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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@@ -15,8 +15,9 @@ The central design goal is simple:
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*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) and [`src/test/capture_prop_gallery.gd`](src/test/capture_prop_gallery.gd) from the current build — day, late-night, wand screening, escalation, shift-review timeline, and the prop lineup.*
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*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) and [`src/test/capture_prop_gallery.gd`](src/test/capture_prop_gallery.gd) from the current build — day, late-night, wand screening, escalation, shift-review timeline, precision walk, and the prop lineup.*
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## ⬇️ Downloads
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@@ -34,7 +35,7 @@ The central design goal is simple:
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> Downloads are public (no sign-in required) since the host's instance-wide
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> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
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>
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> **Latest: v0.4.0** — props have colliders and navigation obstacles, with zoned placements and deterministic variants.
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> **Latest: v0.5.0** — articulated NPC characters with LOD and idle behaviour, plus movement feel, gamepad support, and key remapping.
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> Releases are built automatically when a `vX.Y.Z` tag is pushed
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> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
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> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
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@@ -263,11 +264,11 @@ python3 tools/screen_designs.py judge --only 03- # one capture
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python3 tools/screen_designs.py judge --dry-run # build requests, no network
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```
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The catalogue covers 19 screens: the nine README captures plus the start menu,
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The catalogue covers 21 screens: the eleven README captures plus the start menu,
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pause overlay, settings, shift review, radial menu, emergency radio, wand
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screening, Joke Shop queue, TV Studio arrival, crowd panic, responder arrival,
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body-camera timeline, and the escalation HUD. All 19 have an AI reference in
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`docs/screens/designs/`; the nine screens with staged captures are also compared
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`docs/screens/designs/`; the eleven screens with staged captures are also compared
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or judged against the running game.
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`compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank
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@@ -319,6 +320,12 @@ godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
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# Prop-collision smoke (windowed): guard stops at a bench, guest routes around it
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godot --path . --script res://src/test/smoke_props.gd
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# NPC budget smoke: 16 full-rig avatars against the documented frame budget
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godot --headless --path . --script res://src/test/smoke_npc_budget.gd
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# Movement smoke (windowed): steps, precision walk, footsteps and landing
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godot --path . --script res://src/test/smoke_movement.gd
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# Crowd smoke: rubbernecking on aggression, panic clearing the entrance
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godot --headless --path . --script res://src/test/smoke_crowd.gd
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@@ -339,6 +346,11 @@ The unit test runner is the project's own lightweight harness (no editor plugin
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### Controls
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Keyboard and mouse are the default; a gamepad works without configuration (left stick moves,
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right stick looks, A opens/confirms the wheel, B cancels, X inspects, Y calls the radio, LB walks
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slowly, RB uses the wand). Keys and pad buttons can be rebound in Settings, and the remaps persist
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in `user://settings.json`. The HUD legend switches to gamepad hints when a pad event arrives.
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| Input | Action |
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| --- | --- |
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| W/A/S/D + mouse | Move and look |
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@@ -387,7 +399,7 @@ Implemented so far:
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- Godot 4.3 project scaffold, input map, procedural world builder
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- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
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- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
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- Headless unit tests: **187 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material)
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- Headless unit tests: **208 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
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- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
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- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
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- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
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@@ -410,6 +422,8 @@ Implemented so far:
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- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
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- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
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- Rendering pass (v0.3.0 work, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md)): one material module with roughness/metallic profiles per surface, ACES tonemapping, glow, aerial fog and colour grading driven by the shift phase, correctly scaled brick, framed facade windows that light up at night, door trim and handles, a curb and lane dashes, and the glowing marquee/lamp bulbs. NPCs gained per-role clothing palettes, caps/hoods/backpacks/sunglasses/lanyards, hands and shoes, and an arm/leg walk swing
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- NPC characters (v0.5.0): articulated limb rigs, layered outfits, hand items, face/hair variety, idle behaviour (phone, clipboard, crossed arms, look-around), escalation gestures, readable reaction symbols, door-queue offsets, and three LOD tiers with a billboard impostor
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- Player movement (v0.5.0): separate acceleration/braking, step-up assist, head bob and landing dip (toggleable), precision-walk FOV/chip/tick, surface-aware footsteps, gamepad support, and persistent key/button remapping in settings
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- Prop collision and placement (v0.4.0): every prop fits a static collider from its mesh bounds and publishes a navigation obstacle, so the guard and guests cannot walk through benches, bins, or bollards; placements are grouped into zones with a validator, and deterministic variants add rotation, scale, and small clutter
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- Prop atlas (v0.3.1): `tools/model_pipeline.py` packs each prop's palette into one power-of-two colour atlas plus a metallic/roughness atlas and emits a single material with per-vertex UVs, so a prop is one draw material rather than one per part; `audit` enforces the contract
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- Generated prop models (v0.3.0 work): `tools/model_pipeline.py` builds bollards, benches, bins, planters, newspaper boxes and a hydrant as `.glb` props with per-part materials, loaded by `WorldBuilder` with a procedural fallback; the optional AI concept step (`model_pipeline.py concept`) supplies per-prop colour palettes
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