v0.3.0: rendering pass, generated props, selection model and Web build
Full build / Import + headless tests (push) Successful in 36s
Full build / Full desktop build + optional release (push) Successful in 4m17s

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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class_name SurfaceMaterials
extends RefCounted
## Shared surface recipes for the procedural world (ADR-0012).
##
## Godot's `StandardMaterial3D` defaults are flat: every surface comes out with
## the same roughness and a plain albedo, which is what made the street read as
## grey boxes. These helpers give each surface a physically plausible profile
## (brick is rough, glass is smooth, metal is metallic) and keep the textures,
## UV scaling, and texture filtering in one place so the world builder, the NPC
## avatars, and the props all look like one scene.
const T_BRICK := preload("res://assets/textures/ai/game_ready/brick_facade.png")
const T_CONCRETE := preload("res://assets/textures/ai/game_ready/concrete.png")
const T_ASPHALT := preload("res://assets/textures/ai/game_ready/asphalt.png")
const T_AWNING := preload("res://assets/textures/ai/game_ready/awning.png")
## Roughness / metallic pairs per surface role. Exposed so tests and tooling can
## assert the profiles instead of hard-coding numbers twice.
const PROFILES := {
"brick": {"roughness": 0.88, "metallic": 0.0},
"concrete": {"roughness": 0.94, "metallic": 0.0},
"asphalt": {"roughness": 0.72, "metallic": 0.0},
"awning": {"roughness": 0.80, "metallic": 0.0},
"stone": {"roughness": 0.88, "metallic": 0.0},
"metal": {"roughness": 0.32, "metallic": 0.75},
"painted_metal": {"roughness": 0.48, "metallic": 0.35},
"wood": {"roughness": 0.70, "metallic": 0.0},
"cloth": {"roughness": 0.85, "metallic": 0.0},
"skin": {"roughness": 0.62, "metallic": 0.0},
"glass": {"roughness": 0.12, "metallic": 0.10},
"rubber": {"roughness": 0.95, "metallic": 0.0},
}
static func profile(role: String) -> Dictionary:
return PROFILES.get(role, PROFILES["concrete"])
## Base textured surface with a named profile.
static func textured(texture: Texture2D, tint: Color, uv_scale: Vector2,
role: String = "concrete") -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_texture = texture
mat.albedo_color = tint
mat.uv1_scale = Vector3(uv_scale.x, uv_scale.y, 1.0)
mat.texture_filter = BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC
mat.roughness = float(profile(role).get("roughness", 0.9))
mat.metallic = float(profile(role).get("metallic", 0.0))
return mat
static func brick(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(10, 5)) -> StandardMaterial3D:
return textured(T_BRICK, tint, uv_scale, "brick")
static func concrete(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(9, 2.4)) -> StandardMaterial3D:
return textured(T_CONCRETE, tint, uv_scale, "concrete")
static func asphalt(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(30, 7)) -> StandardMaterial3D:
var mat := textured(T_ASPHALT, tint, uv_scale, "asphalt")
# Damp asphalt at night picks up the street lamps and the marquee.
mat.metallic_specular = 0.6
return mat
static func awning(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(4, 1)) -> StandardMaterial3D:
return textured(T_AWNING, tint, uv_scale, "awning")
## Flat-coloured surface with a profile (props, trim, limbs, clothing).
static func flat(color: Color, role: String = "concrete") -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.roughness = float(profile(role).get("roughness", 0.9))
mat.metallic = float(profile(role).get("metallic", 0.0))
return mat
## Self-lit surface (marquee bars, lamp bulbs, lock indicator).
static func emissive(color: Color, energy: float = 1.4) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.emission_enabled = true
mat.emission = color
mat.emission_energy_multiplier = energy
mat.roughness = 0.4
return mat
## Dark glass for windows and the entrance door. The alpha keeps the interior
## visible, and the low roughness gives the facade a highlight instead of a hole.
static func glass(color: Color = Color(0.42, 0.56, 0.72, 0.75)) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.roughness = float(profile("glass").get("roughness", 0.12))
mat.metallic = 0.15
mat.metallic_specular = 0.8
return mat
## Window pane that can be lit from the inside at night. Solid dark glass reads
## as a window at midday; alpha glass just looked like white paper on the brick.
static func window_pane() -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(0.09, 0.12, 0.17)
mat.roughness = 0.18
mat.metallic = 0.35
mat.metallic_specular = 0.6
mat.emission_enabled = true
mat.emission = Color(1.0, 0.86, 0.62)
mat.emission_energy_multiplier = 0.0
return mat
## Environment look shared by every phase: ACES tonemapping, soft glow, aerial
## fog for depth, and a mild contrast/saturation lift. Phase values come from
## `GameManager.PHASE_LIGHTING`.
static func configure_environment(env: Environment, cfg: Dictionary) -> void:
if env == null:
return
env.background_mode = Environment.BG_SKY
env.tonemap_mode = Environment.TONE_MAPPER_ACES
env.tonemap_exposure = float(cfg.get("exposure", 1.0))
env.tonemap_white = 6.0
env.ambient_light_energy = float(cfg.get("ambient_energy", 0.5))
env.reflected_light_source = Environment.REFLECTION_SOURCE_SKY
# Glow makes the marquee, lamp bulbs, and windows read as light sources.
env.glow_enabled = true
env.glow_normalized = true
env.glow_intensity = float(cfg.get("glow", 0.55))
env.glow_strength = 1.0
env.glow_bloom = 0.08
env.glow_hdr_threshold = 1.0
env.glow_blend_mode = Environment.GLOW_BLEND_MODE_SOFTLIGHT
# Aerial perspective: the skyline ring sits ~200 m out, so light fog gives the
# distance its haze without hiding the street.
env.fog_enabled = true
env.fog_light_color = cfg.get("fog_color", Color(0.72, 0.78, 0.88))
env.fog_light_energy = float(cfg.get("fog_energy", 0.7))
env.fog_density = float(cfg.get("fog_density", 0.0035))
env.fog_aerial_perspective = 0.25
env.fog_sky_affect = 0.4
env.adjustment_enabled = true
env.adjustment_brightness = 1.0
env.adjustment_contrast = float(cfg.get("contrast", 1.06))
env.adjustment_saturation = float(cfg.get("saturation", 1.08))