Add deterministic captures 14-21 for the remaining screen-design states, fix the panel/button layout issues they exposed, and record 21/21 compare and judge results. Bump the source to 0.9.3 and move the completed milestone to DONE.md.
- Measure and cap the HUD target chip after each font-scale change; clip HUD top labels.
- Ellipsize long action-button labels so panels cannot grow past the viewport.
- Add accessibility/button layout assertions and refresh the gallery captures.
- Record the font/layout pass in TODO, docs, changelog and memory.
- Add a review harness that stages all eight library characters at portrait, conversation and crowd distance on both maps in day and night.
- Fix the final-context lanyard badge and firefighter helmet fit with runtime attach offsets; the asset-space gear contract is unchanged.
- Record the gate sign-off, refresh the gallery, and move the completed review to DONE.
- Replace the alley with the 27 m Comedy Store-inspired hall, signature canopy, circular blade sign, red curtain bays, west entrance, low-rise neighbours, dry hillside and opposite frontage.
- Add day/night/across-street concept frames and real-site mapping notes.
- Expose the Joke Shop day stage in the realism captures and refresh the gallery shots.
- Render multiline HUD/wand strings correctly and list carried items in the wand panel.
- Add the Joke Shop layout/budget tests and update docs, roadmap and changelog.
Replace the generic boulevard facade with a stylized 6840 Hollywood Blvd block: six Ionic columns, eight stone steps, Masonic frieze/medallions, event banners, side doors, El Capitan Theatre and retail neighbours, Ovation Hollywood arcade, Walk of Fame and four-lane street markings.
Add the Day and Night Hollywood venue-menu rows. Night uses a phase-time offset so a full-length shift stays in LATE while the clock starts at zero; late routine traffic keeps the street populated and the offset round-trips through checkpoint restore.
Retune local-light falloff to linear attenuation, add a cool north sky fill, and use the smooth limestone facade texture. Refresh the staged gallery and map references; add geometry-budget, menu, night-offset and late-traffic tests.
Regenerate the committed screenshot gallery on the current build, run compare
(13 good/0 bad) and the automatic-model judge (13/13 match, 0 diff), and record
the result. Update the 0.9.2 visual checklist items.
Add the alley walls, warm lantern, shutters, dumpster, AC clutter and door
step for the Joke Shop. Build the studio stone facade, bulb canopy, glossy
black car, stanchions and barriers. Rebuild only the world container when the
venue changes, so the guard and UI survive; add per-venue navigation checks.
Capture gallery shots 12/13, update the concept mapping and docs. Headless
231/231, Python 87/87, screenshot gate 13 good/0 bad. The vision-judge retry is
tracked separately because the API key is invalid.
Narrow the spot to 11° with a 20 m range so it lights the person/door rather
than the whole facade, and regenerate the staged screenshots. Headless 227/227,
compare 11 good / 0 bad.
A GradientTexture1D varies along U, so the cone showed a bright ring; build a
1×64 vertical ramp for UV.y instead (faint at the lens, brightest near the
start, gone before the tip). Regenerate the affected captures; headless 227/227,
compare 11 good / 0 bad.
- add the v2 runtime picks: per-phase skyline panoramas, brick, sidewalk
pavers, dry/wet asphalt, awning canvas, and their normal maps
- add the realism tooling and evidence: tools/scene_concepts.py, capture_realism.gd,
concept frames, reports/sheets, and tests
- retune phase lighting/fog/exposure, add sun yaw, brighten the night glow,
add the flashlight beam mesh, and rebuild the planter/tree assets
- regenerate all eleven staged screenshots from the current build; compare is
11 good / 0 bad
- finish the visual-alignment closeout in DONE/TODO, update architecture,
blender-assets, PLAN, and ignore rules (editable Blender sources untracked)
- keep the judge retry and document the verified default judge model
Verification: headless 227/227; Python tooling 86/86; check_screenshots 11/11.
Phase 4 of the v0.6.0 graphics plan:
- tools/bake_ao.py bakes 256² AO maps for every Blender character/gear/prop
(Cycles, existing UVs) next to each GLB; Materials.apply_ao() wires the red
channel into character slots, gear, and props. Compatibility has no SSAO.
- Regenerated brick/concrete/asphalt at 1024² with OpenRouter, derived tangent
normal maps via tools/make_normal_maps.py, and wired them through
SurfaceMaterials.textured() without changing UV scales.
- Evaluated Forward+: boots on desktop Vulkan, but the renderer is project-wide
and Web must stay GL Compatibility; v0.6.0 keeps Compatibility (decision in
MEMORY/plan). A desktop-only override is deferred.
- Recaptured screenshots; compare 11 good / 0 bad. Fixed marquee text alignment.
- Tests: baked AO maps exist for all 46 assets; prop/character AO material
checks; headless 222/222, Python 69/69, all smokes pass.
- Version 0.6.0; ADR-0013 accepted; README/architecture/blender-assets/plan and
TODO/DONE updated.
