Commit Graph
33 Commits
Author SHA1 Message Date
Gig Line Dev 26e6dd6413 Close every top modal through one Esc and right-click path
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- Add Help, Settings, Pause and review to the top-modal close chain so right-click and Esc behave consistently.
- Restore the venue menu after menu Settings and prevent Help from opening Pause behind itself.
- Reopen pause after in-shift Settings apply and recapture the mouse/unfreeze state on close.
- Extend the session smoke for menu Settings, right-click Help and guard unfreeze.
2026-11-02 16:10:50 +01:00
Gig Line Dev 98c31fe44c Audit and fix NPC, door-staff and UI dialogue
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- Route the Reason verb through authored reason contexts and give every shared archetype an in-character answer.
- Add Hollywood wristband and TV Studio ticket/credential door-staff lines.
- Clarify radio cancellation, Ask terminology, start hints and campaign-reset copy.
- Record the dialogue audit and length findings in docs/ui-copy.md; add regression tests.
2026-11-02 14:44:01 +01:00
zwitschi 74dc1fdc1d Map 1: rebuild Hollywood as the El Capitan landmark
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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.
2026-11-02 12:34:48 +01:00
zwitschi 883626a067 Ship the 0.9.0 production-quality milestone
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Full build / Full desktop build + optional release (push) Canceled after 4m58s
Add mixer/accessibility settings, caption/reduce-motion hooks, audio volume
clamping, a 24-NPC performance smoke and shortened coat/dress stride for hem
clipping. Record the explicit Godot 4.3-CI/4.7-local matrix and the 0.9
production scope. Headless 250/250, Python 94/94, 24-NPC budget smoke passes.
2026-11-01 21:46:42 +01:00
zwitschi aa51ee331e Ship the 0.8.0 first-hour and campaign milestone
Full build / Import + headless tests (push) Successful in 41s
Full build / Full desktop build + optional release (push) Successful in 4m18s
Add the campaign shell, pause-safe checkpoint resume, post-shift campaign
continue, confirmed campaign reset, difficulty presets, searchable Help,
content-matrix validation, recovery events, contextual dialogue, policy/debrief
context and eligible-event previews. Extend persistence with atomic separate
files and add campaign/checkpoint/tutorial smokes. Headless 247/247, Python
94/94, tutorial/campaign/session/scenario smokes green.
2026-11-01 21:21:43 +01:00
zwitschi 86332cd401 Wire the first-shift tutorial into gameplay
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Add the non-blocking prompt card, safe compliant visitor, action-driven
advancement through the real wheel/inspection/warning/radio panels, persisted
completion/skip, a Settings replay action and localized tutorial strings.
Scripted tests/captures bypass the tutorial unless --tutorial is passed. Add a
windowed smoke covering the full flow. Headless 237/237, Python 94/94, tutorial
smoke passes.
2026-11-01 21:05:59 +01:00
zwitschi 28f2a48811 Add the optional Forward+ desktop HQ build
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Full build / Full desktop build + optional release (push) Successful in 5m20s
Package a Forward+ preset with volumetric fog, SDFGI and a volumetric flashlight
for a separate Linux/Windows Desktop HQ zip. Gate the effects on a real
RenderingDevice, tune LATE fog, and adapt local light falloff for Godot 4.7.
Record the Compatibility/Forward+ A/B captures and metrics, add the artifact to
the build/publish scripts, and keep the default Compatibility/Web path
unchanged. Headless 231/231, Python 87/87; exported HQ binary boots with Vulkan.
2026-11-01 19:40:42 +01:00
zwitschi 8b0845bcce Build distinct Joke Shop and TV Studio venues
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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.
2026-11-01 19:09:47 +01:00
zwitschi 1ee32215b0 Detail the NPC avatars and finish the realism follow-ups
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Blender library
- Rebuild the face: sclera, iris and upper lid per eye, brow ridge, cheekbones,
  nose bridge and tip, ears with lobes, split upper/lower lips.
- Give each hand four fingers plus a thumb and end every sleeve in a cuff ring.
- Raise CHAR_MAX_VERTS 4000 -> 5000 (16 avatars still cost ~6.9 ms of a 50 ms
  frame), decimate the body to 26 %; characters are now 3,974-5,026 tris and
  3,744-4,807 verts. Rebuild all 8 variants and re-bake their AO maps.

