Build distinct Joke Shop and TV Studio venues
Add the alley walls, warm lantern, shutters, dumpster, AC clutter and door step for the Joke Shop. Build the studio stone facade, bulb canopy, glossy black car, stanchions and barriers. Rebuild only the world container when the venue changes, so the guard and UI survive; add per-venue navigation checks. Capture gallery shots 12/13, update the concept mapping and docs. Headless 231/231, Python 87/87, screenshot gate 13 good/0 bad. The vision-judge retry is tracked separately because the API key is invalid.
This commit is contained in:
1 parent
4cca2af2dd
commit
8b0845bcce
25 files changed
+347
-87
No files matched your search
@@ -72,7 +72,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
|
||||
## Handoff (read this first)
|
||||
|
||||
- **Status (2026-11-01, after the gear-fit pass):** v0.6.1 is released. Post-v0.6.0 the
|
||||
- **Status (2026-11-01, after the venue-geometry pass):** v0.7.0 is released. Post-v0.6.0 the
|
||||
realism pass, the visual-alignment pass and the NPC face/hand pass all landed. Headless
|
||||
**229/229**, Python tooling **87/87**, `tools/check_screenshots.sh` **11 good / 0 bad**,
|
||||
`screen_designs.py compare` 11 good / 0 bad, `scene_concepts.py audit` all GOOD,
|
||||
@@ -246,7 +246,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
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):** `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 and feature flags are read from the spec. Joke Shop and TV Studio currently use empty `prop_placements`; bespoke alley/studio dressing and the `GameManager` rebuild-on-venue-switch are follow-ups.
|
||||
- **Venue geometry (v0.6.1+):** `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 uses procedural alley walls/shutters/dumpster/AC; TV Studio uses a stone facade, bulb canopy, car paint and barrier placements. Gallery shots 12/13 use the existing `joke_shop_queue`/`studio_arrival` references.
|
||||
- **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
|
||||
|
||||
Reference in new issue
Block a user