Commit Graph
107 Commits
Author SHA1 Message Date
zwitschi 3a74cedee0 Refresh gallery and record the screen-design judge
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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.
2026-11-02 11:18:36 +01:00
zwitschi 844e39246a Standardize button labels and document UI states
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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.
2026-11-02 11:12:29 +01:00
zwitschi 7c48183410 Start the UI copy and button consistency pass
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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.
2026-11-02 11:10:39 +01:00
zwitschi 64590fe797 Plan the 0.10.0 minor and thorough NPC visual pass
Full build / Import + headless tests (push) Successful in 33s
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Renumber the pre-release patches after shipped 0.9.1, promote the next release
candidate to 0.10.0, and expand NPC work into reference/acceptance, proportions,
face/hair, hands/clothing, gear fit, pose/performance and visual verification.
Sync the README status and remaining-gap references.
2026-11-02 10:55:38 +01:00
zwitschi ffd98daf08 Plan the pre-RC patch levels
Full build / Full desktop build + optional release (push) Skipped
Full build / Import + headless tests (push) Successful in 38s
Add detailed 0.9.1 UI/dialog/button polish, 0.9.2 NPC model refinement,
0.9.3 texture/material refinement and 0.9.4 integration/performance/judge
workstreams before the 0.9.5 release candidate. Update the remaining-gap table,
baseline to v0.9.0 and README development status.
2026-11-02 09:16:33 +01:00
zwitschi f811e6054d Expand the 0.9.5 release-candidate checklist
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Replace the remaining-gap table with v0.9.0 baselines and break the release
candidate into detailed workstreams for content lock/playtests, balance,
save migration, release engineering, legal/credits, documentation/visual
sign-off and final QA. Sync the README development status to v0.9.0.
2026-11-02 08:54:39 +01:00
zwitschi 883626a067 Ship the 0.9.0 production-quality milestone
Full build / Import + headless tests (push) Successful in 42s
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 b5d4d5fb87 Plan detailed 0.9.0 production-quality steps
Full build / Import + headless tests (push) Successful in 43s
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Expand the next milestone into animation, audio, localization, accessibility,
performance/platform, QA/visual baselines, Godot-version policy and exit
criteria, with concrete verification work per workstream.
2026-11-01 21:39:29 +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 f4a53e2d4f Add the first-shift tutorial design and state machine
Full build / Full desktop build + optional release (push) Skipped
Full build / Import + headless tests (push) Successful in 38s
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.
2026-11-01 20:19:18 +01:00
zwitschi f4cce28454 Restructure the v1.0 roadmap around milestone sections
Full build / Import + headless tests (push) Successful in 38s
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Promote every milestone to a level-2 section and expand 0.8.0 into detailed
workstreams for tutorial, campaign, content matrix, dialogue, debrief, save/
resume, difficulty/help and verification. Keep later milestones broad and
preserve the deferred realism/future lists.
2026-11-01 20:12:17 +01:00
zwitschi 7e084192ce Remove the obsolete graphics plan
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Delete docs/plan-graphics-v0.6.md and update README, architecture, asset
tooling, Blender docs and MEMORY references. Completed work stays summarized
in ADR-0013, the asset-pipeline architecture and the changelog; the v1.0.0
roadmap owns future graphics work.
2026-11-01 20:06:31 +01:00
zwitschi 6c367e8c7e Consolidate architecture docs and add the v1.0.0 roadmap
Full build / Import + headless tests (push) Successful in 34s
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Make architecture the canonical system/data-flow source, add explicit
documentation ownership and consolidation rules, and mark the old graphics plan
historical. Fix stale README/status/Blender/release claims. Add a full gap
register and milestone roadmap from v0.8 through v1.0.0, including onboarding,
content depth, accessibility/localization, performance, release/legal blockers
and non-blocking future ideas.
2026-11-01 20:04:47 +01:00
zwitschi 659b0e35b2 Make the vision judge discover cost-effective OpenRouter models
Full build / Import + headless tests (push) Successful in 40s
Full build / Full desktop build + optional release (push) Successful in 4m6s
Add openrouter_judge.py to rank live image+JSON models by advertised price,
with ordered fallbacks, auth-error handling and auto selection. Wire both judges
to --model auto, record the model used, and add fake-catalogue/mocked-call
tests. Re-run the judges with the valid key: 13/13 screen designs match, 0 diff;
the Forward+ A/B report records the selected model and ~$0.006 spend. Headless
231/231, Python 94/94.
