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.
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.
Move the hinges to +/-0.075 (0.035 box), arms to +/-0.098, and lenses to a
0.024 m radius while keeping the lens plane in front of the eyes. Rebuild the
GLB and AO; fit now measures 0.202 m total width (0.64x head). capture_realism
now parses the documented --portrait-type option instead of ignoring it.
Python tooling 87/87; headless 228/228.
`blender_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.
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).
- 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
- add the v2 runtime picks: per-phase skyline panoramas, brick, sidewalk
pavers, dry/wet asphalt, awning canvas, and their normal maps
- add the realism tooling and evidence: tools/scene_concepts.py, capture_realism.gd,
concept frames, reports/sheets, and tests
- retune phase lighting/fog/exposure, add sun yaw, brighten the night glow,
add the flashlight beam mesh, and rebuild the planter/tree assets
- regenerate all eleven staged screenshots from the current build; compare is
11 good / 0 bad
- finish the visual-alignment closeout in DONE/TODO, update architecture,
blender-assets, PLAN, and ignore rules (editable Blender sources untracked)
- keep the judge retry and document the verified default judge model
Verification: headless 227/227; Python tooling 86/86; check_screenshots 11/11.
The REC/clock block sat on top of the top-right shift/rep/crowd lines. Start it
at y=92 and slightly farther from the edge, keeping the overlay visible without
covering the status. Headless 226/226 and a windowed HUD screenshot checked.
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.
- 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
Add the access_inspection art layer to the HUD, keep the panel transparent and
padded, center the title/status/issue text and artifact cards, and hide the art
with the panel. Also record the pop-up visual pass as done. Headless 226/226
verified in a clean HEAD worktree.
_start_shift() now calls _refresh_freeze(), clearing the start-menu input lock
and returning to captured mouse mode. The movement smoke asserts both and no
longer captures the mouse itself. Headless 226/226 and smoke_movement pass in a
clean worktree; only this game_manager hunk is staged, not the active realism
edits.
Both capture helpers now accept --out=res://docs/screenshots, and
tools/check_screenshots.sh renders the staged set (using xvfb-run when headless)
before running screen_designs.py compare. Record the judge result: 7 match,
4 review, 0 diff. Headless 226/226 and the smoke both pass in a clean worktree.
Widen the doughnut, use dark charcoal wedges with a dimmed scene behind them,
add divider spokes and inner/outer rings, raise the center-name size, and use a
restrained light highlight for the selected slice instead of the old yellow
fill. Headless 226/226 verified in a clean HEAD worktree.
Move the target name out of the top-left stack into a boxed chip under the
crosshair, keep the log/hints left and shift status right, and add a five-segment
escalation bar under the existing color-coded label. Empty targets hide the
chip. Headless 226/226 verified in a clean HEAD worktree.
Draw body_camera_timeline behind a full-height narrow panel, constrain the
content to that column, wrap long event text, and scroll the event list so the
Previous/Next/Close row stays pinned at the bottom. Headless 226/226 verified in
a clean HEAD worktree.
Draw radio_report/emergency_radio behind a transparent, padded form and switch
the backdrop with the call type. The wand HUD popup now shows wand_screening
behind its text while open. Both covers use the mockup panel bounds so baked-in
controls stay hidden. Headless 226/226 verified in a clean HEAD worktree.
Wrap the review content in a Control root, draw the shift_review art behind an
opaque panel, and style the action buttons to match the mockup. Headless
226/226 verified in a clean HEAD worktree.
Add UiArt.add_screen_backdrop() to place the reference art behind an opaque
panel, then wire the pause overlay and settings screen to it. Pause rows get
larger, rounded styles; settings widens to fit its expanded controls. Headless
226/226 verified in a clean HEAD worktree (the realism WIP currently editing
materials.gd remains unstaged).
- screen_designs.py now reads/writes assets/images/ui/ (ADR-0014); docs/
screens/designs/ stays the reference-only snapshot, documented as historical
- add src/game/ui/art.gd: cached loader for assets/images/ui|scenes with null
fallbacks for missing files, plus headless tests
- start menu uses the start_menu scene art as a full-screen backdrop, covers the
baked-in mockup panel with an opaque panel, and styles the venue rows to match
- update README/architecture/TODO path notes and mark the storage/code-path/loader
items done; DONE records the historical path move
- compare still 11 good / 0 bad; headless 226/226
README/PLAN realism-pass edits from another workstream remain unstaged." && git log --oneline -1
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.
