Claim TODO tasks with [-]; promote mockups to assets/images/ui
- AGENTS.md now requires agents to mark a task [-] while claimed/in progress and only use [x] after implementation and verification, with an example - copied the 21 reference mockups from docs/screens/designs/ into the runtime root assets/images/ui/ (byte-identical names); docs/screens/designs/ stays as the reference-only copy per ADR-0014 - MEMORY records where the copies live and that screen_designs.py still reads the docs tree until the code-path migration First storage-restructure TODO item completed.
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@@ -39,6 +39,10 @@ All planned implementation work must be represented in `TODO.md`.
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- Use checkbox items for each concrete task.
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- Keep tasks small enough to complete and review independently.
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- Add new tasks when discoveries expand the scope.
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- When starting a task, claim it for the agent workflow by changing `[ ]` to `[-]`. Keep it `[-]`
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while implementation or verification is in progress; only change it to `[x]` after the work and
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relevant checks are finished. If work is abandoned or blocked, leave a clear note and return the
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item to `[ ]` (or add a follow-up task).
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- Mark a task complete only after the implementation and relevant verification are finished.
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- If any verification check fails, do not mark the task complete. Fix the failure, or if it cannot be fixed, add a follow-up task to `TODO.md`, record the failure in `MEMORY.md`, and report it in the handoff summary.
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- Do not use prose status updates as a substitute for checkboxes.
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@@ -52,7 +56,7 @@ Recommended format:
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## Core Gameplay
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- [ ] Add player movement controls.
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- [ ] Implement NPC approach behavior.
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- [-] Implement NPC approach behavior. (claimed; implementation/verification in progress)
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- [x] Define escalation levels.
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## Documentation
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@@ -43,6 +43,9 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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`docs/screens/designs/` and `docs/screens/concepts/` stay reference-only; QA captures stay in
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`docs/screenshots/`. When a mockup becomes runtime art, copy/process it into `assets/images/`
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with a new name (no overwrites) and keep a fallback in code.
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**Mockup copies:** 21 design references were copied to `assets/images/ui/` (byte-identical
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filenames); `docs/screens/designs/` remains the reference-only copy. `tools/screen_designs.py`
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still reads the docs tree until the code-path task moves it; keep the two in sync meanwhile.
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## Handoff (read this first)
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@@ -135,6 +138,22 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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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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- **Realism pass tooling (2026-11-01):** `tools/scene_concepts.py` (`list`/`generate`/`process`/
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`audit`/`realism`) never overwrites an image (`next_free_path` adds `-vN`; `process` skips
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existing targets). Raw AI output: `assets/textures/ai/v2/raw/` (gitignored). Candidate pool:
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`assets/textures/ai/game_ready/v2/` (gitignored except the validated picks un-ignored in
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`.gitignore`: skyline day-v4/dusk-v3/night-v4 plus brick/pavers/asphalt/asphalt_wet + normals).
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Concepts: `docs/screens/concepts/` (committed, `.gdignore`, targets in its README). Runs:
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`docs/screens/realism/<run>/` (PNG captures gitignored; `report*.{json,md}` + `sheet.jpg`
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committed). `src/test/capture_realism.gd` swaps textures at runtime by the material's
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*original* albedo path (`--swap/--night-swap/--tint/--normal=OLD=NEW`) and writes to
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`--out=res://...`. Changing game code is not needed for an A/B test. Gotchas:
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gpt-5-image-mini honours `background=transparent` for the 3:2 skyline requests, but it writes
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garbled "HOLLYWOOD" lettering unless the prompt forbids signs. Skyline strips are 2:1 to match
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one UV repeat of the ring. `elapsed_s = 620` gives the *Evening* phase (pink sky), not night.
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The gemini-flash-lite realism scores are noisy (±1–2), and the judge sometimes returns a 400
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"API key not valid" from the provider, which the one retry covers. None of the v2 assets are
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wired into the game yet.
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- **Blender asset library (v0.6.0, integrated 2026-11-01):**
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`tools/blender_assets.py` (`build`/`render` in Blender; `audit`/`sheet`/`list` stdlib) writes
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`assets/models/blender/{npc,npc_gear,props}/*.glb`, `manifest.json` (integration source of
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@@ -1,7 +1,7 @@
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# TODO
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Godot 4.3 prototype. Latest release **v0.6.0** (Blender character/gear/prop library, baked AO, environment lift).
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Headless suite **222/222** plus **69** Python tooling tests; the session, PLAN-verb, crowd, emergency,
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Headless suite **222/222** plus **81** Python tooling tests; the session, PLAN-verb, crowd, emergency,
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timeline, audio, scenario-content, props, NPC-budget, movement, and windowed focus/radial smokes
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pass. Anonymous downloads are enabled on the host.
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@@ -25,7 +25,7 @@ and scene visuals with those mockups — verified with
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- [x] Decide the canonical runtime image root (`assets/images/` for UI/scene art): recorded in
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`MEMORY.md` and [ADR-0014](docs/adr/0014-runtime-image-root.md).
