Bump to 0.9.1 and record the toolchain update
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zwitschi committed 2026-11-02 09:28:13 +01:00
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@@ -4,6 +4,16 @@ All notable user-facing changes to Gig Line. The format follows
[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use [Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
Semantic Versioning. Semantic Versioning.
## [0.9.1] — 2026-11-02
### Changed
- Unified the project, local tooling and CI/release environment on Godot 4.7.2,
including matching export templates and project feature metadata.
- Added Gitea Actions cache for the Godot binary and export templates to reduce
repeated download time.
- Updated release and setup documentation for the 4.7.2 baseline.
## [0.9.0] — 2026-11-01 ## [0.9.0] — 2026-11-01
### Added ### Added
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@@ -172,7 +172,7 @@ Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [AD
## Versioning and Delivery ## Versioning and Delivery
`config/version` in `project.godot` is the single version source (currently `0.9.0`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands. `config/version` in `project.godot` is the single version source (currently `0.9.1`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
## Design Direction ## Design Direction
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@@ -38,8 +38,9 @@ precision walk, the Joke Shop alley, the TV Studio arrival, and the prop lineup.
> Downloads are public (no sign-in required) since the host's instance-wide > Downloads are public (no sign-in required) since the host's instance-wide
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31. > `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
> >
> **Latest: v0.9.0** — production-quality audio/accessibility settings, a > **Latest: v0.9.1** — unified Godot 4.7.2 CI/release environment with cached
> 24-NPC performance baseline and the v0.8 tutorial/campaign/resume pass. > Godot binaries/templates, plus v0.9.0's production-quality and v0.8
> tutorial/campaign/resume work.
> Releases are built automatically when a `vX.Y.Z` tag is pushed > Releases are built automatically when a `vX.Y.Z` tag is pushed
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use > (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline > `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
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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. - **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
- **PATCH** — bug fixes and small polish that do not change behavior. - **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 `0.9.0`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, 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 `0.9.1`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, 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 ## 3. Context and Scope
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Implemented so far: Implemented so far:
- Godot 4.7.2 project scaffold, input map, procedural world builder - Godot 4.7.2 project scaffold, input map, procedural world builder (CI/local/release unified)
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem` - Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools - Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: **250 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) - Headless unit tests: **250 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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@@ -12,7 +12,7 @@ config_version=5
config/name="Gig Line" config/name="Gig Line"
config/description="Workplace security simulation about observation, access verification, and proportionate escalation." config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
config/version="0.9.0" config/version="0.9.1"
run/main_scene="res://scenes/main.tscn" run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.7", "GL Compatibility") config/features=PackedStringArray("4.7", "GL Compatibility")