2026-11-01 19:55:43 +01:00
zwitschi 28f2a48811 Add the optional Forward+ desktop HQ build
Full build / Import + headless tests (push) Successful in 40s
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
Full build / Import + headless tests (push) Successful in 40s
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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 4cca2af2dd Extract per-venue geometry specs into WorldBuilder
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.
2026-11-01 19:03:20 +01:00
zwitschi 26d64baa01 Close the NPC gear-fit section
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Full build / Import + headless tests (push) Successful in 34s
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.
2026-11-01 18:12:37 +01:00
zwitschi 151630e957 Recapture the gear portrait and gallery shots
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.
2026-11-01 18:09:50 +01:00
zwitschi 1b319c48b7 Guard gear fit with headless and Blender regression checks
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.
2026-11-01 18:04:51 +01:00
zwitschi a478bfbf35 Clear the firefighter helmet brim from the brow
The face pass added a brow ridge; lift the helmet mesh 2 cm so the brim sits
above the eyes. Cap and hood were rendered on their characters and leave the
brow/ears and face readable. Rebuild and re-bake the helmet; Python 87/87.
2026-11-01 18:02:38 +01:00
zwitschi 702f54ae53 Move the shoulder bag clear of coat and dress skirts
Narrow the bag to 0.06 m and move it outboard to centre x=0.292. The body inner
face is now 0.262 m, clearing the coat skirt (0.225) and dress (0.260); the
strap lower points start on the same line. The fit report measures the bag body
separately from the torso strap and uses a signed inner-face clearance. Run
Blender build/bake and Godot import. Python tooling 87/87.
2026-11-01 17:58:47 +01:00
zwitschi bbf4693475 Narrow the sunglasses and fix portrait-type parsing
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.
2026-11-01 17:56:10 +01:00
zwitschi da876e3545 Add a gear-vs-body fit report to the Blender asset tool
`blender_assets.py fit` measures each character head width (skin vertices
weighted to Head in y 1.55-1.81) and clothing radius (cloth skirt in y 0.30-0.52,
pants hip fallback), then prints every attached head/back/chest gear bounding box
with head-band status and x/radial skirt clearance. The report confirms the
glasses width and shoulder-bag coat clip, giving the next fit fixes numbers.
Python tooling 87/87; asset audit clean.
2026-11-01 17:52:38 +01:00
zwitschi 1ee32215b0 Detail the NPC avatars and finish the realism follow-ups
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Full build / Full desktop build + optional release (push) Skipped
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 2624b54b23 Compact the plan and synchronize project documentation
- reduce PLAN.md from a 674-line implementation log to a 187-line product/design
  plan; keep escalation, venues, NPC/systems, controls, presentation and constraints
- refresh README for implemented venues, Blender/v2 assets, the custom test runner,
  Web target, current release state and the screenshot smoke
- update architecture for 0.6.0, the runtime art loader, Gitea CI/build/publish,
  Web deployment, six release artifacts and visual regression
- remove stale uncommitted/active-pass claims from MEMORY and point it at the
  current NPC follow-ups; move the completed documentation task to DONE
2026-11-01 17:37:02 +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 26ecb93fd4 Move the body-camera overlay below the shift status
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.
2026-11-01 16:51:19 +01:00
zwitschi 8997f59819 Record the judge re-check and the lighting blocker
Mark the default vision judge as verified (7 match / 4 review / 0 diff), note the
active realism pass blocking the remaining lighting task, and replace the stale
memory note that said screen_designs still read the docs tree.
2026-11-01 16:50:27 +01:00
zwitschi 79270795a8 Finish the image-root task and untrack Blender sources
- ignore assets/models/blender_src/*.blend (keep the .gdignore marker tracked) and
  remove the 46 editable .blend files from the index; they remain on disk and are
  regenerated by tools/blender_assets.py
- move the completed storage/docs/code-path/art-loader/verification, mouse-fix,
  and pop-up sections to DONE.md; TODO now holds only the open lighting item,
  realism follow-ups, and optional ideas
- docs changes only; runtime code unchanged
2026-11-01 16:49:43 +01:00
zwitschi dc4bc6c511 Use the access-inspection mockup behind the inspection panel
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.
