" 400; the tool retries once. Re-check before the - next release and either pin a working model or document `--model`. +- [x] Re-check the `screen_designs.py judge` default model (`google/gemini-2.5-flash-lite`): on + 2026-11-01 it returned 7 match / 4 review / 0 diff without a provider error; `--model` + override is documented in `README.md`. - [ ] Add the two venue stages to the committed gallery (they are capture-only today) and give the Joke Shop and studio their own geometry so their concept comparisons are geometric, not just lighting.