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.
- 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.
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.
- 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
Phase 4 of the v0.6.0 graphics plan:
- tools/bake_ao.py bakes 256² AO maps for every Blender character/gear/prop
(Cycles, existing UVs) next to each GLB; Materials.apply_ao() wires the red
channel into character slots, gear, and props. Compatibility has no SSAO.
- Regenerated brick/concrete/asphalt at 1024² with OpenRouter, derived tangent
normal maps via tools/make_normal_maps.py, and wired them through
SurfaceMaterials.textured() without changing UV scales.
- Evaluated Forward+: boots on desktop Vulkan, but the renderer is project-wide
and Web must stay GL Compatibility; v0.6.0 keeps Compatibility (decision in
MEMORY/plan). A desktop-only override is deferred.
- Recaptured screenshots; compare 11 good / 0 bad. Fixed marquee text alignment.
- Tests: baked AO maps exist for all 46 assets; prop/character AO material
checks; headless 222/222, Python 69/69, all smokes pass.
- Version 0.6.0; ADR-0013 accepted; README/architecture/blender-assets/plan and
TODO/DONE updated.
NpcAvatar
- select one of 8 library character variants by role/seed (with npc_base and the
procedural rig as fallbacks), keep Rig/Head and the existing bone animation
- tint only skin/cloth/pants/accessory/hair; fixed detail materials keep their
colour, npc_vest keeps its hi-vis vest, firefighter/guard use dark uniform tints
- attach caps, hoods, helmets, backpacks, SCBA tanks, lanyards and hand items at
the documented head/back/chest/hand points (primitive fallbacks retained)
WorldBuilder
- prefer assets/models/blender/props/ for the six replacements and the new
street dressing (street lamp/tree, palms, planters, A-frame, cone, barrier,
stanchion, podium, handrail, wall lantern, double door, marquee, sedan)
- fit the same colliders/navigation obstacles and keep the placement validator;
collect library emissives (bulbs, marquee face, wall lanterns, door LED, sedan
lights) for set_night_mode()
- add a library triangle counter + 60k budget check (current ~27,986); toggle
prop gallery to the library models; fix the marquee label placement
Tests/smoke
- character selection/gear attach/fixed-material tint tests; library prop load,
emissive and triangle-budget tests; smoke_props routes a guest around a
stanchion in open sidewalk (the old bench route is now crowded by trees)
- headless 222/222, Python 68/68, all smokes pass, compare 11 good / 0 bad
Docs: TODO Phase 3.5 moved to DONE, README/architecture/blender-assets/plan
describe the integrated runtime, MEMORY records the integration rules.
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.
Wire the skinned model from ADR-0013 into NpcAvatar:
- _build_skinned_body() instantiates the imported npc_base.glb, binds the 14
armature bones, and keeps the procedural _build_body() as the offline
fallback (use_skinned_model can force it in tests)
- outfit_for()/layer_for() tint the five material slots through the new
SurfaceMaterials.npc_slot(); accessories and hand items attach under Rig/Head
- the existing limb pivots (Hip/Knee/Shoulder/Elbow/Hand + Head marker) keep the
old animation math; _sync_skeleton() copies their rotations to bones. Bone
pose rotation is absolute local orientation, so it is composed with the rest
basis (otherwise the whole body snaps into a broken pose)
- skinned rigs scale uniformly (non-uniform parent scale shears the skin) and
keep Rig/Head for the focus cone, nametag, and reaction tag
- commit the editable npc_base.blend plus a .gdignore: Godot's editor otherwise
tries to import the blend and hangs during --import
- npc_pipeline audit tests (contract, textures, clean GLB, committed source)
Verification: headless 212/212, Python tooling 60/60, NPC budget 16 avatars =
144 meshes at ~6.9 ms, movement/focus/props smokes pass, compare 11 good / 0 bad.
TODO Phases 0-3 checked; environment lift and release remain.
