Plan the presentation pass: props, NPCs, movement
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Replace the flat "future ideas" list with three scheduled sections and concrete,
reviewable checkboxes (41 tasks):

- Better Props: colliders for the generated models (they have none today), a
  placement table with variants, sign/bus-stop/shelter/street-lamp props, a
  close-range detail layer, pipeline audits, and a prop-gallery capture.
- Better NPC Characters: articulated rig, layered outfits and accessories, face
  and hair variety, idle/conversation animation, door-queue staging, reaction
  readability, LOD tiers, and a re-measured NPC budget.
- Better Player Movement: accel/decel split, step-up assist, head bob/FOV and a
  motion-sickness toggle, precision-walk feedback, surface footsteps, gamepad
  support, input remapping, and movement tests.

Kept live 3D replay, extra venues, voice audio, and the image-to-mesh swap in
Future ideas. Memory notes the grounding facts (props have no colliders, rigid
NPC rig, single accel value). Docs-only: no version bump or release.
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@@ -46,6 +46,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
until it alerts, then jump to 760 s after staging for night lighting. The timeline needs
`recorder.close_all_open()`, because `to_dict()` only lists closed incidents. The escalation
HUD mockup is third-person now; `judge` still classes it `review` (no diff).
- **Presentation pass planned (TODO):** three sections — props, NPC characters, player movement.
Grounding facts: generated props currently have **no colliders** (only ground/building/steps do),
prop placement is a fixed list in `_build_street_detail()`, the NPC rig is rigid capsules with a
whole-limb swing, and `guard_controller.gd` uses one `accel` value. Work through the sections in
order; each task should get its own windowed smoke or capture where it changes feel/looks.
- **Backlog complete:** every planned TODO section is done and moved to `DONE.md`; `TODO.md`
now only lists optional future ideas (live 3D replay, NPC LOD, more venues, real audio, prop
atlas, AI mockups for the new catalogue entries, image-to-mesh props). GUT was consciously not
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# TODO
Godot 4.3 prototype. Latest release **v0.3.2** (mockup set). Headless suite **182/182** plus
**53** Python tooling tests; the session, PLAN-verb, crowd, emergency, timeline, audio, scenario-content, and
windowed focus/radial smokes pass. Anonymous downloads are enabled on the host.
Godot 4.3 prototype. Latest release **v0.3.3** (staged captures for the new screens). Headless
suite **182/182** plus **53** Python tooling tests; the session, PLAN-verb, crowd, emergency,
timeline, audio, scenario-content, and windowed focus/radial smokes pass. Anonymous downloads are
enabled on the host.
All planned backlog sections are complete (see `DONE.md`). Optional future ideas live below.
The three sections below are the planned presentation pass: props, NPC characters, and player
movement. Each task is meant to be a small, reviewable slice with its own verification.
## Better Props
### Collision and placement
- [ ] Give every generated prop a real collider. Add a simple box/cylinder collision shape to the
`.glb` (or emit a `physics` block per part that `WorldBuilder` turns into a
`StaticBody3D`), so benches, bins, planters, hydrants, and newspaper boxes cannot be walked
through.
- [ ] Add a windowed check that the guard and NPCs path around props instead of through them, and
that the fallback primitive props get the same colliders as the modelled ones.
- [ ] Replace the hard-coded prop positions in `_build_street_detail()` with a placement table
(zone, offset, rotation, variant) so clusters read as street furniture: entrance pair,
curb line, mid-block, wall side. Assert no overlaps with the door, steps, or spawn lane.
- [ ] Reuse one `PackedScene` per prop type but expose deterministic variants (rotation, scale,
optional accessory such as a chain, sign, or bag) so repeated props stop looking cloned.
### New props and detail
- [ ] Add street-sign props: parking sign, no-parking sign, one-way sign, and a small post
(text via the atlas, not a texture per sign).
- [ ] Add a bus-stop shelter with a bench, roof, and side panel; a bike rack; a mailbox; and a
phone booth or newspaper stand.
- [ ] Add a traffic signal (pole, arm, three lenses) and a street lamp variant that matches the
lamps placed by `WorldBuilder`.
- [ ] Add cafe/shop clutter: sandwich board, stacked crates, café table + two chairs, and a tied
trash-bag pile for the Joke Shop edge.
- [ ] Detail the existing six props: chamfered edges on boxes, rim rings on bollard and bin,
bolts on the hydrant, bench slats with gaps, visible soil plus foliage on the planter.
- [ ] Add a close-range detail layer: pack a subtle grunge/AO strip into the atlas (or a shared
detail normal) so props do not read as flat-coloured boxes at conversation distance.
