Commit Graph
61 Commits
Author SHA1 Message Date
zwitschi 8c2761427f Verify the marquee emissive balance and close the facade-realism pass
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2026-11-03 16:15:38 +01:00
zwitschi 768dd94bfc Balance the event-banner night emissive
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2026-11-03 15:54:58 +01:00
zwitschi 5dec59355a Gate library prop collision coverage across venues
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2026-11-03 11:58:00 +01:00
zwitschi 1d4f718376 Narrow the pose-capture discrepancy to the harness and lock bone posing
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2026-11-03 11:24:44 +01:00
zwitschi 60bf9a8ef6 Add save migration fixtures and failure-mode coverage 2026-11-03 07:29:42 +01:00
zwitschi fb3da52438 Refine environment surfaces and skyline haze
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2026-11-02 20:38:58 +01:00
zwitschi d7220c1a0a Refine NPC fabric UVs and remove baked AO blotches
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2026-11-02 20:28:25 +01:00
zwitschi 58cf12fd1d Move hand gear forward into the palm
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2026-11-02 19:33:42 +01:00
zwitschi 7c1a4bfd69 Refit the tourist backpack and photo prop
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Hide the tourist photo-pose bag outside camera poses, flatten the backpack straps onto the chest, rebuild the gear GLB/AO and publish the before/after NPC sheet.
2026-11-02 18:39:03 +01:00
zwitschi c1cd4898e8 Close the 0.9.3 UI polish milestone
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Add deterministic captures 14-21 for the remaining screen-design states, fix the panel/button layout issues they exposed, and record 21/21 compare and judge results. Bump the source to 0.9.3 and move the completed milestone to DONE.md.
2026-11-02 17:57:40 +01:00
Gig Line Dev 7315166361 Guard destructive settings and radio actions
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- Route reset campaign and tutorial replay through one reusable confirmation dialog; repeated presses cannot stack or emit twice.
- Keep emergency hold-to-send single-shot and cover the post-submit release.
- Add destructive-action regression checks, strings and documentation.
2026-11-02 16:29:26 +01:00
Gig Line Dev f6aa26e6ca Harden UI layout for font scale and long strings
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- Measure and cap the HUD target chip after each font-scale change; clip HUD top labels.
- Ellipsize long action-button labels so panels cannot grow past the viewport.
- Add accessibility/button layout assertions and refresh the gallery captures.
- Record the font/layout pass in TODO, docs, changelog and memory.
2026-11-02 16:23:46 +01:00
Gig Line Dev 8f65751975 Add wrapping keyboard and gamepad focus rings
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- Link every modal's enabled controls into a wrapping UiFocus ring and give each screen a default focus target.
- Add gamepad A/B bindings for ui_accept/ui_cancel; include Start menu footer actions and Continue in its focus ring.
- Skip hidden/disabled controls, close focus traps via per-modal cancel behavior, and return review to the menu on cancel.
- Record the focus audit and add regression coverage.
2026-11-02 16:05:53 +01:00
Gig Line Dev 9692f262f1 Unify action-button states across the UI
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- Add UiStyles with explicit normal, hover, pressed, focus and disabled styles and apply it to every action button.
- Disable timeline Previous/Next at the first/last event and keep Close always available.
- Style settings reset-dialog buttons and cover the button-state audit in docs/ui-copy.md.
- Add shared-state and timeline-boundary regression tests.
2026-11-02 15:04:38 +01:00
Gig Line Dev 98c31fe44c Audit and fix NPC, door-staff and UI dialogue
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- Route the Reason verb through authored reason contexts and give every shared archetype an in-character answer.
- Add Hollywood wristband and TV Studio ticket/credential door-staff lines.
- Clarify radio cancellation, Ask terminology, start hints and campaign-reset copy.
- Record the dialogue audit and length findings in docs/ui-copy.md; add regression tests.
2026-11-02 14:44:01 +01:00
Gig Line Dev f71a36faa1 Pass the pre-build NPC review gate
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- Add a review harness that stages all eight library characters at portrait, conversation and crowd distance on both maps in day and night.
- Fix the final-context lanyard badge and firefighter helmet fit with runtime attach offsets; the asset-space gear contract is unchanged.
- Record the gate sign-off, refresh the gallery, and move the completed review to DONE.
2026-11-02 14:32:10 +01:00
Gig Line Dev 37f925c7ad Rebuild the Joke Shop as the Sunset Strip block
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- 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.
2026-11-02 14:10:07 +01:00
zwitschi 74dc1fdc1d Map 1: rebuild Hollywood as the El Capitan landmark
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Replace the generic boulevard facade with a stylized 6840 Hollywood Blvd block: six Ionic columns, eight stone steps, Masonic frieze/medallions, event banners, side doors, El Capitan Theatre and retail neighbours, Ovation Hollywood arcade, Walk of Fame and four-lane street markings.

