v0.3.0: rendering pass, generated props, selection model and Web build
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Rendering and presentation
- Shared surface-material module (src/game/materials.gd) with per-surface
  roughness/metallic/uv profiles; ACES tonemapping, glow, fog and phase-driven sky
  energy. WorldBuilder rebuilt on those profiles with facade windows that light up,
  door trim/handles, curb, lane dashes, bollards, bench, bin and planter foliage.
- NPC silhouettes: per-role clothing palettes, caps/hoods/backpacks/sunglasses,
  hands and shoes, arm/leg walk swing.
- Six generated low-poly GLB props (bollards, bench, bin, planter, newspaper box,
  hydrant) built by tools/model_pipeline.py, loaded by WorldBuilder with a
  procedural fallback; ADR-0012.

Selection and movement
- Focus ranking by view angle then distance (NpcFocus.rank_indices); Tab and the
  mouse wheel cycle nearby people initially, right click clears focus with a
  re-acquire grace, HUD shows the candidate count, Shift walks at half speed.
  ADR-0011. Windowed smoke extended to cover wheel cycling and clearing.

QA tooling
- screen_designs.py catalogue grown to 19 screens (8 scene, 11 UI) plus a `list`
  subcommand; draft generation keeps existing AI references unless --force.

Web export
- New Web preset using the non-threaded Godot template (static hosting, no
  COOP/COEP). tools/build_releases.sh exports build/web and packages
  build/step-line-web-<ver>.zip; publish_release.sh uploads it with the desktop
  artifacts. test_web_export.gd covers the preset and release wiring.

Verification
- Headless suite 177 -> 181, Python tooling 53 tests, all eight smokes pass
  (including the windowed focus/wheel smoke). Web bundle serves index.html,
  index.wasm (35 MB) and index.pck (30 MB) with HTTP 200 from a static server.
- Version 0.3.0; README, PLAN, RELEASING, TODO/DONE and MEMORY updated.
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@@ -15,19 +15,73 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Handoff (read this first)
- Repo: `/run/media/system/DATA/Documents/06-games/security-game`. Godot: `~/.local/bin/godot` (4.3.stable).
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **88/88**.
- Repo: `/run/media/system/DATA/Documents/06-games/security-game` (also reachable at
`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.3.stable).
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **177/177**.
Python tooling tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs test_model_pipeline` → **53**.
Session shell smoke: `godot --headless --path . --script res://src/test/smoke_session_shell.gd` → exit 0.
Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0.
Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0
(now also covers wheel cycling and right-click clearing).
- `main` is in sync with origin. **v0.2.2** tags the session-shell + world-follow-up commit;
CI builds the portable binaries, NSIS installer, and AppImage on the tag push.
- **v0.3.0 (2026-10-31, working tree):** rendering pass (`src/game/materials.gd`, phase-driven
environment), generated `.glb` props (`tools/model_pipeline.py`, `assets/models/generated/`),
aim-free selection with wheel cycling and Shift precision walk (ADR-0011/0012), and a **Web**
export target. `export_presets.cfg` gains a `Web` preset with `variant/thread_support=false`
(static hosting, no COOP/COEP); `tools/build_releases.sh` exports `build/web/` and zips it to
`build/step-line-web-<ver>.zip`, and `publish_release.sh` uploads it. Covered by
`src/test/tests/test_web_export.gd`.
- **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, web
export). GUT was consciously not adopted (custom runner covers it without an editor plugin).
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
adopted (custom runner covers it without an editor plugin).
- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
## Current State
- **v0.3.0 pass (2026-10-31, uncommitted):** rendering, generated prop models, screen
catalogue, aim-free selection. See ADR-0011 (selection) and ADR-0012 (materials/props).
- `src/game/materials.gd` (`SurfaceMaterials`) is now the single source of surface
recipes + `configure_environment()`. `GameManager.PHASE_LIGHTING` gained
`exposure/glow/fog_color/fog_density/fog_energy/contrast/saturation/ambient_energy`.
Renderer is **GL Compatibility**, so SSAO/SSIL are unavailable; glow+fog+ACES are used
instead and unsupported settings are ignored rather than gated in code.
- World: scaled brick (uv 22,10), framed windows with per-window night emission
(`i % 3 != 2` lit), stone base course, door trim/handles, curb, lane dashes (the old
loop had `Vector3(i * 0.0, …)` and stacked every dash at x=0), street lamps use the
metal profile. The two flat planters that clipped the steps were removed.
- `tools/model_pipeline.py` builds `assets/models/generated/*.glb` (bollard, bench,
trash_bin, planter_box, newspaper_box, fire_hydrant) from box/cylinder specs;
`WorldBuilder._add_prop_model()` loads them with a procedural fallback and records
`loaded_models` / `fallback_props`. **Gotcha:** glTF `baseColorFactor` is LINEAR —
writing sRGB made every prop pastel; `srgb_to_linear()` is applied in `build_glb`.
**Gotcha:** a new/changed `.glb` needs `godot --headless --path . --import` before
`ResourceLoader.exists()` / `load()` sees it (test_generated_props fails otherwise).
- `model_pipeline.py concept` (OpenRouter, reads repo `.env`) writes per-prop concept
sheets to `assets/models/concepts/`; `dominant_colors()` centre-crops and weights by
saturation (a grey studio backdrop otherwise wins), `assign_roles()` maps colours by
hue/value. Delete a concept file to fall back to the catalogue palette.
- NPC avatars: `outfit_for(type, seed)` (pure) gives shirt/trousers/hair/skin +
accessory (cap, hood, backpack, sunglasses, lanyard) and height scale; `_arms` and
`_legs` now swing (`limb_swing`) while walking. Keep `Rig/Head` named for focus.
- Selection: `NpcFocus.rank_indices` (angle then distance) — `pick_index` = first.
`GuardController.cycle_target(direction)` walks nearest-first `nearby_candidates()` and
sets `target_pinned`, which makes `_update_target()` skip the cone. `clear_target()`
sets `focus_suppress_s = 0.75` so the cone does not instantly re-acquire the person.
New input actions `walk_slow` (Shift), `cycle_target_next` / `cycle_target_prev`
(wheel down / up). Right click with nothing open clears focus (Esc still pauses).
- HUD: `nearby_label` + `set_nearby_hint(count)` show `hud.nearby`; `hud.controls` and
`hud.targeting` mention the wheel and Shift.
- `tools/screen_designs.py`: catalogue now 19 screens (added wand_screening,
joke_shop_queue, studio_arrival, crowd_panic, responder_arrival,
body_camera_timeline, escalation_hud), new `list` command, `generate --only/--force`
(existing designs are kept by default so a draft run cannot clobber AI mockups),
and `judge --dry-run` no longer raises `KeyError: 'class'`.
- Screenshot tool leak: `capture_screenshots.gd` intermittently prints
`ObjectDB instances leaked at exit`. Verified against a `git worktree` of HEAD~ — the
baseline leaks more often (3/3 vs 1/3), so it is a pre-existing quit-timing artifact,
not a regression. Normal boots are clean.
- Access artifacts: `src/core/access_loadout.gd` builds from event `override_access` + venue policy.
Spawn signal is now `(profile, intent, npc_id, event)`. Recognition is not auto-attached to every
guest. `AccessVerifier.verify(..., already_screened=false)` so Joke Shop scoring uses