v0.3.0: rendering pass, generated props, selection model and Web build
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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@@ -31,7 +31,8 @@ The central design goal is simple:
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> Downloads are public (no sign-in required) since the host's instance-wide
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> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
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>
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> **Latest: v0.2.16** — editor-ready `.tres` venues; the planned backlog is complete.
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> **Latest: v0.3.0** — rendering and NPC presentation pass, generated prop models, aim-free
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> selection with precision walk, and a Web (browser) build.
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> Releases are built automatically when a `vX.Y.Z` tag is pushed
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> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
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> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
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@@ -139,8 +140,8 @@ The architecture maps onto Godot 4 nodes, scenes, and custom resources as descri
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- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D`
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- **NPC behavior:** Custom lightweight finite state machines driven by `NpcProfile` resources
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- **UI and audio:** Godot `Control` nodes, themes, audio buses, and `AudioStreamPlayer` nodes
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- **Art assets:** authored PNGs and the in-game generated set in `assets/textures/ai/game_ready/`; structural geometry stays procedural (`WorldBuilder`). The legacy `tools/generate_textures.py --ai` batch remains available.
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- **Asset tooling:** `tools/asset_pipeline.py` generates role-aware assets through OpenRouter and provides crop, resize, seamless-tile, and image-audit commands, including gameplay screenshot checks.
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- **Art assets:** authored PNGs and the in-game generated set in `assets/textures/ai/game_ready/`; street-furniture models in `assets/models/generated/` build from `tools/model_pipeline.py`; structural geometry stays procedural (`WorldBuilder`). The legacy `tools/generate_textures.py --ai` batch remains available.
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- **Asset tooling:** `tools/asset_pipeline.py` generates role-aware assets through OpenRouter and provides crop, resize, seamless-tile, and image-audit commands, including gameplay screenshot checks. `tools/model_pipeline.py` builds and audits the prop `.glb` models.
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- **Testing:** GUT (Godot Unit Test) in headless mode
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- **Source control:** git on a Gitea host with Gitea Actions (`.gitea/workflows/build.yml`) for headless tests and desktop release builds
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- **Targets:** Windows, Linux, and macOS desktop first; web later
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@@ -182,6 +183,41 @@ python3 -m unittest discover -s tools -p 'test_*.py'
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The audit classifies measurable fit issues as `good` or `bad` based on role-specific dimensions, aspect ratio, alpha requirements, and tile-edge continuity. It lists perspective/projection as a visual review item because image semantics cannot be judged reliably by these deterministic checks.
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### Prop models
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Street furniture (bollards, benches, bins, planters, newspaper boxes, a hydrant)
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is real 3D geometry generated by `tools/model_pipeline.py` and written to
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`assets/models/generated/*.glb`. Godot imports each file as a `PackedScene`, and
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`WorldBuilder` instantiates it with a procedural fallback when the model or its
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import is missing, so the world still builds on a fresh checkout.
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```bash
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# Print the catalogue (parts, triangle count, whether a model/concept exists)
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python3 tools/model_pipeline.py list
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# Rebuild the models (deterministic, offline) and validate them
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python3 tools/model_pipeline.py build
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python3 tools/model_pipeline.py audit
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# Optional: an image model supplies the colour palette per prop
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# (requires OPENROUTER_API_KEY; the repo .env is read automatically)
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python3 tools/model_pipeline.py concept
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python3 tools/model_pipeline.py concept --only bench --force
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```
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Each prop is a small list of boxes and cylinders, so `build` needs no network and
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the output is byte-identical between runs. `concept` asks an image model for a
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studio-style reference; `dominant_colors` and `assign_roles` then map that image's
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colours onto material roles (darkest → metal, warm saturated → wood, light grey →
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stone, green → foliage). glTF stores colours in linear space, so the tool converts
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the sRGB palettes before writing them. Re-run `build` and `godot --headless
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--path . --import` after changing a prop. See
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[ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md).
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Surface materials share one definition in `src/game/materials.gd`: named
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roughness/metallic profiles per surface, plus the environment tune-up (ACES
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tonemapping, glow, fog, colour grading) that the phase lighting applies.
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### Screen design references
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Screen mockups and screenshot comparison use `tools/screen_designs.py`. It turns the
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@@ -198,8 +234,13 @@ a 3:2 landscape source and crop to the 16:9 capture dimensions.