Capture tooling
- Add a `portrait` stage to capture_realism.gd: freeze one NPC, park the crowd
  out of frame, stand the subject on open sidewalk, turn it into the camera and
  put the guard on the sunlit side. New --portrait-type=N picks the role.
- Add the npc_portrait_day concept and map the shot to it, so avatar detail is
  scored against a portrait instead of a wide street frame.

Flashlight
- Drop the fake additive beam (Materials.light_beam + the cone mesh): on GL
  Compatibility a first-person camera inside the cone renders it as a filled
  disc with a bright far ring. Keep the tight spot (14 deg, 20 m, energy 4.2)
  and its headless test; the visible shaft is now planned behind a Forward+
  preset.

Docs and task tracking
- Move the finished realism follow-ups (ground exposure, flashlight, NPC detail,
  judge re-check) to DONE.md and expand TODO.md with step-by-step plans for NPC
  gear fit, venue geometry plus the committed gallery, and the Forward+ preset.
- Record the decisions, gotchas and portrait recipe in MEMORY.md; update the
  Blender contract, the concept README and the capture section of README.md.
- Refresh the gallery captures affected by the avatar rebuild.

Checks: headless 228/228, Python 86/86, blender_assets audit exit 0,
scene_concepts audit all GOOD, screen_designs compare 11 good / 0 bad,
smoke_npc_budget OK, boot clean (only the known headless mesh warning).
2026-11-01 17:46:25 +01:00
zwitschi 47c57ddc76 Tighten the flashlight spot and refresh captures
Full build / Full desktop build + optional release (push) Skipped
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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.
2026-11-01 17:06:57 +01:00
zwitschi 6acbc2b3a4 Tune the flashlight beam and refresh affected captures
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Widen and lengthen the additive beam cone and raise its near-end opacity so the
night flashlight reads on screen. Regenerate the staged captures; compare stays
11 good / 0 bad, headless 227/227.
2026-11-01 17:04:09 +01:00
zwitschi d7e523f63c Adopt the realism pass and refresh screenshots/docs
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- 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.
2026-11-01 17:03:05 +01:00
zwitschi c8b98fdb30 Recapture the mouse after selecting a venue
_start_shift() now calls _refresh_freeze(), clearing the start-menu input lock
and returning to captured mouse mode. The movement smoke asserts both and no
longer captures the mouse itself. Headless 226/226 and smoke_movement pass in a
clean worktree; only this game_manager hunk is staged, not the active realism
edits.
2026-11-01 16:45:05 +01:00
zwitschi a27e8cb74c Character and movement pass
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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.
2026-11-01 10:41:17 +01:00
zwitschi afa1d6beec v0.3.0: rendering pass, generated props, selection model and Web build
Full build / Import + headless tests (push) Successful in 36s
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Rendering and presentation
- Shared surface-material module (src/game/materials.gd) with per-surface
  roughness/metallic/uv profiles; ACES tonemapping, glow, fog and phase-driven sky
  energy. WorldBuilder rebuilt on those profiles with facade windows that light up,
  door trim/handles, curb, lane dashes, bollards, bench, bin and planter foliage.
- NPC silhouettes: per-role clothing palettes, caps/hoods/backpacks/sunglasses,
  hands and shoes, arm/leg walk swing.
- Six generated low-poly GLB props (bollards, bench, bin, planter, newspaper box,
  hydrant) built by tools/model_pipeline.py, loaded by WorldBuilder with a
  procedural fallback; ADR-0012.

