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.