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- [ ] Move the reference mockups from `docs/screens/designs/` into the runtime root (keep `docs/screens/designs/` as a docs-only copy or replace it with the new path).
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- [x] Move the reference mockups from `docs/screens/designs/` into the runtime root (keep `docs/screens/designs/` as a docs-only copy or replace it with the new path).
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- [ ] Document one convention for game vs reference vs development images across `assets/textures/`, `assets/images/`, `assets/models/generated/`, `docs/screenshots/`, and `docs/screens/designs/`.
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- [ ] Re-run `godot --headless --path . --import` to regenerate `.import` sidecars after any move.
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- [ ] Confirm `.gitignore` still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout.
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@@ -80,77 +80,109 @@ measure the in-game result against that target with the screenshot tools. Plan:
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**Rule for every step: never overwrite an existing image.** New outputs get new paths. When a
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path is taken, the tools pick the next free `-vN` suffix. Raw AI output stays on disk under
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`assets/textures/ai/v2/raw/` (gitignored like the other raw AI folders). Processed game-ready
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candidates go to `assets/textures/ai/game_ready/v2/`, scene references to `docs/screens/concepts/`,
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and trial captures and reports to `docs/screens/realism/<run>/`.
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candidates go to `assets/textures/ai/game_ready/v2/`, a local pool where only the validated picks
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are tracked (ADR-0014). Scene references go to `docs/screens/concepts/`, and trial captures and
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reports to `docs/screens/realism/<run>/`.
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### Step 1 — Tooling (`tools/scene_concepts.py`)
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- [ ] Add a catalogue of prompts in three groups: `scene` (16:9 example 3D game frames),
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- [x] Add a catalogue of prompts in three groups: `scene` (16:9 example 3D game frames),
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`backdrop` (4:1 skyline panoramas with transparent sky), and `texture` (seamless PBR
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surface tiles). Each entry has a name, prompt, role and target path.
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- [ ] `generate [--group] [--only] [--variants N]`: call the OpenRouter image API through
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- [x] `generate [--group] [--only] [--variants N]`: call the OpenRouter image API through
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`generate_textures.generate_image` (key from the repo `.env`), save raw output, and never
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overwrite (`next_free_path`). Print every file written.
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- [ ] `process`: turn raw backdrops into 2048×512 RGBA strips that tile horizontally (edge
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- [x] `process`: turn raw backdrops into 2048×512 RGBA strips that tile horizontally (edge
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crossfade, sky made fully transparent, hard alpha for the alpha-scissor material). Turn raw
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textures into seamless 1024² tiles (`asset_pipeline.make_seamless`) plus a normal map
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(`make_normal_maps.normal_map`). Skip outputs that already exist.
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- [ ] `audit`: run `asset_pipeline.audit_image` on the processed candidates (`backdrop` /
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- [x] `audit`: run `asset_pipeline.audit_image` on the processed candidates (`backdrop` /
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`tile` roles) and fail on any bad result.
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- [ ] `realism`: for each trial capture, report the Pillow detail metrics (edge density,
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- [x] `realism`: for each trial capture, report the Pillow detail metrics (edge density,
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contrast, colour spread, saturation) next to the matching concept image. Optionally ask a
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vision model (`google/gemini-2.5-flash-lite`) for 0–10 realism scores (lighting,
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materials, texture detail, backdrop, overall) with concrete fixes. Write a new JSON +
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Markdown report per run.
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- [ ] Unit tests (`tools/test_scene_concepts.py`): catalogue shape, the no-overwrite path
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- [x] Unit tests (`tools/test_scene_concepts.py`): catalogue shape, the no-overwrite path
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picker, backdrop/tile processing on synthetic images, metrics, and the judge payload/parse
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(offline, no network).
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### Step 2 — Example 3D scene images
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- [ ] Generate 3D-game-style example frames for every venue and time of day: Hollywood entrance
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- [x] Generate 3D-game-style example frames for every venue and time of day: Hollywood entrance
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(morning, golden hour, rainy night), boulevard skyline view (day, dusk), Joke Shop alley
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(evening, close-up of the door), studio stage door (night arrival), sidewalk material
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close-up, entrance steps and podium, crowd-control barrier line, and a responder arrival
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wide shot.
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- [ ] Review the set and record the visual targets each frame sets (sky, haze, material detail,
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- [x] Review the set and record the visual targets each frame sets (sky, haze, material detail,
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backdrop depth) in the report.
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### Step 3 — Backgrounds (replace the outdated skyline)
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- [ ] Generate skyline panoramas for day, dusk and night (lit windows): Hollywood/Los Angeles
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- [x] Generate skyline panoramas for day, dusk and night (lit windows): Hollywood/Los Angeles
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mid-rise blocks, palm silhouettes, the hills on the horizon, a transparent sky, and a
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straight-on view, in several variants each.
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- [ ] Process them into `assets/textures/ai/game_ready/v2/skyline_{day,dusk,night}.png`,
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seamless horizontally for the 3× UV repeat around the backdrop ring.
