Release 0.9.4 NPC visual optimization
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zwitschi committed 2026-11-02 19:51:36 +01:00
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@@ -37,7 +37,7 @@ This document follows the structure of the arc42 architecture documentation temp
- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
- **PATCH** — bug fixes and small polish that do not change behavior.
The single source of truth for the version is `config/version` in `project.godot` (currently `0.9.3`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-stable, 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).
The single source of truth for the version is `config/version` in `project.godot` (currently `0.9.4`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-stable, 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).
## 3. Context and Scope
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@@ -42,14 +42,14 @@ Implemented so far:
- NPC neck/shoulder transition (0.9.4 work): the body graph now uses a fuller neck base, a slightly tapered neck top and a lower shoulder root, giving the head/neck/shoulder line a trapezius slope instead of a thin post. The full character library was rebuilt with a final degenerate-face cleanup; the baseline comparison is `sheet_npc_baseline_compare-body.jpg`.
- NPC face-depth pass (0.9.4 work): sclera are recessed and capped by a thin upper lid, and the separate jaw/cheek spheres are replaced by a chin plate and cheekbones sculpted into the head mesh. The full library was rebuilt; the comparison is `sheet_npc_baseline_compare-face.jpg`.
- NPC torso/hip transition (0.9.4 work): the pelvis and chest are slightly wider than the waist, giving shirts and jackets a readable taper into the hips without changing the build multipliers or the skeleton. The comparison is `sheet_npc_baseline_compare-torso.jpg`.
- NPC mesh budget (0.9.4 work): the eight library variants now have an 8,000-triangle / 8,000-glTF-vertex cap (up from 6,000/5,000); the `npc_base` fallback remains 6,000/4,000. Current characters measure 4,226–5,218 triangles and 4,119–5,240 vertices.
- NPC visual optimization (0.9.4, complete 2026-11-02): all eight variants passed the portrait/readability, proportion, gear, foot/shoe, headgear and final-context gates. The library uses an 8,000-triangle / 8,000-glTF-vertex cap (up from 6,000/5,000; `npc_base` fallback remains 6,000/4,000); current characters measure 4,482–5,474 triangles and 4,260–5,494 vertices. The 48-frame baseline and 96-frame final-context review pass, the hand/gear offset and shoes are in, and the accepted stylized limits are documented in `npc-visual-review.md`.
- NPC face-detail pass (0.9.4 work): ala wings and a smaller nose bridge/tip, one rounded mouth slot, and a darker ear concha; all eight rebuilt. The comparison is `sheet_npc_baseline_compare-face-detail.jpg`.
- NPC headgear clearance (0.9.4 work): the 96-frame final-context review after the face-detail pass confirms the cap, firefighter helmet, hood and sunglasses clear the refined brow and eyes; no gear rebuild was needed.
- NPC footwear pass (0.9.4 work): casual shoes gained rounded toe and heel caps; responder/firefighter boots gained matching toe/heel volumes while retaining the black rubber boot language. All eight rebuilt; comparison `sheet_npc_baseline_compare-shoes.jpg`.
- NPC hand-item grip (0.9.4 work): runtime `HAND_ITEM_FORWARD` moves every hand gear 4 cm forward from the wrist proxy, so phone, cup, clipboard, camera, flashlight, wand and radio sit in the open palm instead of partly inside it. Finger curl/thumb contact remains open; the comparison is `sheet_npc_hands_grip_compare.jpg`.
- NPC hand pass (0.9.4 work): wider, shallower palms; four two-segment bent fingers with rounded tips and a separate bent thumb; optional `--view=hand` capture at 0.80 m. The hand comparison is `sheet_npc_hands_compare.jpg`; item grip offsets remain open.
- NPC hand-item grip (0.9.4 work): runtime `HAND_ITEM_FORWARD` moves every hand gear 4 cm forward from the wrist proxy, so phone, cup, clipboard, camera, flashlight, wand and radio sit in the open palm instead of partly inside it. The open-hand/no-finger-rig limit is accepted for this stylized release; the comparison is `sheet_npc_hands_grip_compare.jpg`.
- NPC hand pass (0.9.4 work): wider, shallower palms; four two-segment bent fingers with rounded tips and a separate bent thumb; optional `--view=hand` capture at 0.80 m. The hand comparison is `sheet_npc_hands_compare.jpg`; the forward offset is in and the open-palm limit is accepted.
- NPC proportion audit (0.9.4 work): `tools/npc_proportions.py` measures all eight GLBs against a stylized height/head/shoulder/hip/torso/leg/arm/foot guide. All variants pass; the head and broad-build silhouettes are the nearest upper bounds. Results are in [`npc-proportion-audit.md`](npc-proportion-audit.md).
