- AudioFeedback.start_crowd_bed() builds a 4 s looping AudioStreamWAV at runtime
(one-pole filtered noise plus a 68/103 Hz drone, seeded) and set_crowd_level()
maps crowd mood 0..1 to -34..-12 dB, so the street gets louder as it gets
agitated or panics. The bed starts with the shift and stops at shift end.
- play_radio_open()/play_radio_close() push short filtered-noise bursts; wired to
opening the radio panel, submitting a report, cancelling, and closing the panel.
- Still asset-free and headless-safe: with a dummy audio server the calls no-op.
_free_player() returns null before _ready and callers handle it.
Tests/docs
- Headless suite 127 -> 134 (test_audio_feedback.gd).
- New smoke_audio.gd: bed playing, level follows mood events, radio crackles once
per open/close, bed stops at shift end. Verified windowed (real audio server).
- README, TODO section moved to DONE, MEMORY. Version 0.2.8.
Once an NPC reaches its intent waypoint it now does something instead of standing
in an idle T-pose:
- sit: the rig settles 0.34 m into a seat and the legs swing forward on the steps
- photo/film: influencers and tourists raise their camera prop briefly (a sine
pulse, so it reads as taking a shot rather than a permanently raised arm)
- perform: performers sway the sign board they carry
Pose selection lives in NpcAvatar.theater_pose() (intent + arrived); the math is in
pure helpers (crouch_for_pose, prop_lift_for_pose, sway_for_pose) so it is
headless-testable. Prop/leg nodes are captured at build time and animated from
their rest offsets. Performers also get a hand-held board and post.
Tests/docs
- Headless suite 120 -> 127 (test_npc_theater.gd).
- Verified visually with a staged sit/photo/perform lineup in front of the entrance.
- README, TODO section moved to DONE, MEMORY. Version 0.2.7.
- New src/game/ui/event_timeline.gd flattens every recorded incident event
(ADR-0005) into one time-ordered list and shows time, person, and a one-line
summary. Step with Left/Right or the buttons; Esc returns to the review. No live
3D replay in this first version.
- Shift review gains a "Body camera timeline" button that hands the review to the
timeline; the review dim is hidden while it is open (stacked overlays made the
screen nearly black) and restored on close.
- ShiftCoordinator records started_at_ms so the review can stamp events as mm:ss.
- 8 new string keys for the timeline UI and the review button.
Tests/docs
- Headless suite 113 -> 120 (test_event_timeline.gd), new smoke_timeline.gd that
opens the timeline from the review, steps through every event, and closes back.
- README, TODO section moved to DONE, MEMORY notes. Version 0.2.6.
- Responder outcomes now reach the shift review
(ShiftCoordinator.responder_outcomes), and the review screen names them.
- "evacuation" (emergency call, low danger, no weapon) actually clears the entrance:
the door is locked, every NPC flees and is marked as leaving, and a
security_failure reputation hit applies.
- An emergency call the situation did not justify (no weapon, danger <= 1) appends
an investigation note, records investigation_opened, and applies the existing
false_report hit. The review lists the investigations.
- Fix dispatch dying after the first shift: coordinator.setup() builds a new
RadioSystem, so the responder_arrived connection made in _ready was lost on every
venue switch/restart. _connect_radio() re-wires it beside _connect_crowd().
Tests/docs
- Headless suite 105 -> 113 (test_emergency_aftermath.gd), new smoke_emergency.gd
covering the investigation, evacuation aftermath, and review copy.
- README controls/status/smoke checklist, TODO section moved to DONE, MEMORY notes.
- Version 0.2.5.
NPC navigation (previously dead in the live game)
- Only assign NavigationAgent3D.target_position when it changes: re-assigning every
frame invalidated the path, so get_next_path_position() kept returning the current
point and avatars never moved.
- Follow the first path point that is closer to the destination than the avatars are.
Nav points sit on the navmesh plane (y=0) while bodies stand at y~0.5, so the old
3D distance test always looked "already there"; path[0] is also the old start point,
so a naive "far enough away" pick steered backwards and oscillated.
- Fix fsm.state -> fsm.current_state in the idle-lifetime check.
Crowd presentation
- Aggressive behavior, visible weapons, and responder arrivals make idle bystanders
stop and face the incident for 12 s; someone waiting at the entrance keeps focus.
- Panic (mood >= 0.75) walks people away from the door at 2.4 m/s, then they despawn.