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- [x] Process them into `assets/textures/ai/game_ready/v2/skyline_{day,dusk,night}*.png`,
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seamless horizontally for the 3× UV repeat around the backdrop ring. Strips are 2048×1024
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(2:1, one UV repeat of the 400×60 m ring is about 133×60 m). 12 candidates, 11 audit
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clean; `skyline_day-v3` misses the seam limit by 0.6. Variants 1–2 contain garbled
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"Hollywood" lettering, so the prompt now forbids signs. Picks: `skyline_day-v4`,
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`skyline_dusk-v3`, `skyline_night-v4`.
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### Step 4 — Textures
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- [ ] Generate higher-detail seamless tiles: red brick facade, granite/limestone facade
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- [x] Generate higher-detail seamless tiles: red brick facade, granite/limestone facade
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(studio), sidewalk concrete pavers with joints, asphalt with aggregate, wet night asphalt,
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stone steps, striped awning canvas, and stucco wall.
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- [ ] Process them into 1024² game-ready tiles plus normal maps in
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`assets/textures/ai/game_ready/v2/` and audit them.
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- [x] Process them into 1024² game-ready tiles plus normal maps in
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`assets/textures/ai/game_ready/v2/` and audit them (16 tiles + 16 normals, all good). The
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`awning_canvas` seam crossfade smears the stripes at the tile edge; it needs a
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stripe-aligned crop.
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### Step 5 — In-game trial captures (no game-code change)
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- [ ] Add `src/test/capture_realism.gd`. It boots the Hollywood venue, captures a fixed shot
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- [x] Add `src/test/capture_realism.gd`. It boots the Hollywood venue, captures a fixed shot
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list (entrance day, boulevard/skyline day, boulevard night), and can swap textures at
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runtime from `--skyline=` / `--brick=` / `--concrete=` / `--asphalt=` user arguments. The
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swap finds materials by their current texture, so baseline and candidate frames use the
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same camera. Writes to `user://screenshots/realism/<tag>/`.
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- [ ] Capture the baseline (current assets) and the candidate set (v2 skyline + textures), and
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- [x] Capture the baseline (current assets) and the candidate set (v2 skyline + textures), and
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copy them into `docs/screens/realism/<run>/{baseline,candidate}/`.
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### Step 6 — Compare against the realistic target
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- [ ] Run `scene_concepts.py realism` on baseline and candidate. Record the metric deltas and the
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vision scores, and note which candidate textures/backdrops win.
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- [ ] Note the remaining realism gaps (sky/fog, lighting, building geometry, NPC fidelity) as
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- [x] Run `scene_concepts.py realism` on baseline and candidate. Record the metric deltas and the
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vision scores, and note which candidate textures/backdrops win. Run
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`docs/screens/realism/2026-11-01-v2/` (`report-v2.md`, `sheet.jpg`) gives these mean
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judge scores: backdrop 2.6 → 3.6 (v2 day + night skyline) → **4.0** (v2 day + dusk
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skyline for the Evening phase), texture detail 1.2 → 1.6–1.75, overall 1.6 → 2.0. Single
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scores swing by ±1–2 between runs, so read them as trends. The `characters` score
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moved from 3.0 to 1.0 with identical NPCs, which shows the noise.
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- [x] Note the remaining realism gaps (sky/fog, lighting, building geometry, NPC fidelity) as
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follow-up tasks below.
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### Step 6b — Follow-ups from the 2026-11-01 realism report
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- [ ] Fix sidewalk overexposure: the concrete reads near-white in every day shot, while the
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concepts keep the ground mid-grey. Lower the albedo tint or the sun energy, or add tonemap
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exposure in `Materials.configure_environment`.
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- [ ] Make the Evening/Late phases darker and lit by practical lights (marquee, lamps,
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windows), and add wet-asphalt roughness at night, as in the rain-night concept.
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- [ ] Choose the skyline per phase (day → `skyline_day`, Evening → `skyline_dusk`, Late →
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`skyline_night`) and lower the fog density on the backdrop so the night windows show.
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- [ ] Raise the backdrop plane (60 m → ~90 m) or use 2 UV repeats so the skyline is not a
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thin strip at the horizon.
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- [ ] Add facade depth (plinth, cornice, window reveals) and replace the blob trees and shrubs
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with denser foliage meshes (Blender library follow-up).
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- [ ] Re-cut `awning_canvas` so its stripes align at the tile edge.
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- [ ] Capture shots from the Joke Shop and the studio too (add them to `capture_realism.gd` /
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`SHOTS`).
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### Step 7 — Adopt the winners (after the in-flight normal-map/AO work is committed)
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- [x] Track the validated picks in place (ADR-0014). `game_ready/v2/*` is a gitignored local
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pool; `.gitignore` un-ignores the skyline picks and the brick/pavers/asphalt (+ wet) tiles
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and their normals. Never replace the existing `game_ready/` files.
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- [ ] Point `WorldBuilder.T_SKYLINE` at the chosen v2 skyline (separate day/night textures through
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`set_night_mode`), and retune `albedo_color` for the realistic strip.
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- [ ] Switch `materials.gd` / `world_builder.gd` surface preloads to the chosen v2 tiles + normal
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