Update the game name in project.godot, export presets, UI/marquee/title strings, packaging (AppImage/NSIS/desktop/appdata), tools, docs, and the generated prop GLBs. Packaging assets and README screenshots are regenerated. Headless suite 209/209 and Python tooling tests pass.
Avatars called Godot's look_at(), which points the node's -Z axis at the target,
but the rig's face (eyes/brows/mouth/focus disc, and the Blender successor) is on
+Z. Every walking NPC therefore faced away from its movement direction.
- add the pure yaw_towards(direction) helper (+Z forward) and use it in both
movement paths and the reaction face-turn
- fix the head-turn offset to the same +Z convention (basis.z)
- test +Z/+X/-Z/arbitrary directions; recapture targeting screenshot
- TODO bug item moved to DONE, MEMORY records the convention
Headless 209/209.
NPC characters
- Articulated rig (hips/knees, shoulders/elbows/hands) replaces rigid capsules;
the walk cycle bends knees and elbows and flees with a longer stride.
- Layered outfits (jacket/vest/coat/dress), extended accessories and hand items
(bag, umbrella, phone, camera, clipboard, cup), face details and five hair
silhouettes, all deterministic per profile seed.
- Idle behaviour layers (phone, clipboard, crossed arms, look-around), breathing
and weight shift; escalation raises hands or points, and noticed NPCs turn
toward the guard.
- Reaction symbols above the head (!!, ?!, !, ?), door-queue offsets assigned by
GameManager, three LOD tiers with hysteresis and a billboard impostor.
- smoke_npc_budget.gd: 16 avatars = 534 meshes, ~6.9 ms average (50 ms budget).
Player movement
- Separate accel/decel, step-up assist for kerbs and the entrance steps, and a
forward-axis fix: W was inverted (get_axis(forward, back) is negative).
- Head bob, landing dip and precision-walk FOV, gated by persisted head-bob and
invert-Y settings; precision chip and tick; surface-aware footsteps and a
landing cue forwarded to AudioFeedback.
- Gamepad support (sticks, deadzone, face buttons, bumpers), a control legend
that follows the active device, and named actions for the remaining keys.
- Key/button remapping in Settings, persisted as input_bindings and applied by
InputBindings (mouse and gamepad axes are never removed).
- smoke_movement.gd (windowed): climbs the steps, checks precision speed, chip,
footsteps and landing; new 11-precision-walk capture and catalogue entry.
Verification: headless 208/208, Python tooling 56/56, all 11 smokes pass,
compare 11 good / 0 bad, movement judge match. Version 0.5.0. Only optional
Future ideas remain in TODO.
- audit_glb decodes geometry: 400 tris / 600 verts budget, degenerate
triangles, UV range, ground contact, one material; newspaper box parts moved
to sit on y=0
- capture_prop_gallery.gd renders the six props on a studio backdrop; new
prop_gallery catalogue entry + AI mockup (compare 10 good, judge match 0.90)
- headless test that instances share the imported atlas material
- README documents the gallery capture and budget; TODO props pipeline section
moved to DONE
Props were decoration: the guard and guests walked straight through benches,
bins, bollards and planters. They now block movement and steer guests around.
Collision
- _add_prop_model() fits a StaticBody3D from the model's mesh bounds in
holder-local space: a cylinder for bollard/bin/hydrant, a box otherwise, so
placement rotation and variant scale carry over.
- Fallback primitives go through the same fit, so a missing .glb cannot silently
remove collision.
- Each prop also publishes a NavigationObstacle3D; NpcAvatar enables agent
avoidance and moves with the safe velocity from velocity_computed. The navmesh
stays a flat walkable plane and avoidance does the steering.
Placement
- PROP_PLACEMENTS groups furniture by entrance, mid-block and curb zones, with a
static placement_problems() validator for bounds, overlap/min-spacing,
duplicates, and the door/steps/guest-lane exclusions.
- variant_for(index) gives deterministic yaw jitter, subtle scale, and optional
clutter (bag by the bin, crate by the newspaper boxes, cone by the hydrant).
Verification
- New windowed smoke_props.gd: guard walks into a bench and stops; a guest
headed beyond the bench routes around it and never enters the collider.
- Headless 182 -> 187: placement validation and its failure modes, variant
determinism/range, collider + obstacle on every placed prop, fallback collider.