- Wire reactions to EventBus.crowd_changed: CrowdSystem.apply_event() emits on the bus,
not on its own `changed` signal (the first wiring received nothing).
- Measured a 16-NPC entrance at ~1.2 ms/frame (824 fps, vsync off), so no LOD/culling.
World and HUD
- Skyline is now a ring of four alpha-scissored planes at 200 m instead of a single
plane; PlaneMesh defaults to horizontal, which is why the backdrop rendered as a band
overhead. Larger ground plane, mipmapped texture, scissor threshold 0.5 (0.3 left
mip dashes in the sky), lifted albedo so the city is not pure black.
- Flashlight aims straight ahead and lights the person/door instead of the ground.
- Shorter HUD controls line so it stops overlapping itself.
Tests, tooling, docs
- Headless suite 98 -> 105 (new test_crowd_presentation.gd, 7 tests).
- New smoke_crowd.gd: rubbernecking, panic, and flee-target sanity.
- capture_screenshots.gd starts a shift from the venue menu and stages the night set
properly; all six README screenshots regenerated.
- README, TODO/DONE (crowd section moved), MEMORY updated. Version 0.2.4.
Verbs (PLAN levels 1-3)
- Eye contact: own Level 1 radial slice, logged as "eye contact".
- Recognition is a player decision: "Recognize" sets NPCController.player_recognized,
writes access evidence, and GameManager only then appends a RECOGNITION artifact.
It is no longer implied by NPC type.
- Body camera: real flag (off by default) driving the REC overlay; B toggles it and
a formal warning arms it automatically, writing a body_camera incident event.
- Blocking stations the guard 0.9 m from the person toward the entrance and turns
to face them, instead of only emitting the escalation level.
- Request reason: Level 3 ask answered from the NPC's seeded dialogue_lines.
- Radial grows to 12 slices (174 px outer radius, centered labels).
Incident recording fix
- IncidentRecorder.start_incident() was never called, so add_event /
add_access_evidence / add_escalation silently no-opped and the shift review
always reported zero incidents. Incidents now open on focus (guarded by
has_open_incident), verbs call _ensure_incident, and ShiftCoordinator closes
leftovers as "unresolved" before building the review.
Copy and docs
- 9 new string keys (eye contact, body camera, recognition, reason, station).
- README controls, 26-step smoke checklist, test count, status lists.
- TODO section moved to DONE; MEMORY records the verb design and the recorder bug.
Verification: headless 98/98, smoke_plan_verbs.gd + smoke_session_shell.gd +
windowed smoke_focus_radial.gd all pass. Version bumped to 0.2.3.
Session shell
- Startup venue menu (src/game/ui/start_menu.gd): keyboard + mouse, replaces
the live-shift boot and V as the player-facing venue path (V stays a debug bind).
- Pause overlay on Esc (src/game/ui/pause_overlay.gd): resume, restart shift,
settings, quit to menu.
- Settings panel (src/game/ui/settings_panel.gd): mouse look sensitivity and
HUD font scale, persisted via Save into user://settings.json and loaded on boot.
- Shift review "Run another shift" now returns to the venue menu.
- New smoke: src/test/smoke_session_shell.gd (menu -> shift -> pause -> settings
-> menu), passes headless and windowed.
World and presentation
- Skyline backdrop restored with a transparent asset and an alpha-scissor
unshaded material; fixes the opaque black slab from the earlier attempt and
the unimported texture path.
- Steps and landing are a StaticBody3D with per-tread colliders, so the guard
and NPCs walk up instead of clipping through.
- Marquee Label3D scaled up (72 -> 160) so STEP LINE reads from the sidewalk.
- Focus torus and name tag enlarged for 2-3 m readability.
- Routine traffic despawns after an idle lifetime (NpcAvatar.ephemeral), so the
16-NPC cap no longer fills with standers; authored events stay for the shift.
Docs and tests
- PLAN.md test/CI section corrected to the custom headless runner and Gitea Actions.
- README controls table, smoke checklist, test count, and status lists refreshed.
- TODO/DONE/MEMORY updated; completed sections moved to DONE.md.
- Headless suite 77 -> 88 passing (settings round-trip, step colliders, skyline
alpha, session-shell UI behavior, traffic lifetime).