2026-11-01 16:46:25 +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 d96f53c285 Add a repeatable screenshot capture and compare smoke
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.
2026-11-01 16:43:10 +01:00
zwitschi b39fee6176 Match the radial menu to its mockup
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.
2026-11-01 16:39:28 +01:00
zwitschi c2c93c28a5 Record the HUD alignment and capture comparison result 2026-11-01 16:37:56 +01:00
zwitschi 3030c60ae1 Align the HUD target chip and escalation meter with the mockups
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.
2026-11-01 16:36:06 +01:00
zwitschi 06a4f5479f Align the body-camera timeline with its sidebar mockup
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.
2026-11-01 16:30:17 +01:00
zwitschi 8032999a4d Use the radio and wand mockups behind their forms
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.
2026-11-01 16:29:35 +01:00
zwitschi ae326ce970 Mark the aligned menu/panel items done in the visual pass 2026-11-01 16:20:01 +01:00
zwitschi 00faf45e83 Use the shift review mockup as the end-of-shift backdrop
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.
2026-11-01 16:19:54 +01:00
zwitschi 1efa5bc7d9 Use the pause and settings mockups as panel backdrops
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).
2026-11-01 16:19:18 +01:00
zwitschi 4745adeb13 Move screen designs to the runtime root and add the UI art loader
- 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
2026-11-01 16:00:12 +01:00
zwitschi 15deb58b73 Import the promoted runtime mockups
Run the headless Godot import after copying the 21 design references into
assets/images/ui/; all sidecars are generated and TODO records the item done.
2026-11-01 15:48:22 +01:00
zwitschi 6a0bf70fdf Document the asset storage convention
Add the path table from ADR-0014 to the architecture documentation (runtime UI/scene
art, tiled textures, models, reference art, QA captures, raw sources) and close the
second storage-restructure TODO item.
2026-11-01 15:47:56 +01:00
zwitschi f458551594 Claim TODO tasks with [-]; promote mockups to assets/images/ui
- AGENTS.md now requires agents to mark a task [-] while claimed/in progress and
  only use [x] after implementation and verification, with an example
- copied the 21 reference mockups from docs/screens/designs/ into the runtime
  root assets/images/ui/ (byte-identical names); docs/screens/designs/ stays as
  the reference-only copy per ADR-0014
- MEMORY records where the copies live and that screen_designs.py still reads
  the docs tree until the code-path migration

First storage-restructure TODO item completed.
2026-11-01 15:47:35 +01:00
zwitschi 8f228b0c56 Decide the canonical runtime image root (ADR-0014)
assets/images/ is now the runtime root for composed interface/scene art:
ui/ for screen and panel art, scenes/ for full-frame scene art. Tiled PBR
textures remain under assets/textures/; docs/screens/designs and concepts stay
reference-only; QA captures stay under docs/screenshots. Mockups that become
runtime art are copied/processed with a new name (no overwrites) and always
have a code fallback.

Records the convention in MEMORY, adds ADR-0014 to the architecture index, and
closes the first storage-restructure TODO item.
2026-11-01 15:16:24 +01:00
zwitschi d307746351 Close the v0.6.0 graphics plan and record the release
Full build / Import + headless tests (push) Successful in 32s
Full build / Full desktop build + optional release (push) Skipped
- TODO now tracks only the visual-alignment pass and optional future ideas; the
  completed Blender/graphics plan moved out
- DONE records the six published v0.6.0 artifacts and final verification counts
- header updated to v0.6.0 / 222 headless / 69 Python tests
2026-11-01 15:12:37 +01:00
zwitschi d872034388 Bake library AO and lift environment textures
Full build / Import + headless tests (push) Successful in 29s
Full build / Full desktop build + optional release (push) Successful in 3m43s
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.
2026-11-01 15:07:27 +01:00
zwitschi d8cfddbf89 Integrate the Blender character, gear and prop library
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.
2026-11-01 14:57:02 +01:00