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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@@ -37,7 +37,7 @@ This document follows the structure of the arc42 architecture documentation temp
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- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
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- **PATCH** — bug fixes and small polish that do not change behavior.
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The single source of truth for the version is `config/version` in `project.godot` (currently `0.6.1`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
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The single source of truth for the version is `config/version` in `project.godot` (currently `0.7.0`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
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## 3. Context and Scope
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@@ -78,7 +78,7 @@ The player interacts with NPCs, venue entrances, access artifacts, equipment, st
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- `CrowdSystem` models queues, attention, congestion, and public reaction.
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- `ShiftReview` presents decisions, consequences, and improvement opportunities.
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- `SurfaceMaterials` (`src/game/materials.gd`) holds the surface profiles, textured albedo/normal recipes, baked-AO wiring, glass/emissive recipes, and the environment tune-up (tonemapping, glow, fog, grading) that the phase lighting applies.
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- `WorldBuilder` assembles the procedural venue, prefers the Blender prop library in `assets/models/blender/props/`, and falls back to `assets/models/generated/` or primitives. It also wires the phase-driven library emissives and street dressing.
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- `WorldBuilder` assembles the procedural venue from a per-venue `VENUE_SPECS` table (facade, windows, stairs, street, nav bounds, guard spawn, feature flags and prop placements), prefers the Blender prop library in `assets/models/blender/props/`, and falls back to `assets/models/generated/` or primitives. `GameManager` rebuilds only the `World` container when the venue changes, so the guard/UI and their state survive. It also wires the phase-driven library emissives and street dressing.
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- `src/game/ui/art.gd` loads runtime UI/scene art from `assets/images/ui/` and `assets/images/scenes/`, with null fallbacks so panels keep their procedural layouts.
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- `tools/model_pipeline.py` builds and audits the street-prop `.glb` models and packs their colour atlases.
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- `tools/npc_pipeline.py` builds and audits the skinned NPC base model (`assets/models/generated/npc_base.glb`) and its per-slot material maps, with an optional AI fabric override (ADR-0013).
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