NpcAvatar
- select one of 8 library character variants by role/seed (with npc_base and the
procedural rig as fallbacks), keep Rig/Head and the existing bone animation
- tint only skin/cloth/pants/accessory/hair; fixed detail materials keep their
colour, npc_vest keeps its hi-vis vest, firefighter/guard use dark uniform tints
- attach caps, hoods, helmets, backpacks, SCBA tanks, lanyards and hand items at
the documented head/back/chest/hand points (primitive fallbacks retained)
WorldBuilder
- prefer assets/models/blender/props/ for the six replacements and the new
street dressing (street lamp/tree, palms, planters, A-frame, cone, barrier,
stanchion, podium, handrail, wall lantern, double door, marquee, sedan)
- fit the same colliders/navigation obstacles and keep the placement validator;
collect library emissives (bulbs, marquee face, wall lanterns, door LED, sedan
lights) for set_night_mode()
- add a library triangle counter + 60k budget check (current ~27,986); toggle
prop gallery to the library models; fix the marquee label placement
Tests/smoke
- character selection/gear attach/fixed-material tint tests; library prop load,
emissive and triangle-budget tests; smoke_props routes a guest around a
stanchion in open sidewalk (the old bench route is now crowded by trees)
- headless 222/222, Python 68/68, all smokes pass, compare 11 good / 0 bad
Docs: TODO Phase 3.5 moved to DONE, README/architecture/blender-assets/plan
describe the integrated runtime, MEMORY records the integration rules.
Wire the skinned model from ADR-0013 into NpcAvatar:
- _build_skinned_body() instantiates the imported npc_base.glb, binds the 14
armature bones, and keeps the procedural _build_body() as the offline
fallback (use_skinned_model can force it in tests)
- outfit_for()/layer_for() tint the five material slots through the new
SurfaceMaterials.npc_slot(); accessories and hand items attach under Rig/Head
- the existing limb pivots (Hip/Knee/Shoulder/Elbow/Hand + Head marker) keep the
old animation math; _sync_skeleton() copies their rotations to bones. Bone
pose rotation is absolute local orientation, so it is composed with the rest
basis (otherwise the whole body snaps into a broken pose)
- skinned rigs scale uniformly (non-uniform parent scale shears the skin) and
keep Rig/Head for the focus cone, nametag, and reaction tag
- commit the editable npc_base.blend plus a .gdignore: Godot's editor otherwise
tries to import the blend and hangs during --import
- npc_pipeline audit tests (contract, textures, clean GLB, committed source)
Verification: headless 212/212, Python tooling 60/60, NPC budget 16 avatars =
144 meshes at ~6.9 ms, movement/focus/props smokes pass, compare 11 good / 0 bad.
TODO Phases 0-3 checked; environment lift and release remain.
Update the game name in project.godot, export presets, UI/marquee/title strings, packaging (AppImage/NSIS/desktop/appdata), tools, docs, and the generated prop GLBs. Packaging assets and README screenshots are regenerated. Headless suite 209/209 and Python tooling tests pass.
Ten of the eleven README captures are refreshed (the prop gallery is unchanged). README gains an NPC character-model subsection and a 'Confirmed game assets' section with linked, audited textures/models; architecture Level 2 lists npc_pipeline.py and asset_pipeline.py.
NPC characters
- Articulated rig (hips/knees, shoulders/elbows/hands) replaces rigid capsules;
the walk cycle bends knees and elbows and flees with a longer stride.
- Layered outfits (jacket/vest/coat/dress), extended accessories and hand items
(bag, umbrella, phone, camera, clipboard, cup), face details and five hair
silhouettes, all deterministic per profile seed.
- Idle behaviour layers (phone, clipboard, crossed arms, look-around), breathing
and weight shift; escalation raises hands or points, and noticed NPCs turn
toward the guard.
- Reaction symbols above the head (!!, ?!, !, ?), door-queue offsets assigned by
GameManager, three LOD tiers with hysteresis and a billboard impostor.
- smoke_npc_budget.gd: 16 avatars = 534 meshes, ~6.9 ms average (50 ms budget).
Player movement
- Separate accel/decel, step-up assist for kerbs and the entrance steps, and a
forward-axis fix: W was inverted (get_axis(forward, back) is negative).
- Head bob, landing dip and precision-walk FOV, gated by persisted head-bob and
invert-Y settings; precision chip and tick; surface-aware footsteps and a
landing cue forwarded to AudioFeedback.
- Gamepad support (sticks, deadzone, face buttons, bumpers), a control legend
that follows the active device, and named actions for the remaining keys.
- Key/button remapping in Settings, persisted as input_bindings and applied by
InputBindings (mouse and gamepad axes are never removed).
- smoke_movement.gd (windowed): climbs the steps, checks precision speed, chip,
footsteps and landing; new 11-precision-walk capture and catalogue entry.
Verification: headless 208/208, Python tooling 56/56, all 11 smokes pass,
compare 11 good / 0 bad, movement judge match. Version 0.5.0. Only optional
Future ideas remain in TODO.
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.
The three newest catalogue screens had AI mockups but no staged capture, so
compare and judge skipped them. capture_screenshots.gd now continues past the
night set:
- switches to The Joke Shop at 620 s (EVENING still has routine spawns), frames a
guest, and retries the wand until it alerts; if nobody carries an alerting item
it stages the documented keys false-alarm case.
- applies a formal warning (arms the body camera) then blocking, jumps to 760 s
for night lighting, and captures the HUD at L3.
- closes the open incident and opens the body-camera timeline, which now shows
the warning / body-camera / blocking rows.
Wired the refs for wand_screening, escalation_hud and body_camera_timeline, and
regenerated the escalation mockup as a third-person over-the-shoulder night shot
so the reference matches the game camera. Added Hud.clear_log() to drop
target-cycling noise from staged shots. README gallery lists the three captures.
Verification: headless 182/182, Python tooling 53/53, compare 9 good / 0 bad,
judge: wand match 0.90, timeline match 1.00, escalation review, 0 diff.
Version 0.3.3.