Commit Graph
82 Commits
Author SHA1 Message Date
zwitschi 6c367e8c7e Consolidate architecture docs and add the v1.0.0 roadmap
Full build / Import + headless tests (push) Successful in 34s
Full build / Full desktop build + optional release (push) Skipped
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 64f0c6a198 Document the local Godot 4.7.2 toolchain
Full build / Full desktop build + optional release (push) Skipped
Full build / Import + headless tests (push) Successful in 38s
Record the upgraded 4.7.2 binary, the retained 4.3 backup and the matching
export templates. Keep the project/CI baseline at 4.3 and note that 4.7.2
verified import, tests, the session smoke and a Linux export. Hide the
4.7-generated per-script UID sidecars from this clone only.
2026-11-01 19:16:55 +01:00
zwitschi 8b0845bcce Build distinct Joke Shop and TV Studio venues
Full build / Import + headless tests (push) Successful in 40s
Full build / Full desktop build + optional release (push) Successful in 4m57s
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 d4201caa62 Release v0.6.1
Full build / Import + headless tests (push) Successful in 38s
Full build / Full desktop build + optional release (push) Successful in 3m49s
Ship the fitted NPC gear pass with the post-v0.6.0 realism and UI work.
Bump the version source and documentation to 0.6.1 and move the changelog
entry out of Unreleased. Headless 229/229.
2026-11-01 18:55:58 +01:00
zwitschi 6100d19a25 Document the gear-fit pass and add the changelog
Create CHANGELOG.md with the post-0.6.0 gear-fit entries and backfill the
recent release history. Update the implemented-features list, asset-tooling
notes, README links and verification counts (headless 229, Python 87).
2026-11-01 18:55:43 +01:00
zwitschi 26d64baa01 Close the NPC gear-fit section
Full build / Full desktop build + optional release (push) Skipped
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 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 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
Full build / Import + headless tests (push) Successful in 38s
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 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 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 c2c93c28a5 Record the HUD alignment and capture comparison result 2026-11-01 16:37:56 +01:00
zwitschi cb65a5a601 Note the radio/wand/timeline art wiring in memory 2026-11-01 16:30:48 +01:00
zwitschi 41d3511fc7 Record the runtime art loader and the active realism workstream in memory 2026-11-01 16:19:23 +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 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
zwitschi d513e0b82c Stage the Blender character/gear/prop library
Commit the finished generator output from the parallel Blender pass:
8 skinned NPC variants, 18 gear pieces, and 20 props under
assets/models/blender/, editable sources (gdignored), manifest, review sheets,
and the integration notes in docs/blender-assets.md.

- audit: all 46 assets clean (characters 3,788-4,640 tris, under 6000/4000)
- tests: Python manifest/audit contract and Godot import/bone/slot/ground checks
- docs: README library section, architecture/plan references, TODO Phase 3.5
  status, MEMORY integration rules
- .gitignore: per-asset preview PNGs, extracted GLB textures, blend1 backups

Nothing in the game loads the library yet; integration follows." && git log --oneline -1
2026-11-01 14:33:30 +01:00
zwitschi 7efb5024ec Extend the v0.6.0 plan with the Blender asset library
Document the larger asset set produced by the running Blender generator
(tools/blender_assets.py): 8 NPC character variants, 18 gear pieces, and 22
street/venue props with a manifest, editable sources, and preview sheets.