- Venue-correct access artifacts (AccessLoadout) and screened-aware verify
- Cone focus on NPC heads with billboarded ring + display name (ADR-0008)
- Action wheel with de-escalation-first slices (ADR-0009); Esc/RMB cancel
- Procedural NPC face/hair/neck/shoes (ADR-0010); named input actions
- Fix GameManager parse error (radial typed as ActionRadial)
- Fix first-person camera height and guard spawning inside the building
- Move building volume back so the door/awning/marquee are visible
- Pull the event scheduler once per simulated second; cap live NPCs
- Regenerate README screenshots; update TODO/DONE/MEMORY/README; 77 tests
Adds src/test/smoke_focus_radial.gd for the windowed focus/radial smoke.
- FSM holds owner via WeakRef; ShiftCoordinator is RefCounted (logic-only);
persistence tests free the Save node -> test suite exits with zero
'resources still in use' warnings (was ~13) and 57/57 pass
- GameManager uses each scenario's shift_duration_s (900s ~ 10-15 min) for
real shifts instead of the 300s test duration
- Wand screening gets a 0.8s recharge cooldown with a wand.recharge message
- TODO/DONE/MEMORY/README synced
- Phase-based lighting: sun direction/energy/color, ProceduralSkyMaterial
gradient, and ambient per shift phase (GameManager.PHASE_LIGHTING),
applied on phase transitions and shift start
- WorldBuilder: street lamp poles with emissive bulbs + OmniLights,
set_night_mode(), glowing STEP LINE marquee (Label3D + emissive bars),
crosswalk stripes, planters, low-poly street trees
- NPC avatars: per-seed height/brightness variation (deterministic LCG)
- Denser routine traffic probabilities
- capture_screenshots.gd: fast-forward to LATE phase and capture night set;
README gallery is now 2x3 day+night; docs/screenshots regenerated
- Version bumped to 0.2.0; build/ artifacts rebuilt; Linux binary smoke-tested
- New headless tests for phased lighting config and street dressing (56 total)
- Drop actions/cache@v4 from the checks job: the Gitea runner cannot reach
GitHub's cache service (/twirp/...CacheService timeouts, ~2min retries);
Godot import is fast enough without it. Add GODOT_SILENCE_ROOT_WARNING=1.
- Document the cache situation and re-enable path in docs/RELEASING.md
- VenueScenario.door_staff_line(context, rng): seeded-random venue lines
- GameManager logs id/ticket/wand-check, refusal, and prohibited-item lines
from the venue scenario (Joke Shop flavor) during inspection/screening
- Test coverage: all Joke Shop contexts, unknown contexts, empty venues,
deterministic seeded picks (54 tests pass)
- Delete Rules.Tone/TONE_NAMES, NpcProfile.tone_modifiers, tone params on
NPCController.roll_reaction/apply_player_action; dialogue_lines flattened
to Array[String]; HUD tone label, T binding, and hud.tone_prefix removed
- Docs updated everywhere (PLAN, README, DONE, MEMORY); PLAN section heading
'Tone and Design Direction' -> 'Design Direction'
- Add .gitea/workflows/build.yml: checks job (import+tests) on push/PR; full
build job (export templates, Linux/Windows/macOS exports, artifact upload,
and tag-based Gitea release publish via GITEA_TOKEN) on tags/dispatch
- Remove old .github/workflows/ci.yml to avoid double runs
- Add venue cycling (V) across all three scenarios with hud.venue_switched
- Refresh README screenshots to match the new HUD
- 53/53 tests pass, boot smoke clean
- Fix LATE shift phase (start 700s) so the violent-threat event is reachable
- Add PROTESTER archetype (rules, profile, colors, events in public venues)
- Add CALL_SOMEONE reaction (FSM -> ARGUING, influencer/trespasser/protester weights)
- Door lock: DoorState core class, L binding, red/green visual indicator,
locked doors thwart FORCE_ENTRY
- Flashlight: G binding, SpotLight3D, perception radius bonus at evening/late
- Persistence: save shift results via Save autoload, history + best score on
review screen, round-trip test
- Navigation: flat NavigationRegion3D navmesh, NavigationAgent3D path following
with direct-movement fallback; steps made visual-only so NPCs reach entrance
- Localization: strings moved to content/strings.en.json (loader keeps
lookup/fmt signatures; coverage test over all keys)
- Distribution: export_presets.cfg (Linux/Windows/macOS), tools/build_releases.sh,
docs/RELEASING.md, prominent README Downloads section
- Remove stale signal_bus.gd (invalid static-signal experiment)
- Tests: 53 passing across 9 suites