### Pipeline and checks
- [ ] Extend `audit_glb()` with a triangle budget, degenerate-triangle test, `TEXCOORD_0` inside
the atlas, minimum-y ≈ 0, and a material-count check per prop.
- [ ] Add a `prop_gallery` capture to `capture_screenshots.gd` (each prop close-up on a plain
backdrop) and wire it to `screen_designs.py` so prop regressions show up in `compare`.
- [ ] Verify all prop instances share their imported material (no per-instance duplication) and
keep a documented triangle/vertex budget in the pipeline docstring.
- [ ] Update the README prop list and the `model_pipeline.py` catalogue docs when new props land.
## Better NPC Characters
### Appearance and rig
- [ ] Replace the rigid capsule limbs with an articulated rig: shoulder, elbow, hip, and knee
joints, so a walk cycle can bend knees and swing arms instead of rotating whole capsules.
- [ ] Add layered clothing: jacket over shirt, hi-vis vest, security uniform, dress/skirt, and
coat, with deterministic per-profile colourways and material roles.
- [ ] Extend the accessory catalogue: bag, umbrella, phone, camera, clipboard, headphones, and a
coffee cup; attach them to the correct hand/back socket.
- [ ] Add face and hair variety: several hair silhouettes, beards, hats, eye/brow shapes, age and
height ranges, and a small set of face textures or decal planes so heads are not identical.
- [ ] Keep appearance deterministic per `(profile, seed)` and add a test that the same seed
produces the same outfit while different types stay recognisable.
### Animation and staging
- [ ] Add an idle layer: breathing, weight shift, occasional look-around, phone check, and
arms-crossed, blended with the current walk and reaction states.
- [ ] Add conversation gestures: facing the guard when addressed, talking hand movement, nodding,
backing away, and pointing, driven by the existing reaction/escalation events.
- [ ] Improve the walk cycle: stride length tied to speed, foot planting without sliding, and a
distinct hurry/flee gait that matches `FLEE_SPEED`.
- [ ] Stage a door queue: waiting offsets, one-at-a-time approach, no overlapping capsules, and a
step-aside after the admission decision.
- [ ] Make reactions readable at a distance with body language plus a short icon/label
(rubberneck, panic, calm, angry) so crowd state is legible without the debug panel.
### Performance and budgets
- [ ] Add three LOD tiers (full rig, simplified mesh, billboard) with distance hysteresis, and
disable shadows for far tiers; keep the switch deterministic and testable.
- [ ] Re-measure the live-NPC budget with the full rig at `MAX_LIVE_NPCS`, and add a perf smoke
that fails when frame time crosses the documented budget.
- [ ] Add tests for animation state transitions (idle → walk → react) and for queue spacing at
the door.
## Better Player Movement
### Feel and handling
- [ ] Split acceleration and deceleration in `guard_controller.gd` (faster stop than start, no
ice-skating), then tune `move_speed` and `accel` against a windowed feel pass.
- [ ] Add step-up assist for kerbs and the entrance steps (about 0.3 m) and keep wall sliding
smooth so the guard does not stick on doorframes, railings, or prop colliders.
- [ ] Add subtle head bob tied to stride and speed, a small FOV change in precision walk, and a
landing dip; expose a motion-sickness toggle in settings with persistence.
- [ ] Give precision walk (Shift) visible feedback: a HUD state chip and an audio tick when it
engages, in addition to the slower speed.
- [ ] Add surface-aware footsteps (concrete, asphalt, stone steps) with stride-synced timing and
a distinct landing sound, reusing the procedural audio helpers.
### Input and accessibility
- [ ] Add gamepad support: move/look actions, radial and action bindings, deadzone and look
sensitivity, with prompts that follow the active device.
- [ ] Move the remaining hard-coded keys into `InputMap` actions and persist any remaps through
the settings panel (keyboard and gamepad).
- [ ] Add a mouse-sensitivity and invert-Y setting if missing, and test the values survive a
settings save/load round trip.
- [ ] Add movement tests: acceleration ramp, step-up height limit, precision-walk speed, wall
slide, and gamepad deadzone.
- [ ] Run one windowed movement smoke per change above (walk the full block, climb the steps,
strafe along the wall) and capture a short screenshot set for the compare tool.
## Future ideas (optional, not scheduled)
- [ ] Live 3D body-camera replay (the timeline is text-only today).
- [ ] LOD/culling for NPCs if `MAX_LIVE_NPCS` grows past the measured 16-avatar budget.
- [ ] Additional venues or seasonal events authored from the new `.tres` files.
- [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
- [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same