- TODO gains Phase 3.5 with the audit/budget reconciliation (npc_casual is
  currently 7,756 tris / 5,616 verts, above the 6,000/4,000 contract), character
  selection by role, gear attach points, prop replacement/placement, emissive
  wiring, budgets, and screenshot gates
- PLAN's Visual Quality Direction describes the library, runtime selection, and
  offline fallbacks
- docs/plan-graphics-v0.6.md adds the library contract/output table and
  integration steps, and points Phase 4 at the Blender props
- MEMORY records the manifest-as-source-of-truth rule and the generator caveat

Generated library files stay untracked until the running build finishes and
passes the audit; the generator itself is committed so the plan is reproducible.
2026-11-01 13:39:03 +01:00
zwitschi a231f7588a Load and animate the Blender-authored NPC base mesh
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.
2026-11-01 13:26:37 +01:00
zwitschi 3989d7b2e5 Rename Step Line to Gig Line
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.
2026-11-01 12:52:17 +01:00
zwitschi 0eb17e3bb4 Fix NPCs walking backwards
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.
2026-11-01 12:30:41 +01:00
zwitschi 3f4a8e5f9f Regenerate screenshots; document NPC pipeline and confirmed assets
Ten of the eleven README captures are refreshed (the prop gallery is unchanged). README gains an NPC character-model subsection and a 'Confirmed game assets' section with linked, audited textures/models; architecture Level 2 lists npc_pipeline.py and asset_pipeline.py.
2026-11-01 12:25:35 +01:00
zwitschi 4943dbff16 Extend AI image tooling with variants; drop dev asset folders from git
asset_pipeline generate gains --variants N (saved as <stem>-1..N.png). .gitignore now excludes assets/models/concepts, assets/models/npc, assets/textures/npc/ai, and raw assets/textures/ai outputs; only game_ready and the game-facing NPC maps/models stay tracked.
2026-11-01 12:08:34 +01:00
zwitschi b24d0aeb61 Plan the v0.6.0 graphics pass and add Blender-authored NPC assets 2026-11-01 12:02:27 +01:00
zwitschi a27e8cb74c Character and movement pass
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Successful in 3m37s
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 2a4e0d1998 Audit prop budgets and add a prop-gallery art check
- 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
2026-11-01 10:27:27 +01:00
zwitschi bb40a98537 Give street props colliders, zoned placements and variants
Full build / Full desktop build + optional release (push) Successful in 4m2s
Full build / Import + headless tests (push) Successful in 31s
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.
2026-11-01 10:16:53 +01:00
zwitschi a3e90accdd Plan the presentation pass: props, NPCs, movement
Full build / Full desktop build + optional release (push) Skipped
Full build / Import + headless tests (push) Successful in 2m12s
Replace the flat "future ideas" list with three scheduled sections and concrete,
reviewable checkboxes (41 tasks):

- Better Props: colliders for the generated models (they have none today), a
  placement table with variants, sign/bus-stop/shelter/street-lamp props, a
  close-range detail layer, pipeline audits, and a prop-gallery capture.
- Better NPC Characters: articulated rig, layered outfits and accessories, face
  and hair variety, idle/conversation animation, door-queue staging, reaction
  readability, LOD tiers, and a re-measured NPC budget.
- Better Player Movement: accel/decel split, step-up assist, head bob/FOV and a
  motion-sickness toggle, precision-walk feedback, surface footsteps, gamepad
  support, input remapping, and movement tests.

Kept live 3D replay, extra venues, voice audio, and the image-to-mesh swap in
Future ideas. Memory notes the grounding facts (props have no colliders, rigid
NPC rig, single accel value). Docs-only: no version bump or release.
2026-11-01 10:05:04 +01:00
zwitschi 3025ba1cef Capture the wand panel, escalation HUD and body-camera timeline
Full build / Import + headless tests (push) Successful in 35s
Full build / Full desktop build + optional release (push) Successful in 3m56s
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.
2026-11-01 00:29:58 +01:00
zwitschi a5e7b3c013 Add AI mockups for the seven remaining catalogue screens
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The design catalogue grew to 19 screens, but only the original twelve had an AI
reference; the rest still showed "design -" in `list`. Generated the missing set
so every screen can be reviewed against an intended look:

- wand screening (metal-detected panel with carried items and allow/deny)
- Joke Shop queue, TV Studio arrival, crowd panic, responder arrival
- body-camera timeline, escalation HUD

`generate` now loads `.env` the same way `judge` does, so `--ai` no longer needs
the API key exported by hand. Each reference is 1280x720; the twelve existing
mockups were kept (no `--force`).

