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.
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.
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.
- Venue-correct access artifacts (AccessLoadout) and screened-aware verify
- Cone focus on NPC heads with billboarded ring + display name (ADR-0008)
- Action wheel with de-escalation-first slices (ADR-0009); Esc/RMB cancel
- Procedural NPC face/hair/neck/shoes (ADR-0010); named input actions
- Fix GameManager parse error (radial typed as ActionRadial)
- Fix first-person camera height and guard spawning inside the building
- Move building volume back so the door/awning/marquee are visible
- Pull the event scheduler once per simulated second; cap live NPCs
- Regenerate README screenshots; update TODO/DONE/MEMORY/README; 77 tests
Adds src/test/smoke_focus_radial.gd for the windowed focus/radial smoke.
- Regenerate icon.ico with classic BMP entries (16/32/48) — PNG-compressed
ICO entries can fail NSIS' icon loader on some builds
- CI copies assets/textures/icon.ico onto the packaging path right before
makensis, removing any stale/missing-copy failures
- Recreate v0.2.1 tag after this fix
- Phase-based lighting: sun direction/energy/color, ProceduralSkyMaterial
gradient, and ambient per shift phase (GameManager.PHASE_LIGHTING),
applied on phase transitions and shift start
- WorldBuilder: street lamp poles with emissive bulbs + OmniLights,
set_night_mode(), glowing STEP LINE marquee (Label3D + emissive bars),
crosswalk stripes, planters, low-poly street trees
- NPC avatars: per-seed height/brightness variation (deterministic LCG)
- Denser routine traffic probabilities
- capture_screenshots.gd: fast-forward to LATE phase and capture night set;
README gallery is now 2x3 day+night; docs/screenshots regenerated
- Version bumped to 0.2.0; build/ artifacts rebuilt; Linux binary smoke-tested
- New headless tests for phased lighting config and street dressing (56 total)
- New capture tool src/test/capture_screenshots.gd (windowed, staged:
venue overview, targeting an NPC, access inspection, radio report)
- Generated shots saved to docs/screenshots/ and embedded as a 2x2 gallery
in README above the Downloads section