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.
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Work is grouped by theme. Each item should be small enough to complete and verify on its own;
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see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these plans.
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## Venue geometry and the committed gallery (v0.6.1)
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Today all three venues share the Hollywood `WorldBuilder` geometry, so the Joke Shop and studio
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concepts are only compared on lighting (noted in `tools/scene_concepts.py` `SHOTS`). They also
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have no stage in the committed `docs/screenshots/` gallery, only in `capture_realism.gd`.
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- [x] Extract a geometry spec per venue instead of branching inline: `WorldBuilder.VENUE_SPECS`
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now holds facade/stair/street/nav dimensions, window/pilaster rows, guard spawn, feature
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flags and prop placements for Hollywood, Joke Shop and TV Studio. Unknown ids fall back to
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Hollywood; `test_venue_geometry_specs_are_distinct_and_defaulted` checks the narrow Joke Shop
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facade, disabled skyline/marquee, studio bulb-canopy flag and fallback.
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- [ ] Joke Shop: narrow brick alley (10–12 m wide), one warm wall lantern as the key light,
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recessed door with a step, shuttered window, dumpster/AC clutter, no skyline ring — the
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alley concept has depth, not a horizon.
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- [ ] TV Studio: granite/stone facade, bulb canopy instead of the marquee, glossy black car on
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the curb, stanchions and barrier line at the door, no palm trees.
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- [ ] Keep navigation working: regenerate/verify the `NavigationRegion3D` bake per venue,
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update sidewalk/steps/door waypoints (Joke Shop and Studio already have `sidewalk` and
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`steps_end`), and confirm NPCs still reach the door (smoke + `test_venue_*`).
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- [ ] Split the concept mapping so each venue is judged on its own frame (`joke_shop_*`,
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`studio_*`) and drop the "shared geometry" caveat in `tools/scene_concepts.py`.
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- [ ] Add both venues to the committed gallery: two new stages in
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`src/test/capture_screenshots.gd` (`12-joke-shop.png`, `13-studio-arrival.png`) reusing the
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existing `joke_shop_queue` / `studio_arrival` designs, then `check_screenshots.sh` and a
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fresh judge run.
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- [ ] Update `docs/architecture.md` (venue geometry), `README.md` (gallery) and the screenshot
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table when the stages land.
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## Forward+ desktop preset and a volumetric flashlight (v0.7.0)
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## Forward+ desktop preset and a volumetric flashlight (v0.7.1)
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The Compatibility renderer has no volumetrics, so the flashlight is a tight pool of light with
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no visible shaft. A second desktop build can render it properly without touching the CI/default
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@@ -54,6 +26,8 @@ path.
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## Realism follow-ups (deferred)
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- [ ] Re-run the screen-design judge for `12-joke-shop` / `13-studio-arrival` when
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`OPENROUTER_API_KEY` is valid; the 2026-11-01 attempt failed with an invalid-key HTTP 400.
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- [ ] Capture a hooded/winter NPC close-up once a scenario spawns types 5-7 (the explicit
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`--portrait-type` override is already in `capture_realism.gd`).
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- [ ] Human-authored tree/hedge silhouettes: the whole scene now reads well except the foliage,
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