Selection and movement
- Focus ranking by view angle then distance (NpcFocus.rank_indices); Tab and the
  mouse wheel cycle nearby people initially, right click clears focus with a
  re-acquire grace, HUD shows the candidate count, Shift walks at half speed.
  ADR-0011. Windowed smoke extended to cover wheel cycling and clearing.

QA tooling
- screen_designs.py catalogue grown to 19 screens (8 scene, 11 UI) plus a `list`
  subcommand; draft generation keeps existing AI references unless --force.

Web export
- New Web preset using the non-threaded Godot template (static hosting, no
  COOP/COEP). tools/build_releases.sh exports build/web and packages
  build/step-line-web-<ver>.zip; publish_release.sh uploads it with the desktop
  artifacts. test_web_export.gd covers the preset and release wiring.

Verification
- Headless suite 177 -> 181, Python tooling 53 tests, all eight smokes pass
  (including the windowed focus/wheel smoke). Web bundle serves index.html,
  index.wasm (35 MB) and index.pck (30 MB) with HTTP 200 from a static server.
- Version 0.3.0; README, PLAN, RELEASING, TODO/DONE and MEMORY updated.
2026-10-31 23:07:41 +01:00
zwitschi a2a0ded527 Author the missing scenario content from the PLAN lists
Full build / Full desktop build + optional release (push) Successful in 3m26s
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Joke Shop
- Reservation list without ID (guest list valid, ID missing) — denied.
- Borrowed/mismatched ID (ID valid but mismatched) — denied.
- Guest who refuses the wand screen: new `refuses_screening` event flag, copied
  onto NPCController, handled in _toggle_wand_screening (logs wand.refused, records
  a wand_refused event, small prop hit, panel stays closed).
- Late arrival during the performance (ID + ticket, "arrive" intent).

Studio
- Filming-boundary event and a later repeat, both using the new `film_boundary`
  intent which maps to `steps_end` so the influencer stands past the posted line.
- Celebrity arrival now pulls in a small crowd via a new `extra_spawns` event field
  (two tourists + an influencer), spawned through the normal path.

Building
- Filming-boundary event whose hint points at the body camera and request-reason
  verbs, plus an unclear-intent event that hints at asking for a reason.

Engine support
- Events may carry `hint` (string key logged on spawn), `extra_spawns`, and
  `refuses_screening`; 9 new localized hint strings.

Tests/docs
- Headless suite 139 -> 149 (test_scenario_content.gd) and a new
  smoke_scenario_content.gd that spawns the refusal and celebrity events through the
  real signal path.
- README, TODO section moved to DONE, MEMORY. Version 0.2.13.
2026-10-31 21:55:24 +01:00
zwitschi 3f4ac7e9aa Add accessibility pass: escalation meter and working HUD font scale
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- Escalation cue now includes a shape meter and numeric level
  ("Escalation: Blocking [###--] L3/5") in addition to the colour and name, so it
  reads in grayscale. Hud.escalation_meter(level) is pure and tested.
- HUD font scale from settings actually works: set_font_scale() resizes fonts via
  theme overrides instead of Control.scale, which pushed the right-anchored clock
  label off-screen. It now covers the top, log, target, hint, time, mode,
  escalation, cooldown, and debug labels.
- Settings load before the HUD exists, so _ready() re-applies player settings after
  _build_ui(); previously a saved font scale was ignored until the next apply.

