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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@@ -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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