Bump source to 0.9.2 and renumber the 0.x roadmap
- Set project.godot to 0.9.2 and add the matching changelog entry. - Renumber the postponed work to 0.9.3 UI, 0.9.4 NPC, 0.9.5 textures and 0.9.6 integration, with 0.10.0 as the next minor release candidate. - Remove the 1.0.0 milestone and post-1.0 planning; plan only 0.x patch/minor increments. - Synchronize README, PLAN, architecture, status, memory and UI-copy version references.
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@@ -37,7 +37,7 @@ This document follows the structure of the arc42 architecture documentation temp
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- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
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- **PATCH** — bug fixes and small polish that do not change behavior.
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The single source of truth for the version is `config/version` in `project.godot` (currently `0.9.1`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
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The single source of truth for the version is `config/version` in `project.godot` (currently `0.9.2`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-stable, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
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## 3. Context and Scope
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@@ -253,7 +253,7 @@ Architecture decisions are recorded as ADRs:
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| Testability | Access and escalation rules can be tested independently of presentation. |
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| Accessibility | Core actions are available through clear input alternatives and readable feedback. |
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| Reliability | A fresh checkout, missing optional asset, invalid AI key, or unavailable Forward+ renderer must not prevent a normal Compatibility/Web/headless boot. |
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| Performance | A busy venue should hold its budget at the target NPC cap on desktop and Web; the current 16-NPC check is a baseline, not a 1.0 guarantee. |
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| Performance | A busy venue should hold its budget at the target NPC cap on desktop and Web; the current 24-NPC check is a baseline, not a release guarantee. |
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| Documentation integrity | Every released version has a changelog entry, current status/roadmap, and architecture/ADR references that match the build. |
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## 11. Risks and Technical Debt
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@@ -269,8 +269,8 @@ Architecture decisions are recorded as ADRs:
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- Content volume and authoring tools are still thin; adding venues/events by editing the factory can become error-prone without schema validation and preview tooling.
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- Save data currently covers settings and shift history, not mid-shift resume; adding saves/replays requires a versioned schema and migration policy.
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- The optional judge and image-generation paths depend on an external key, model availability and budget; CI cannot make them a release gate, and keys must never be committed.
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- Accessibility and localization coverage is partial; a 1.0 release needs subtitles/captions, colour-independent cues, remapping, text expansion tests and at least a documented localization workflow.
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- Unsigned macOS builds, AI asset provenance and any storefront/legal requirements are release blockers for a public 1.0.
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- Accessibility and localization coverage is partial; a public release needs subtitles/captions, colour-independent cues, remapping, text expansion tests and at least a documented localization workflow.
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- Unsigned macOS builds, AI asset provenance and any storefront/legal requirements are release blockers for a public release.
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- Documentation drift has already occurred (release version, implemented status and obsolete plan docs); the ownership map and roadmap must be kept current in the same change as the implementation.
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## 12. Documentation Consolidation and Ownership
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@@ -291,7 +291,7 @@ architecture document.
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| [`docs/RELEASING.md`](RELEASING.md) | Release checklist and CI/publishing steps | Deployment appendix to §7 |
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| [`docs/smoke-checklist.md`](smoke-checklist.md) | Manual verification script | QA appendix to §10 |
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| [`docs/development-status.md`](development-status.md) | Implemented features and current gaps | Status companion to the roadmap |
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| [`TODO.md`](../TODO.md) | Active tasks and v1.0.0 roadmap | Planning source; no architecture duplication |
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| [`TODO.md`](../TODO.md) | Active tasks and 0.x roadmap | Planning source; no architecture duplication |
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| [`CHANGELOG.md`](../CHANGELOG.md) | User-facing release history | Release/version companion |
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Consolidation decisions:
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@@ -299,7 +299,7 @@ Consolidation decisions:
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- **Architecture owns the "how"** (components, contracts, data flow, constraints, quality gates); **PLAN/gameplay own the "what"**; **ADRs own the "why"**. Links replace duplicated prose.
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- **Asset and release documents remain separate** because they are command-heavy operational procedures; their architecture-relevant contracts and failure modes are summarized in §5 and §7.
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- **Completed plans are removed, not kept as competing roadmaps.** Historical graphics work is summarized by ADR-0013, the asset pipeline section and the v0.6.0 changelog; new work belongs in TODO.
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- **Status and roadmap are separate from architecture.** `docs/development-status.md` records what exists; `TODO.md` records what remains, including the v1.0.0 gap analysis and milestone exit criteria.
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- **Status and roadmap are separate from architecture.** `docs/development-status.md` records what exists; `TODO.md` records what remains, including the 0.x gap analysis and milestone exit criteria.
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- **Documentation drift is a tracked risk:** release/version, test counts, renderer status, and stale plans must be corrected in the same commit as the change that invalidates them.
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## 13. Glossary
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@@ -53,4 +53,4 @@ Implemented so far:
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- Gear fit (post-v0.6.0): Blender gear is measured against the avatar head/skirt silhouette and the checks run in both the Python tooling and the headless suite. Sunglasses, the shoulder bag and the firefighter helmet were fitted to the new faces; the Influencer portrait and gallery were recaptured with a before/after report.
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- Pre-build NPC review (2026-11-02): all eight library characters were staged at portrait, conversation and crowd distance on Hollywood and the Joke Shop, in day and night lighting, with the normal crowd hidden (`src/test/capture_npc_review.gd`). No P0 issues were found. Two P1 gear-fit issues were fixed with runtime attach offsets: the authorized-guest lanyard badge now clears the jacket and the firefighter helmet sits above the eyes. Backpack straps, caps, hands and the intentionally low-poly faces were accepted for the stylized target; close-range flashlight wash remains an optional-lighting follow-up. The 24-NPC budget stayed at 6.93 ms, the gallery passed 13 good / 0 bad and the screen-design judge stayed 13/13, and a clean portrait scored a 0.732 vision gap against the photoreal concept.
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Current gaps for v1.0.0: deeper authored content/dialogue, animation and audio production, localization/accessibility expansion, 24-NPC/platform profiling, external playtesting, and signed/notarized release packaging. The full gap analysis and milestone plan live in [`TODO.md`](../TODO.md); the current architecture and documentation ownership map are in [`docs/architecture.md`](architecture.md).
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Current gaps for the 0.x release line: deeper authored content/dialogue, animation and audio production, localization/accessibility expansion, 24-NPC/platform profiling, external playtesting, and signed/notarized release packaging. The full gap analysis and milestone plan live in [`TODO.md`](../TODO.md); the current architecture and documentation ownership map are in [`docs/architecture.md`](architecture.md).
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@@ -75,7 +75,7 @@ just as with the Hollywood day/night rows.
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- The concept frames are photoreal; the game keeps its stylized, low-poly
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material treatment. The vision judge therefore still scores material and
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foliage detail below the reference. The remaining texture/realism work is
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tracked with the postponed 0.9.4 pass, not treated as a map-geometry defect.
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tracked with the postponed 0.9.5 pass, not treated as a map-geometry defect.
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## References
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+1
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@@ -1,6 +1,6 @@
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# UI copy and button inventory
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Status: audit in progress for the 0.9.2 UI polish patch.
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Status: audit in progress for the 0.9.3 UI polish patch.
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## Screen inventory
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