Character and movement pass
NPC characters - Articulated rig (hips/knees, shoulders/elbows/hands) replaces rigid capsules; the walk cycle bends knees and elbows and flees with a longer stride. - Layered outfits (jacket/vest/coat/dress), extended accessories and hand items (bag, umbrella, phone, camera, clipboard, cup), face details and five hair silhouettes, all deterministic per profile seed. - Idle behaviour layers (phone, clipboard, crossed arms, look-around), breathing and weight shift; escalation raises hands or points, and noticed NPCs turn toward the guard. - Reaction symbols above the head (!!, ?!, !, ?), door-queue offsets assigned by GameManager, three LOD tiers with hysteresis and a billboard impostor. - smoke_npc_budget.gd: 16 avatars = 534 meshes, ~6.9 ms average (50 ms budget). Player movement - Separate accel/decel, step-up assist for kerbs and the entrance steps, and a forward-axis fix: W was inverted (get_axis(forward, back) is negative). - Head bob, landing dip and precision-walk FOV, gated by persisted head-bob and invert-Y settings; precision chip and tick; surface-aware footsteps and a landing cue forwarded to AudioFeedback. - Gamepad support (sticks, deadzone, face buttons, bumpers), a control legend that follows the active device, and named actions for the remaining keys. - Key/button remapping in Settings, persisted as input_bindings and applied by InputBindings (mouse and gamepad axes are never removed). - smoke_movement.gd (windowed): climbs the steps, checks precision speed, chip, footsteps and landing; new 11-precision-walk capture and catalogue entry. Verification: headless 208/208, Python tooling 56/56, all 11 smokes pass, compare 11 good / 0 bad, movement judge match. Version 0.5.0. Only optional Future ideas remain in TODO.
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@@ -55,7 +55,19 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- **Prop pipeline (done):** audit enforces 400 tris / 600 verts, ground contact, UV range, no
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degenerate tris, one material. `capture_prop_gallery.gd` writes `10-prop-gallery.png` (3x2 studio
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line-up, back row on a platform) and the `prop_gallery` catalogue entry compares it.
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- **Presentation pass remaining (TODO):** NPC characters and player movement. Grounding facts: the
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- **NPC character pass (v0.5.0):** Rig is articulated (`Rig/Hip* -> Knee`, `Shoulder -> Elbow ->
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Hand`); `outfit_for` adds layer/hair_style/hand_item; `_idle_layer` drives phone/clipboard/crossed
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and escalation gestures; `_reaction_tag` shows `!!`, `?!`, `!`, `?`; `apply_lod` swaps to a
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billboard impostor at 26 m (hysteresis 1.5 m); GameManager `_refresh_queue` assigns queue offsets.
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Perf: 16 avatars = 534 meshes, ~6.9 ms headless.
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- **Player movement (v0.5.0):** **W was inverted** (`get_axis(forward, back)` is negative for W and
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the code multiplied it directly); now `forward * -input_dir.y`. Step-up uses test_move + a raised
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copy (0.32 m). Guard emits footstep/landed/precision_changed; GameManager forwards them to
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AudioFeedback and the HUD. Gamepad actions are added at runtime by
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`GuardController._ensure_gamepad_bindings`; remaps persist via `Save` `input_bindings` and are
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applied by `InputBindings.apply` (key/button events only). Windowed `smoke_movement.gd` guards it.
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- **Scheduled TODO pass complete:** only the optional Future ideas remain (live replay, extra
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venues, voice audio, image-to-mesh). Grounding facts: the
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NPC rig is rigid capsules with a whole-limb swing, and `guard_controller.gd` uses one `accel`
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value. Each task should get its own windowed smoke or capture where it changes feel/looks.
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- **Backlog complete:** every planned TODO section is done and moved to `DONE.md`; `TODO.md`
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