Add the Day and Night Hollywood venue-menu rows. Night uses a phase-time offset so a full-length shift stays in LATE while the clock starts at zero; late routine traffic keeps the street populated and the offset round-trips through checkpoint restore.

Retune local-light falloff to linear attenuation, add a cool north sky fill, and use the smooth limestone facade texture. Refresh the staged gallery and map references; add geometry-budget, menu, night-offset and late-traffic tests.
2026-11-02 12:34:48 +01:00
zwitschi 883626a067 Ship the 0.9.0 production-quality milestone
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Full build / Full desktop build + optional release (push) Canceled after 4m58s
Add mixer/accessibility settings, caption/reduce-motion hooks, audio volume
clamping, a 24-NPC performance smoke and shortened coat/dress stride for hem
clipping. Record the explicit Godot 4.3-CI/4.7-local matrix and the 0.9
production scope. Headless 250/250, Python 94/94, 24-NPC budget smoke passes.
2026-11-01 21:46:42 +01:00
zwitschi fac9b002c3 Fix normal radio report submission
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Full build / Full desktop build + optional release (push) Failing after 4m22s
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.
2026-11-01 21:37:39 +01:00
zwitschi aa51ee331e Ship the 0.8.0 first-hour and campaign milestone
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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 76eb5e3a79 Fix mouse look swallowing by the HUD
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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.
2026-11-01 20:38:36 +01:00
zwitschi f4a53e2d4f Add the first-shift tutorial design and state machine
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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 28f2a48811 Add the optional Forward+ desktop HQ build
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Package a Forward+ preset with volumetric fog, SDFGI and a volumetric flashlight
for a separate Linux/Windows Desktop HQ zip. Gate the effects on a real
RenderingDevice, tune LATE fog, and adapt local light falloff for Godot 4.7.
Record the Compatibility/Forward+ A/B captures and metrics, add the artifact to
the build/publish scripts, and keep the default Compatibility/Web path
unchanged. Headless 231/231, Python 87/87; exported HQ binary boots with Vulkan.
2026-11-01 19:40:42 +01:00
zwitschi 8b0845bcce Build distinct Joke Shop and TV Studio venues
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Add the alley walls, warm lantern, shutters, dumpster, AC clutter and door
step for the Joke Shop. Build the studio stone facade, bulb canopy, glossy
black car, stanchions and barriers. Rebuild only the world container when the
venue changes, so the guard and UI survive; add per-venue navigation checks.
Capture gallery shots 12/13, update the concept mapping and docs. Headless
231/231, Python 87/87, screenshot gate 13 good/0 bad. The vision-judge retry is
tracked separately because the API key is invalid.
2026-11-01 19:09:47 +01:00
zwitschi 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 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 1ee32215b0 Detail the NPC avatars and finish the realism follow-ups
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Blender library
- Rebuild the face: sclera, iris and upper lid per eye, brow ridge, cheekbones,
  nose bridge and tip, ears with lobes, split upper/lower lips.
- Give each hand four fingers plus a thumb and end every sleeve in a cuff ring.
- Raise CHAR_MAX_VERTS 4000 -> 5000 (16 avatars still cost ~6.9 ms of a 50 ms
  frame), decimate the body to 26 %; characters are now 3,974-5,026 tris and
  3,744-4,807 verts. Rebuild all 8 variants and re-bake their AO maps.

