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
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@@ -93,8 +93,53 @@ func _advance() -> void:
if state_frames >= 5:
if gm.radial.is_open:
_fail("action wheel did not close on cancel")
state = 4
state_frames = 0
4:
# Aim-free selection (ADR-0011): the cycled target stays pinned, the
# HUD reports how many people can be cycled, and the mouse wheel is
# bound to the same ring.
if state_frames >= 5:
if gm.targeted_npc == null:
_fail("target lost after the wheel closed")
if not gm.guard.target_pinned:
_fail("cycled target was not pinned")
if gm.hud.nearby_label.text == "":
_fail("nearby hint empty while people are in range")
_wheel(true)
state = 5
state_frames = 0
5:
if state_frames >= 5:
if gm.targeted_npc == null:
_fail("mouse wheel dropped the target")
elif not gm.guard.target_pinned:
_fail("mouse wheel did not pin the cycled target")
print("smoke: wheel cycled to %s" % gm.targeted_npc.name)
# Right click with nothing open returns to cone focus.
gm.call("_handle_cancel", true)
state = 6
state_frames = 0
6:
if state_frames >= 5:
if gm.targeted_npc != null:
_fail("right click did not clear the target")
if gm.guard.target_pinned:
_fail("clearing the target left it pinned")
_finish()
## Synthesised mouse-wheel event, fed through the real handler so the input-map
## binding is exercised as well as the cycling logic.
func _wheel(down: bool) -> void:
var ev := InputEventMouseButton.new()
ev.button_index = MOUSE_BUTTON_WHEEL_DOWN if down else MOUSE_BUTTON_WHEEL_UP
ev.pressed = true
ev.position = Vector2(640, 360)
ev.global_position = ev.position
if not ev.is_action_pressed("cycle_target_next"):
_fail("cycle_target_next is not bound to the mouse wheel")
gm.call("_handle_mouse_button", ev)
func _stage_target() -> void:
if stage_npc == null or not is_instance_valid(stage_npc):
stage_npc = gm.npcs[0] if gm.npcs.size() > 0 else null
@@ -127,7 +172,7 @@ func _fail(message: String) -> void:
func _finish() -> void:
if failures.is_empty():
print("SMOKE OK: focus circle + action wheel opened and cancelled")
print("SMOKE OK: focus circle + action wheel + aim-free cycling")
quit(0)
else:
for message in failures: