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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@@ -188,6 +188,19 @@ func _advance() -> void:
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10:
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if state_frames >= 30:
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_shoot("09-body-camera-timeline.png")
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if gm != null:
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gm.event_timeline.close()
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gm.guard.global_position = Vector3(0, 0.1, 6.2)
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gm.guard.rotation.y = 0.0
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Input.action_press("move_forward")
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Input.action_press("walk_slow")
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state = 11
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state_frames = 0
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11:
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if state_frames >= 50:
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_shoot("11-precision-walk.png")
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Input.action_release("move_forward")
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Input.action_release("walk_slow")
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quit(0)
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## Put the guard a couple of steps in front of the target so a staged UI capture
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