- 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.
Finish the button-label audit with a surface-by-surface table, clarify Quit
game vs Quit to menu, rename Apply to Apply settings, and use string-table
keys for the new labels. Extend the smoke checklist with UI copy/button checks.
Headless 250/250, docs check OK.
Add the screen/copy/button inventory and canonical terminology, standardize
inspection/wand admit-refuse hints, name the review action Return to menu, and
move radio action/hold/status labels into the string table. Headless 250/250,
Python 97/97, docs check OK.
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.
The radio button was connected only to the emergency hold handlers, so a
normal Send request never reached _submit. Connect pressed for non-emergency
calls while keeping hold-to-confirm exclusive to emergencies, and add tests
for click, short-hold rejection and full emergency hold. Headless 249/249,
Python 94/94.
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.
Move guard look handling to the _input stage, recapture the cursor on
window-focus return and when clicking back into gameplay, and make HUD controls
mouse-transparent. Add regression tests for yaw/pitch and HUD mouse filters.
Verified under Xvfb with real relative mouse motion. Headless 237/237, Python
94/94, movement smoke 60 fps.
Write the eight-beat tutorial sheet, its safe visitor script, persistence and
replay rules. Add a deterministic, skippable/restartable Tutorial RefCounted
state machine with headless tests. UI/GameManager wiring remains the next task.
Headless 235/235, Python 94/94.
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.
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.
Add the Hollywood, Joke Shop and TV Studio tables for facade, window,
stair, street, nav, guard-spawn and feature data. Unknown ids fall back to
the boulevard. Use the specs for the core dimensions and gates, with a headless
test for the distinct venue data. Headless 230/230.
Move the completed gear section to DONE.md and record the hooded-portrait
follow-up. An explicit --portrait-type now overrides the hooded-subject skip,
though the day roster has no types 5-7 yet. Headless 229/229.
Fix the portrait staging: face the rig toward the camera (the old yaw was 180
degrees out) and hide the focus disc, which was covering the face in close-ups.
Add the before/after Influencer portrait, fit measurements and judge scores in
docs/screens/realism/2026-11-01-gear. Re-run check_screenshots (11 good/0 bad);
headless 229/229.
The Python fit test now caps the glasses at 0.70x head width and requires a
positive bag clearance on both the coat and dress. The Godot character suite
loads head/back gear on six roles and checks attach parents, head width and
brow bounds, and that back gear reaches beyond the 0.26 m body silhouette.
Rebuilt and re-baked all 18 gear assets; no-op GLB export churn was reverted.
Headless 229/229, Python 87/87.
Move the hinges to +/-0.075 (0.035 box), arms to +/-0.098, and lenses to a
0.024 m radius while keeping the lens plane in front of the eyes. Rebuild the
GLB and AO; fit now measures 0.202 m total width (0.64x head). capture_realism
now parses the documented --portrait-type option instead of ignoring it.
Python tooling 87/87; headless 228/228.
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).
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.
Jump the staged shift to 760 s before the night shots, so 05/06 are true night
scenes with a visible flashlight beam instead of dusk. Regenerate the affected
captures; compare stays 11 good / 0 bad.
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.
- 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.
The REC/clock block sat on top of the top-right shift/rep/crowd lines. Start it
at y=92 and slightly farther from the edge, keeping the overlay visible without
covering the status. Headless 226/226 and a windowed HUD screenshot checked.
Add the access_inspection art layer to the HUD, keep the panel transparent and
padded, center the title/status/issue text and artifact cards, and hide the art
with the panel. Also record the pop-up visual pass as done. Headless 226/226
verified in a clean HEAD worktree.
_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.
Both capture helpers now accept --out=res://docs/screenshots, and
tools/check_screenshots.sh renders the staged set (using xvfb-run when headless)
before running screen_designs.py compare. Record the judge result: 7 match,
4 review, 0 diff. Headless 226/226 and the smoke both pass in a clean worktree.
Widen the doughnut, use dark charcoal wedges with a dimmed scene behind them,
add divider spokes and inner/outer rings, raise the center-name size, and use a
restrained light highlight for the selected slice instead of the old yellow
fill. Headless 226/226 verified in a clean HEAD worktree.
Move the target name out of the top-left stack into a boxed chip under the
crosshair, keep the log/hints left and shift status right, and add a five-segment
escalation bar under the existing color-coded label. Empty targets hide the
chip. Headless 226/226 verified in a clean HEAD worktree.
Draw body_camera_timeline behind a full-height narrow panel, constrain the
content to that column, wrap long event text, and scroll the event list so the
Previous/Next/Close row stays pinned at the bottom. Headless 226/226 verified in
a clean HEAD worktree.
Draw radio_report/emergency_radio behind a transparent, padded form and switch
the backdrop with the call type. The wand HUD popup now shows wand_screening
behind its text while open. Both covers use the mockup panel bounds so baked-in
controls stay hidden. Headless 226/226 verified in a clean HEAD worktree.