Tests/docs
- Headless suite 134 -> 139 (test_accessibility.gd).
- Verified visually at 1.4x scale: no overflow, meter readable.
- README, TODO section moved to DONE, MEMORY. Version 0.2.9.
2026-10-31 21:17:42 +01:00
zwitschi 294ac17333 Add procedural crowd ambience and radio crackle
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- 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.
2026-10-31 21:08:36 +01:00
zwitschi 1b976bf351 Add body-camera timeline to the shift review
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- 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.
2026-10-31 21:02:25 +01:00
zwitschi 921bab796e Add emergency aftermath: evacuation, investigation, review copy
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- 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.
2026-10-31 20:59:06 +01:00
zwitschi 71b0b53705 Add crowd presentation, fix NPC navigation, refresh screenshots
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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.
2026-10-31 20:55:10 +01:00
zwitschi f5ad1642b5 Add PLAN verbs and fix dead incident recording
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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.
2026-10-31 20:29:50 +01:00
zwitschi be429cab29 Add session shell and close world presentation follow-ups
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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).
2026-10-31 20:19:22 +01:00
zwitschi f11b441c07 Implement control pass: focus cone, action wheel, named inputs, boot fixes
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- 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.
2026-10-31 15:58:01 +01:00
zwitschi 08b3292b80 Runtime hygiene: fix RefCounted cycles (clean suite exit), full-length shifts, wand cooldown
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- 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
2026-10-31 13:50:18 +01:00
zwitschi 031503e161 Detailed graphics pass: authored textures, humanoid NPCs, HUD feedback, asset pipeline
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- tools/generate_textures.py (deterministic PIL) produces all authored PNGs:
  brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons,
  access-card art (all <=1024px, power-of-two)
- WorldBuilder: textured facade/glass door/sidewalk/asphalt, striped awning
  with 'STEP LINE', generated skyline backdrop planes
- GameManager: soft sun shadows (4-split parallel); guard in 'guard' group
- NPC avatars: humanoid rig (torso/head/limbs) with archetype props (camera,
  delivery box, performer hat, protest sign, tourist backpack), procedural
  walk bob, head-turns-toward-guard attention cue
- HUD: inspection artifact cards, mode icons (flashlight/door/wand),
  per-escalation vignette, body-camera overlay (corner brackets + REC + clock)
- assets/ import convention documented; test_asset_textures_present_and_pow2
  guards the pipeline (57 tests pass)
- README tech stack updated for Gitea Actions + asset pipeline; screenshot
  gallery regenerated (day + night)
2026-10-31 13:33:43 +01:00
zwitschi 513f8a0f60 Visual polish pass (v0.2.0): phase lighting, street lamps, marquee, dressing, night screenshots
- 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)
2026-10-31 13:24:40 +01:00
zwitschi 93883334d0 Add rare hidden radio easter egg transmission 2026-10-31 13:20:46 +01:00
zwitschi 0b5cd772a5 Mitigate CI cache timeouts and wire venue door-staff dialogue
Full build / Import + headless tests (push) Successful in 33s
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- 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)
2026-10-31 13:13:25 +01:00
zwitschi a3768c2ce4 Remove dialogue tone-of-voice system, add Gitea Actions full build, add venue cycling
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- 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
2026-10-31 13:08:20 +01:00
zwitschi 1e972a7490 Implement TODO backlog: LATE phase fix, protester, CALL_SOMEONE, door lock, flashlight, persistence, navmesh, JSON localization, and release tooling
CI / headless-tests (push) Successful in 55s
- 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
2026-10-31 12:51:13 +01:00
zwitschi 81b5d5ce5a Implement NPC perception, returning trespassers, responder dispatch, wand screening, and accessibility polish
CI / headless-tests (push) Successful in 2m11s
2026-10-31 12:31:13 +01:00
zwitschi 439e0a4281 Implement prototype: venue-driven simulation core, scenarios, tests, and playable entrance scene
CI / headless-tests (push) Canceled after 49s
- Godot 4.3 project scaffold with first-person guard, procedural world,
  interaction HUD, access inspection, radio forms, debug overlay, shift review
- Simulation core: ShiftCoordinator, VenueScenario, EventScheduler, NPCController/FSM,
  AccessVerifier, EscalationManager, RadioSystem, IncidentRecorder,
  ReputationEvaluator, CrowdSystem, EventBus
- Three authored scenarios (Hollywood Blvd building, The Joke Shop, TV studio)
- Custom headless test runner (25 tests) replacing editor-dependent GUT,
  plus GitHub Actions CI
- Documentation workflow live: README, PLAN (tech stack), TODO/DONE, MEMORY
2026-10-31 11:37:54 +01:00