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# Export the built-in scenarios to editor-authorable .tres resources
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godot --headless --path . --script res://tools/export_venues.gd
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# Deterministic wireframes (offline, no API key)
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# List the catalogue (name, kind, whether a reference design exists)
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python3 tools/screen_designs.py list
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# Deterministic wireframes (offline, no API key); existing designs are kept
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# unless --force is passed, so an offline run never replaces an AI mockup
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python3 tools/screen_designs.py generate --draft
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python3 tools/screen_designs.py generate --draft --only wand --force
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# Realistic 3D scenes and in-game screen designs via OpenRouter
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# (requires OPENROUTER_API_KEY)
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@@ -217,6 +258,11 @@ python3 tools/screen_designs.py judge --only 03- # one capture
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python3 tools/screen_designs.py judge --dry-run # build requests, no network
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```
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The catalogue covers 19 screens: the six README captures plus the start menu,
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pause overlay, settings, shift review, radial menu, emergency radio, wand
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screening, Joke Shop queue, TV Studio arrival, crowd panic, responder arrival,
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body-camera timeline, and the escalation HUD.
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`compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank
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frame, and large layout/palette/detail distance. It is a regression gate, not a
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semantic judge — pixel and perceptual metrics cannot decide whether a frame's
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@@ -254,7 +300,7 @@ godot --headless --path . --script res://src/test/test_runner.gd
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# Save a screenshot to user:// (windowed)
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godot --path . --script res://src/test/take_screenshot.gd
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# Windowed control smoke: focus circle + action wheel, saves PNGs, exits 1 on failure
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# Windowed control smoke: focus circle, action wheel, wheel cycling + right-click clear; saves PNGs, exits 1 on failure
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godot --path . --script res://src/test/smoke_focus_radial.gd
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# Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed)
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@@ -302,7 +348,9 @@ The unit test runner is the project's own lightweight harness (no editor plugin
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| C | Handheld wand screening (wand venues only) |
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| A / D | Allow / deny entry during inspection or wand check |
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| V | Cycle venue (debug shortcut; restart via V restarts the current shift) |
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| Tab | Cycle target among nearby NPCs (aim-free alternative) |
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| Tab / mouse wheel ↓ / ↑ | Cycle the target among nearby NPCs, nearest first (aim-free; the target stays selected) |
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| Right click (nothing open) | Clear the focused person and return to aim-based focus |
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| Shift (hold) | Precision walk at roughly half speed for close work at the door |
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| G | Toggle flashlight (widens NPC perception at night) |
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| B | Toggle the body camera; a formal warning switches it on automatically |
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| L | Lock / unlock the restricted door (thwarts forced entry) |
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@@ -329,7 +377,7 @@ Implemented so far:
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- Godot 4.3 project scaffold, input map, procedural world builder
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- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
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- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
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- Headless unit tests: **157 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, 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)
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- Headless unit tests: **181 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, 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)
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- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
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- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
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- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
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@@ -351,6 +399,10 @@ Implemented so far:
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- Authored scenario content: Joke Shop reservation-without-ID, borrowed/mismatched ID, a guest who refuses the wand screen, and a late arrival during a performance; Studio filming-boundary repeats and a celebrity arrival that draws a small crowd; Building events that point the player at the body camera and request-reason verbs
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- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
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- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
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- Rendering pass (v0.3.0 work, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md)): one material module with roughness/metallic profiles per surface, ACES tonemapping, glow, aerial fog and colour grading driven by the shift phase, correctly scaled brick, framed facade windows that light up at night, door trim and handles, a curb and lane dashes, and the glowing marquee/lamp bulbs. NPCs gained per-role clothing palettes, caps/hoods/backpacks/sunglasses/lanyards, hands and shoes, and an arm/leg walk swing
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- Generated prop models (v0.3.0 work): `tools/model_pipeline.py` builds bollards, benches, bins, planters, newspaper boxes and a hydrant as `.glb` props with per-part materials, loaded by `WorldBuilder` with a procedural fallback; the optional AI concept step (`model_pipeline.py concept`) supplies per-prop colour palettes
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- Web build: `build/step-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host
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- Aim-free selection pass (v0.3.0 work, [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md)): the focus cone ranks candidates by angle then distance, `Tab` and the mouse wheel cycle nearby people nearest-first and pin the selection, right click clears focus with a short re-acquire grace, the HUD reports how many people are in the ring, and holding `Shift` walks at half speed for close work
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Not yet implemented: live 3D body-camera replay, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
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