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

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

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

Checks: headless 228/228, Python 86/86, blender_assets audit exit 0,
scene_concepts audit all GOOD, screen_designs compare 11 good / 0 bad,
smoke_npc_budget OK, boot clean (only the known headless mesh warning).
2026-11-01 17:46:25 +01:00
zwitschi 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 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 d872034388 Bake library AO and lift environment textures
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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 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 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 f2863abeac Draw prop models with a single atlas material
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Successful in 3m39s
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
Full build / Import + headless tests (push) Successful in 36s
Full build / Full desktop build + optional release (push) Successful in 4m17s
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
Full build / Import + headless tests (push) Successful in 34s
Full build / Full desktop build + optional release (push) Successful in 3m51s
- 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 74f14014b2 Enable anonymous downloads on the host and harden Strings.fmt
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Successful in 3m31s
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
Full build / Full desktop build + optional release (push) Successful in 3m26s
Full build / Import + headless tests (push) Successful in 35s
Joke Shop
- Reservation list without ID (guest list valid, ID missing) — denied.
- Borrowed/mismatched ID (ID valid but mismatched) — denied.
- Guest who refuses the wand screen: new `refuses_screening` event flag, copied
  onto NPCController, handled in _toggle_wand_screening (logs wand.refused, records
  a wand_refused event, small prop hit, panel stays closed).
- Late arrival during the performance (ID + ticket, "arrive" intent).

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

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

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

Tests/docs
- Headless suite 139 -> 149 (test_scenario_content.gd) and a new
  smoke_scenario_content.gd that spawns the refusal and celebrity events through the
  real signal path.
- README, TODO section moved to DONE, MEMORY. Version 0.2.13.
2026-10-31 21:55:24 +01:00
zwitschi 3f4ac7e9aa Add accessibility pass: escalation meter and working HUD font scale
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Full build / Full desktop build + optional release (push) Failing after 3m31s
- Escalation cue now includes a shape meter and numeric level
  ("Escalation: Blocking [###--] L3/5") in addition to the colour and name, so it
  reads in grayscale. Hud.escalation_meter(level) is pure and tested.
- HUD font scale from settings actually works: set_font_scale() resizes fonts via
  theme overrides instead of Control.scale, which pushed the right-anchored clock
  label off-screen. It now covers the top, log, target, hint, time, mode,
  escalation, cooldown, and debug labels.
- Settings load before the HUD exists, so _ready() re-applies player settings after
  _build_ui(); previously a saved font scale was ignored until the next apply.

Tests/docs
- Headless suite 134 -> 139 (test_accessibility.gd).
- Verified visually at 1.4x scale: no overflow, meter readable.
- README, TODO section moved to DONE, MEMORY. Version 0.2.9.
2026-10-31 21:17:42 +01:00
zwitschi 294ac17333 Add procedural crowd ambience and radio crackle
Full build / Import + headless tests (push) Successful in 45s
Full build / Full desktop build + optional release (push) Failing after 3m53s
- AudioFeedback.start_crowd_bed() builds a 4 s looping AudioStreamWAV at runtime
  (one-pole filtered noise plus a 68/103 Hz drone, seeded) and set_crowd_level()
  maps crowd mood 0..1 to -34..-12 dB, so the street gets louder as it gets
  agitated or panics. The bed starts with the shift and stops at shift end.
- play_radio_open()/play_radio_close() push short filtered-noise bursts; wired to
  opening the radio panel, submitting a report, cancelling, and closing the panel.
- Still asset-free and headless-safe: with a dummy audio server the calls no-op.
  _free_player() returns null before _ready and callers handle it.

Tests/docs
- Headless suite 127 -> 134 (test_audio_feedback.gd).
- New smoke_audio.gd: bed playing, level follows mood events, radio crackles once
  per open/close, bed stops at shift end. Verified windowed (real audio server).
- README, TODO section moved to DONE, MEMORY. Version 0.2.8.
2026-10-31 21:08:36 +01:00
zwitschi e2c2a0bf4c Add NPC theater poses: sit, photo, film, perform
Full build / Import + headless tests (push) Successful in 29s
Full build / Full desktop build + optional release (push) Failing after 3m44s
Once an NPC reaches its intent waypoint it now does something instead of standing
in an idle T-pose:

- sit: the rig settles 0.34 m into a seat and the legs swing forward on the steps
- photo/film: influencers and tourists raise their camera prop briefly (a sine
  pulse, so it reads as taking a shot rather than a permanently raised arm)
- perform: performers sway the sign board they carry

Pose selection lives in NpcAvatar.theater_pose() (intent + arrived); the math is in
pure helpers (crouch_for_pose, prop_lift_for_pose, sway_for_pose) so it is
headless-testable. Prop/leg nodes are captured at build time and animated from
their rest offsets. Performers also get a hand-held board and post.