- NPC P1 portrait fixes (0.9.4 work): tourists now hide their photo-pose camera bag outside `photo`/`film` poses, removing the duplicate-backpack silhouette; the backpack gear was rebuilt with flattened, forward chest straps and a fresh AO map. The before/after sheet is [`blender_previews/sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg); the face and remaining clothing/hand work stay open.
- NPC P1 portrait fixes (0.9.4 work): tourists now hide their photo-pose camera bag outside `photo`/`film` poses, removing the duplicate-backpack silhouette; the backpack gear was rebuilt with flattened, forward chest straps and a fresh AO map. The before/after sheet is [`blender_previews/sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg); the remaining face/hand work was closed under the 0.9.4 acceptance limits.
- NPC visual baseline (0.9.4 work): `src/test/capture_npc_baseline.gd` captures all eight library characters from front, three-quarter, profile, back, full-body and crowd views in a neutral studio (48 frames). The criteria, measurements and ranked gaps are in [`npc-visual-review.md`](npc-visual-review.md); the committed sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg). No model changes were made in this baseline step.
- UI-state capture pass (0.9.3 work): `src/test/capture_ui_states.gd` adds committed captures 14–21 for the start menu, pause, settings, shift review, emergency radio, action wheel, crowd panic and responder arrival. Every one of the 21 catalogue entries now has a current-build capture; `tools/check_screenshots.sh` reports 21 good / 0 bad and the automatic judge reports 21/21 match, 0 diff. Crowd panic and responder arrival are staged presentation frames, not gameplay changes.
- Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts.
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# NPC visual baseline and acceptance criteria
Status: baseline captured 2026-11-02. The P1 fixes (tourist photo-prop
visibility, backpack straps), the neck/shoulder and torso/hip transitions, the
face-depth pass and the first hand pass are applied. Hand-item grip alignment
and clothing work remain open; the baseline remains the reference for 0.9.4.
Comparison sheets:
Status: **accepted 2026-11-02 for the 0.9.4 stylized target.** The P1 fixes
(tourist photo-prop visibility, backpack straps), neck/shoulder and torso/hip
transitions, face depth/detail, hand and gear placement, headgear clearance and
shoe/boot silhouettes are applied. The baseline remains the comparison reference;
the accepted limitations are listed below. Comparison sheets:
[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg),
the latest [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg),
the face-detail pass [`sheet_npc_baseline_compare-face-detail.jpg`](blender_previews/sheet_npc_baseline_compare-face-detail.jpg),
the conversation-distance hand pass
@@ -182,16 +182,21 @@ The refit backpack measures 380 triangles / 406 vertices.
primitive sign are intentionally large stage props, but they should be
checked during the pose pass so they do not read as head/body geometry.
### Accepted or deferred for this baseline
### Accepted limits for the 0.9.4 release
- The hooded variants intentionally cover part of the face; face readability is
judged on the visible lower face and silhouette, not on hidden eyes.
- The low-poly style is the target. The acceptance bar is readability and clean
construction, not photoreal skin or hair.
- Hem-through-leg clipping during a walk cannot be judged from a rest pose; it
stays in the body/clothing workstream.
- The 8 m `crowd` view is still LOD 0. The separate LOD/impostor check remains
required; this baseline does not claim to validate it.
- Held items use the forward-offset open palm (`HAND_ITEM_FORWARD`) rather than a
finger-curl rig. There are no finger bones in the contract; phone, cup,
clipboard, camera, flashlight, wand and radio were judged in the hand capture.
- Fabric folds are not separate geometry; the current torso, elbow and knee
shaping is the accepted stylized construction.
- The >26 m impostor remains a two-quad billboard; the LOD tier/hysteresis and
near/far swap are covered by `test_avatar_mesh_budget_and_lod_swap`.
- Evening readability is represented by the day/night/LATE final-context set;
LATE is the venue night variant.
## Before/after workflow
@@ -222,10 +227,6 @@ rather than replacing it.
## Next implementation order
1. Add finger curl/thumb contact for the hand items and judge the umbrella/sign
grips; the forward offset is already in place.
2. Add the remaining body-shape variation between variants and re-measure the
LOD/impostor silhouettes.
3. Audit hems in walk/sit/block poses; footwear silhouette is now in the baseline.
4. Re-run the 48-frame baseline, the 96-frame final-context review, the 24-NPC
budget and `blender_assets.py audit/fit`; publish the next comparison sheet.
0.9.4 is closed. The next visual work belongs to the 0.9.5 texture pass and the
0.10.0 acceptance review; keep the NPC baseline/final-context commands as the
regression gate for any future character edit.
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