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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zwitschi committed 2026-11-01 15:47:35 +01:00
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@@ -43,6 +43,9 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`docs/screens/designs/` and `docs/screens/concepts/` stay reference-only; QA captures stay in
`docs/screenshots/`. When a mockup becomes runtime art, copy/process it into `assets/images/`
with a new name (no overwrites) and keep a fallback in code.
**Mockup copies:** 21 design references were copied to `assets/images/ui/` (byte-identical
filenames); `docs/screens/designs/` remains the reference-only copy. `tools/screen_designs.py`
still reads the docs tree until the code-path task moves it; keep the two in sync meanwhile.
## Handoff (read this first)
@@ -135,6 +138,22 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
flat plane, so avoidance (not a baked mesh) routes guests around props. Placements live in
`PROP_PLACEMENTS` with `placement_problems()` validation; variants come from `variant_for(index)`.
`smoke_props.gd` must be windowed because the guard reads captured-mouse input.
- **Realism pass tooling (2026-11-01):** `tools/scene_concepts.py` (`list`/`generate`/`process`/
`audit`/`realism`) never overwrites an image (`next_free_path` adds `-vN`; `process` skips
existing targets). Raw AI output: `assets/textures/ai/v2/raw/` (gitignored). Candidate pool:
`assets/textures/ai/game_ready/v2/` (gitignored except the validated picks un-ignored in
`.gitignore`: skyline day-v4/dusk-v3/night-v4 plus brick/pavers/asphalt/asphalt_wet + normals).
Concepts: `docs/screens/concepts/` (committed, `.gdignore`, targets in its README). Runs:
`docs/screens/realism/<run>/` (PNG captures gitignored; `report*.{json,md}` + `sheet.jpg`
committed). `src/test/capture_realism.gd` swaps textures at runtime by the material's
*original* albedo path (`--swap/--night-swap/--tint/--normal=OLD=NEW`) and writes to
`--out=res://...`. Changing game code is not needed for an A/B test. Gotchas:
gpt-5-image-mini honours `background=transparent` for the 3:2 skyline requests, but it writes
garbled "HOLLYWOOD" lettering unless the prompt forbids signs. Skyline strips are 2:1 to match
one UV repeat of the ring. `elapsed_s = 620` gives the *Evening* phase (pink sky), not night.
The gemini-flash-lite realism scores are noisy (±1–2), and the judge sometimes returns a 400
"API key not valid" from the provider, which the one retry covers. None of the v2 assets are
wired into the game yet.
- **Blender asset library (v0.6.0, integrated 2026-11-01):**
`tools/blender_assets.py` (`build`/`render` in Blender; `audit`/`sheet`/`list` stdlib) writes
`assets/models/blender/{npc,npc_gear,props}/*.glb`, `manifest.json` (integration source of