Tests/docs
- Headless suite 120 -> 127 (test_npc_theater.gd).
- Verified visually with a staged sit/photo/perform lineup in front of the entrance.
- README, TODO section moved to DONE, MEMORY. Version 0.2.7.
2026-10-31 21:05:59 +01:00
zwitschi 1b976bf351 Add body-camera timeline to the shift review
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Full build / Full desktop build + optional release (push) Failing after 3m38s
- New src/game/ui/event_timeline.gd flattens every recorded incident event
  (ADR-0005) into one time-ordered list and shows time, person, and a one-line
  summary. Step with Left/Right or the buttons; Esc returns to the review. No live
  3D replay in this first version.
- Shift review gains a "Body camera timeline" button that hands the review to the
  timeline; the review dim is hidden while it is open (stacked overlays made the
  screen nearly black) and restored on close.
- ShiftCoordinator records started_at_ms so the review can stamp events as mm:ss.
- 8 new string keys for the timeline UI and the review button.

Tests/docs
- Headless suite 113 -> 120 (test_event_timeline.gd), new smoke_timeline.gd that
  opens the timeline from the review, steps through every event, and closes back.
- README, TODO section moved to DONE, MEMORY notes. Version 0.2.6.
2026-10-31 21:02:25 +01:00
zwitschi 921bab796e Add emergency aftermath: evacuation, investigation, review copy
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Full build / Full desktop build + optional release (push) Failing after 4m20s
- Responder outcomes now reach the shift review
  (ShiftCoordinator.responder_outcomes), and the review screen names them.
- "evacuation" (emergency call, low danger, no weapon) actually clears the entrance:
  the door is locked, every NPC flees and is marked as leaving, and a
  security_failure reputation hit applies.
- An emergency call the situation did not justify (no weapon, danger <= 1) appends
  an investigation note, records investigation_opened, and applies the existing
  false_report hit. The review lists the investigations.
- Fix dispatch dying after the first shift: coordinator.setup() builds a new
  RadioSystem, so the responder_arrived connection made in _ready was lost on every
  venue switch/restart. _connect_radio() re-wires it beside _connect_crowd().

Tests/docs
- Headless suite 105 -> 113 (test_emergency_aftermath.gd), new smoke_emergency.gd
  covering the investigation, evacuation aftermath, and review copy.
- README controls/status/smoke checklist, TODO section moved to DONE, MEMORY notes.
- Version 0.2.5.
2026-10-31 20:59:06 +01:00
zwitschi 71b0b53705 Add crowd presentation, fix NPC navigation, refresh screenshots
Full build / Import + headless tests (push) Successful in 27s
Full build / Full desktop build + optional release (push) Failing after 3m37s
NPC navigation (previously dead in the live game)
- Only assign NavigationAgent3D.target_position when it changes: re-assigning every
  frame invalidated the path, so get_next_path_position() kept returning the current
  point and avatars never moved.
- Follow the first path point that is closer to the destination than the avatars are.
  Nav points sit on the navmesh plane (y=0) while bodies stand at y~0.5, so the old
  3D distance test always looked "already there"; path[0] is also the old start point,
  so a naive "far enough away" pick steered backwards and oscillated.
- Fix fsm.state -> fsm.current_state in the idle-lifetime check.

Crowd presentation
- Aggressive behavior, visible weapons, and responder arrivals make idle bystanders
  stop and face the incident for 12 s; someone waiting at the entrance keeps focus.
- Panic (mood >= 0.75) walks people away from the door at 2.4 m/s, then they despawn.
- Wire reactions to EventBus.crowd_changed: CrowdSystem.apply_event() emits on the bus,
  not on its own `changed` signal (the first wiring received nothing).
- Measured a 16-NPC entrance at ~1.2 ms/frame (824 fps, vsync off), so no LOD/culling.

World and HUD
- Skyline is now a ring of four alpha-scissored planes at 200 m instead of a single
  plane; PlaneMesh defaults to horizontal, which is why the backdrop rendered as a band
  overhead. Larger ground plane, mipmapped texture, scissor threshold 0.5 (0.3 left
  mip dashes in the sky), lifted albedo so the city is not pure black.
- Flashlight aims straight ahead and lights the person/door instead of the ground.
- Shorter HUD controls line so it stops overlapping itself.

Tests, tooling, docs
- Headless suite 98 -> 105 (new test_crowd_presentation.gd, 7 tests).
- New smoke_crowd.gd: rubbernecking, panic, and flee-target sanity.
- capture_screenshots.gd starts a shift from the venue menu and stages the night set
  properly; all six README screenshots regenerated.
- README, TODO/DONE (crowd section moved), MEMORY updated. Version 0.2.4.
2026-10-31 20:55:10 +01:00