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.
This commit is contained in:
zwitschi committed 2026-10-31 23:07:41 +01:00
1 parent f763cff744
commit afa1d6beec
48 files changed
+2602 -147

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@@ -26,6 +26,7 @@ const CARD_TEXTURES := {
var top_label: Label
var time_label: Label
var target_label: Label
var nearby_label: Label
var hint_label: Label
var log_label: Label
var debug_label: Label
@@ -85,6 +86,15 @@ func _init() -> void:
target_label.add_theme_font_size_override("font_size", 16)
vbox.add_child(target_label)
nearby_label = Label.new()
nearby_label.add_theme_font_size_override("font_size", 12)
nearby_label.modulate = Color(0.92, 0.95, 1.0)
# A shadow keeps the hint readable over the bright sidewalk and the sky.
nearby_label.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.7))
nearby_label.add_theme_constant_override("shadow_offset_x", 1)
nearby_label.add_theme_constant_override("shadow_offset_y", 1)
vbox.add_child(nearby_label)
hint_label = Label.new()
hint_label.modulate = Color(1, 0.9, 0.6)
hint_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
@@ -270,6 +280,12 @@ func _update_radio_cooldown(coordinator: Object) -> void:
func set_target_label(text: String) -> void:
target_label.text = text
## How many people the aim-free ring (Tab / mouse wheel) can cycle through.
func set_nearby_hint(count: int) -> void:
if nearby_label == null:
return
nearby_label.text = Strings.fmt("hud.nearby", [count]) if count > 0 else ""
var _flashlight := false
var _door_locked := false
@@ -308,7 +324,7 @@ func set_font_scale(scale: float) -> void:
var clamped := clampf(scale, 0.75, 1.75)
_font_scale = clamped
var scaled: Array[Label] = [top_label, log_label, target_label, hint_label,
time_label, mode_label, escalation_label, radio_cooldown_label, debug_label]
nearby_label, time_label, mode_label, escalation_label, radio_cooldown_label, debug_label]
for label in scaled:
if label == null:
continue