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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@@ -34,7 +34,7 @@ The central design goal is simple:
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> Downloads are public (no sign-in required) since the host's instance-wide
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> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
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>
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> **Latest: v0.3.3** — staged captures for the wand panel, escalation HUD, and body-camera timeline now feed the visual checks.
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> **Latest: v0.4.0** — props have colliders and navigation obstacles, with zoned placements and deterministic variants.
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> Releases are built automatically when a `vX.Y.Z` tag is pushed
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> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
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> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
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@@ -313,6 +313,9 @@ godot --headless --path . --script res://src/test/smoke_session_shell.gd
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# PLAN-verb smoke: recognize, request reason, body camera, warning, blocking
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godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
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# Prop-collision smoke (windowed): guard stops at a bench, guest routes around it
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godot --path . --script res://src/test/smoke_props.gd
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# Crowd smoke: rubbernecking on aggression, panic clearing the entrance
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godot --headless --path . --script res://src/test/smoke_crowd.gd
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@@ -381,7 +384,7 @@ Implemented so far:
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- Godot 4.3 project scaffold, input map, procedural world builder
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- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
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- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
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- Headless unit tests: **182 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material)
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- Headless unit tests: **187 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material)
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- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
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- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
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- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
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@@ -404,6 +407,7 @@ Implemented so far:
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- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
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- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
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- Rendering pass (v0.3.0 work, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md)): one material module with roughness/metallic profiles per surface, ACES tonemapping, glow, aerial fog and colour grading driven by the shift phase, correctly scaled brick, framed facade windows that light up at night, door trim and handles, a curb and lane dashes, and the glowing marquee/lamp bulbs. NPCs gained per-role clothing palettes, caps/hoods/backpacks/sunglasses/lanyards, hands and shoes, and an arm/leg walk swing
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- Prop collision and placement (v0.4.0): every prop fits a static collider from its mesh bounds and publishes a navigation obstacle, so the guard and guests cannot walk through benches, bins, or bollards; placements are grouped into zones with a validator, and deterministic variants add rotation, scale, and small clutter
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- Prop atlas (v0.3.1): `tools/model_pipeline.py` packs each prop's palette into one power-of-two colour atlas plus a metallic/roughness atlas and emits a single material with per-vertex UVs, so a prop is one draw material rather than one per part; `audit` enforces the contract
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- Generated prop models (v0.3.0 work): `tools/model_pipeline.py` builds bollards, benches, bins, planters, newspaper boxes and a hydrant as `.glb` props with per-part materials, loaded by `WorldBuilder` with a procedural fallback; the optional AI concept step (`model_pipeline.py concept`) supplies per-prop colour palettes
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- Web build: `build/step-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host
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