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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@@ -76,6 +76,9 @@ The player interacts with NPCs, venue entrances, access artifacts, equipment, st
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- `ReputationEvaluator` converts incidents and shift outcomes into performance feedback.
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- `CrowdSystem` models queues, attention, congestion, and public reaction.
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- `ShiftReview` presents decisions, consequences, and improvement opportunities.
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- `SurfaceMaterials` (`src/game/materials.gd`) holds the surface profiles, glass/emissive recipes, and the environment tune-up (tonemapping, glow, fog, grading) that the phase lighting applies.
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- `WorldBuilder` assembles the procedural venue and instantiates the generated prop models from `assets/models/generated/` with a procedural fallback.
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- `tools/model_pipeline.py` builds and audits those prop models; `tools/screen_designs.py` generates screen references and judges captures.
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## 6. Runtime View
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@@ -156,6 +159,8 @@ Architecture decisions are recorded as ADRs:
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- [ADR-0008: Cone focus and focus circle](adr/0008-cone-focus-and-head-ring.md)
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- [ADR-0009: Radial action menu](adr/0009-radial-action-menu.md)
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- [ADR-0010: Procedural NPC presentation](adr/0010-procedural-npc-presentation.md)
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- [ADR-0011: Aim-free selection and precision walk](adr/0011-aim-free-selection-and-precision-walk.md)
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- [ADR-0012: Surface materials and generated props](adr/0012-surface-materials-and-generated-props.md)
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## 10. Quality Requirements
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