Verification: `list` reports 19 designs, Python tooling 53/53, headless suite
182/182, `compare` still 6 good / 0 bad on the captured screens. Version 0.3.2.
2026-11-01 00:01:02 +01:00
zwitschi f2863abeac Draw prop models with a single atlas material
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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.
2026-10-31 23:47:15 +01:00
zwitschi afa1d6beec v0.3.0: rendering pass, generated props, selection model and Web build
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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 f763cff744 Export venues as editor-authorable .tres resources
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- 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.
2026-10-31 22:16:55 +01:00
zwitschi 72b9378e69 Add a vision-model screenshot judge to the QA tooling
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`tools/screen_designs.py judge` sends each capture together with its concept
mockup to a vision model and asks whether the capture realises the same screen and
layout intent. This covers what pixel/perceptual metrics cannot judge.

- Prompt explicitly ignores art style, fidelity, fonts, and placeholder text, since
  the references are stylised mockups.
- Verdicts are classed match / review (mismatch below --fail-confidence, default
  0.6) / diff (confident mismatch, exits non-zero) / unknown; --json, --only,
  --dry-run, --model supported.
- Reads the repo .env for OPENROUTER_API_KEY without overriding real env vars.
- Default judge model google/gemini-2.5-flash-lite; openai/gpt-4o-mini verified too.

Tests/docs
- 7 new offline tests in tools/test_screen_designs.py (request payload embeds both
  images, JSON/fenced/parts/non-JSON parsing, threshold classification, .env
  loading); 30 Python tests pass.
- Live run: 3 captures match, 3 review, 0 confident diffs.
- README, TODO section moved to DONE, MEMORY. Version 0.2.15.
2026-10-31 22:11:45 +01:00
zwitschi 74f14014b2 Enable anonymous downloads on the host and harden Strings.fmt
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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.
2026-10-31 22:02:24 +01:00
zwitschi a2a0ded527 Author the missing scenario content from the PLAN lists
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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 922a990c7a Record verified CI publishing and host maintenance
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- v0.2.12 was tagged and CI produced the release with all five artifacts by itself,
  confirming the checkout-credential fallback end to end.
- Host maintenance through root@192.168.88.30: apt cache cleaned and journald capped
  at 300M (journal ~133M now), ~7.6G free of 16G.
- TODO release-pipeline section is fully closed; MEMORY records the host state.
2026-10-31 21:51:41 +01:00
zwitschi f0cec192a7 Restore pruned releases and verify CI publishing with v0.2.12
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- Host root filesystem was expanded from 7.8G to 16G (~7.8G free), so the disk
  blocker is gone.
- Re-published v0.2.0 (4 artifacts) and v0.2.9 (5 artifacts) from the local build/
  outputs; both releases verify.
- Root SSH from the workstation is not available (publickey denied, password auth
  closes the banner); the host is administered via the zwitschi login.
- Version 0.2.12 exists to verify the tag pipeline end to end: the workflow should
  create the release via the checkout-credential fallback and upload all five
  artifacts.
2026-10-31 21:46:09 +01:00
zwitschi 2dba562c52 Publish v0.2.11 and document the host disk limit
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- Pruned the superseded v0.2.0 and v0.2.9 releases through the API (~565 MB of
  assets) after the host root filesystem hit 100%, which blocked release uploads
  (HTTP 500 "no space left on device") and even git push ("unpacker error").
- Published v0.2.11 locally with the fixed script: all five artifacts verified on
  the release (Linux/Windows/macOS ports, NSIS installer, AppImage).
- TODO records the remaining ~150 MB headroom and the exact host cleanup commands;
  MEMORY and RELEASING describe the disk failure mode and the pruning.
2026-10-31 21:39:15 +01:00