Give street props colliders, zoned placements and variants
Props were decoration: the guard and guests walked straight through benches, bins, bollards and planters. They now block movement and steer guests around. Collision - _add_prop_model() fits a StaticBody3D from the model's mesh bounds in holder-local space: a cylinder for bollard/bin/hydrant, a box otherwise, so placement rotation and variant scale carry over. - Fallback primitives go through the same fit, so a missing .glb cannot silently remove collision. - Each prop also publishes a NavigationObstacle3D; NpcAvatar enables agent avoidance and moves with the safe velocity from velocity_computed. The navmesh stays a flat walkable plane and avoidance does the steering. Placement - PROP_PLACEMENTS groups furniture by entrance, mid-block and curb zones, with a static placement_problems() validator for bounds, overlap/min-spacing, duplicates, and the door/steps/guest-lane exclusions. - variant_for(index) gives deterministic yaw jitter, subtle scale, and optional clutter (bag by the bin, crate by the newspaper boxes, cone by the hydrant). Verification - New windowed smoke_props.gd: guard walks into a bench and stops; a guest headed beyond the bench routes around it and never enters the collider. - Headless 182 -> 187: placement validation and its failure modes, variant determinism/range, collider + obstacle on every placed prop, fallback collider. - Other smokes (PLAN verbs, crowd, emergency, timeline) still pass; Python tooling 53/53; screenshots recaptured; compare 9 good / 0 bad. - Version 0.4.0. TODO: collision/placement section moved to DONE; prop pipeline checks remain.
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@@ -46,11 +46,15 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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until it alerts, then jump to 760 s after staging for night lighting. The timeline needs
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`recorder.close_all_open()`, because `to_dict()` only lists closed incidents. The escalation
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HUD mockup is third-person now; `judge` still classes it `review` (no diff).
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- **Presentation pass planned (TODO):** three sections — props, NPC characters, player movement.
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Grounding facts: generated props currently have **no colliders** (only ground/building/steps do),
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prop placement is a fixed list in `_build_street_detail()`, the NPC rig is rigid capsules with a
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whole-limb swing, and `guard_controller.gd` uses one `accel` value. Work through the sections in
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order; each task should get its own windowed smoke or capture where it changes feel/looks.
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- **Prop collision (v0.4.0):** `_add_prop_model()` fits a `StaticBody3D` from the model bounds
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(cylinder for bollard/bin/hydrant, box otherwise) and adds a `NavigationObstacle3D`; NPC agents
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enable avoidance and move with the safe velocity from `velocity_computed`. The navmesh stays a
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flat plane, so avoidance (not a baked mesh) routes guests around props. Placements live in
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`PROP_PLACEMENTS` with `placement_problems()` validation; variants come from `variant_for(index)`.
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`smoke_props.gd` must be windowed because the guard reads captured-mouse input.
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- **Presentation pass remaining (TODO):** NPC characters and player movement. Grounding facts: the
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NPC rig is rigid capsules with a whole-limb swing, and `guard_controller.gd` uses one `accel`
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value. Each task should get its own windowed smoke or capture where it changes feel/looks.
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- **Backlog complete:** every planned TODO section is done and moved to `DONE.md`; `TODO.md`
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now only lists optional future ideas (live 3D replay, NPC LOD, more venues, real audio, prop
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atlas, AI mockups for the new catalogue entries, image-to-mesh props). GUT was consciously not
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