Wrap the review content in a Control root, draw the shift_review art behind an
opaque panel, and style the action buttons to match the mockup. Headless
226/226 verified in a clean HEAD worktree.
Add UiArt.add_screen_backdrop() to place the reference art behind an opaque
panel, then wire the pause overlay and settings screen to it. Pause rows get
larger, rounded styles; settings widens to fit its expanded controls. Headless
226/226 verified in a clean HEAD worktree (the realism WIP currently editing
materials.gd remains unstaged).
- screen_designs.py now reads/writes assets/images/ui/ (ADR-0014); docs/
screens/designs/ stays the reference-only snapshot, documented as historical
- add src/game/ui/art.gd: cached loader for assets/images/ui|scenes with null
fallbacks for missing files, plus headless tests
- start menu uses the start_menu scene art as a full-screen backdrop, covers the
baked-in mockup panel with an opaque panel, and styles the venue rows to match
- update README/architecture/TODO path notes and mark the storage/code-path/loader
items done; DONE records the historical path move
- compare still 11 good / 0 bad; headless 226/226
README/PLAN realism-pass edits from another workstream remain unstaged." && git log --oneline -1
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.
Avatars called Godot's look_at(), which points the node's -Z axis at the target,
but the rig's face (eyes/brows/mouth/focus disc, and the Blender successor) is on
+Z. Every walking NPC therefore faced away from its movement direction.
- add the pure yaw_towards(direction) helper (+Z forward) and use it in both
movement paths and the reaction face-turn
- fix the head-turn offset to the same +Z convention (basis.z)
- test +Z/+X/-Z/arbitrary directions; recapture targeting screenshot
- TODO bug item moved to DONE, MEMORY records the convention
Headless 209/209.
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.
- audit_glb decodes geometry: 400 tris / 600 verts budget, degenerate
triangles, UV range, ground contact, one material; newspaper box parts moved
to sit on y=0
- capture_prop_gallery.gd renders the six props on a studio backdrop; new
prop_gallery catalogue entry + AI mockup (compare 10 good, judge match 0.90)
- headless test that instances share the imported atlas material
- README documents the gallery capture and budget; TODO props pipeline section
moved to DONE
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.
Each generated prop used one material per part (body, accent, metal...). The
model pipeline now packs a prop's palette into one power-of-two colour atlas plus a
matching metallic/roughness atlas and emits a single material:
- atlas_for(): 8x8 cells per palette role, colours in sRGB, roughness in the G and
metallic in the B channel of the second atlas; NEAREST sampling keeps cells flat.
- build_glb(): every part merges into one primitive with constant per-vertex atlas
UVs; the material uses baseColorTexture + metallicRoughnessTexture with factors 1.0.
- audit_glb(): fails unless a prop has exactly one material, both atlas textures,
two images, and TEXCOORD_0 on every primitive.
- Removed the now-unused sRGB->linear factor helpers; colour travels in the texture.
Verification: headless 181 -> 182 (new "one material per prop scene" test), Python
tooling 53/53 (atlas determinism/size/UV/palette-override tests replace the old
factor tests), model audit OK for all six props, screenshots regenerated and
screen_designs.py compare still 6 good / 0 bad. Version 0.3.1.
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.
- tools/export_venues.gd (SceneTree script) saves the three factory scenarios to
content/venues/<id>.tres via ResourceSaver. The factory stays the source of truth;
the exported files are what an editor workflow would edit and ship.
- New tests load the files back and check that id, name, event pool, profiles,
policy (ID/wand), equipment, door-staff lines, shift phases, and locations all
survive. They also fail when the exported files are missing or stale, so the
export is re-run after content changes.
- GUT is consciously not adopted: the custom headless runner already covers 157
assertions without an editor plugin and keeps CI dependency-free. Recorded in
DONE.md.
- TODO: the planned backlog is complete; only optional future ideas remain.
- README/MEMORY updated. Version 0.2.16.
Host (applied with root@192.168.88.30)
- [service] REQUIRE_SIGNIN_VIEW = false in /etc/gitea/app.ini (backup written
alongside), Gitea restarted. Verified anonymously: repo page 200, API 200, and a
release asset downloads at full size (50.8 MB AppImage).
Localization safety (Open Polish)
- Strings.placeholder_count() counts conversions and ignores %% escapes.
- Strings.fmt() validates the count and fails safe (warns, returns the template)
instead of raising an engine error when a key's placeholders drift.
- Strings.validate() lints the table for a trailing %, unsupported conversions, and
mixed positional/sequential placeholders.
- Tests cover the counter, the fail-safe path, a clean table, and a formatting pass
over every placeholder key with type-correct arguments.
Docs
- TODO: distribution, release-pipeline, and open-polish sections are complete and
moved to DONE; the v0.2.4-v0.2.8 backfill is closed as superseded.
- README/MEMORY updated. Version 0.2.14.
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.