- Other smokes (PLAN verbs, crowd, emergency, timeline) still pass; Python
tooling 53/53; screenshots recaptured; compare 9 good / 0 bad.
- Version 0.4.0. TODO: collision/placement section moved to DONE; prop pipeline
checks remain.
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.
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.
Each generated prop used one material per part (body, accent, metal...). The
model pipeline now packs a prop's palette into one power-of-two colour atlas plus a
matching metallic/roughness atlas and emits a single material:
- atlas_for(): 8x8 cells per palette role, colours in sRGB, roughness in the G and
metallic in the B channel of the second atlas; NEAREST sampling keeps cells flat.
- build_glb(): every part merges into one primitive with constant per-vertex atlas
UVs; the material uses baseColorTexture + metallicRoughnessTexture with factors 1.0.
- audit_glb(): fails unless a prop has exactly one material, both atlas textures,
two images, and TEXCOORD_0 on every primitive.
- Removed the now-unused sRGB->linear factor helpers; colour travels in the texture.
Verification: headless 181 -> 182 (new "one material per prop scene" test), Python
tooling 53/53 (atlas determinism/size/UV/palette-override tests replace the old
factor tests), model audit OK for all six props, screenshots regenerated and
screen_designs.py compare still 6 good / 0 bad. Version 0.3.1.
Rendering and presentation
- Shared surface-material module (src/game/materials.gd) with per-surface
roughness/metallic/uv profiles; ACES tonemapping, glow, fog and phase-driven sky
energy. WorldBuilder rebuilt on those profiles with facade windows that light up,
door trim/handles, curb, lane dashes, bollards, bench, bin and planter foliage.
- NPC silhouettes: per-role clothing palettes, caps/hoods/backpacks/sunglasses,
hands and shoes, arm/leg walk swing.
- Six generated low-poly GLB props (bollards, bench, bin, planter, newspaper box,
hydrant) built by tools/model_pipeline.py, loaded by WorldBuilder with a
procedural fallback; ADR-0012.
Selection and movement
- Focus ranking by view angle then distance (NpcFocus.rank_indices); Tab and the
mouse wheel cycle nearby people initially, right click clears focus with a
re-acquire grace, HUD shows the candidate count, Shift walks at half speed.
ADR-0011. Windowed smoke extended to cover wheel cycling and clearing.
QA tooling
- screen_designs.py catalogue grown to 19 screens (8 scene, 11 UI) plus a `list`
subcommand; draft generation keeps existing AI references unless --force.
Web export
- New Web preset using the non-threaded Godot template (static hosting, no
COOP/COEP). tools/build_releases.sh exports build/web and packages
build/step-line-web-<ver>.zip; publish_release.sh uploads it with the desktop
artifacts. test_web_export.gd covers the preset and release wiring.
Verification
- Headless suite 177 -> 181, Python tooling 53 tests, all eight smokes pass
(including the windowed focus/wheel smoke). Web bundle serves index.html,
index.wasm (35 MB) and index.pck (30 MB) with HTTP 200 from a static server.
- Version 0.3.0; README, PLAN, RELEASING, TODO/DONE and MEMORY updated.
- tools/export_venues.gd (SceneTree script) saves the three factory scenarios to
content/venues/<id>.tres via ResourceSaver. The factory stays the source of truth;
the exported files are what an editor workflow would edit and ship.
- New tests load the files back and check that id, name, event pool, profiles,
policy (ID/wand), equipment, door-staff lines, shift phases, and locations all
survive. They also fail when the exported files are missing or stale, so the
export is re-run after content changes.
- GUT is consciously not adopted: the custom headless runner already covers 157
assertions without an editor plugin and keeps CI dependency-free. Recorded in
DONE.md.
- TODO: the planned backlog is complete; only optional future ideas remain.
- README/MEMORY updated. Version 0.2.16.
`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.
Host (applied with root@192.168.88.30)
- [service] REQUIRE_SIGNIN_VIEW = false in /etc/gitea/app.ini (backup written
alongside), Gitea restarted. Verified anonymously: repo page 200, API 200, and a
release asset downloads at full size (50.8 MB AppImage).
Localization safety (Open Polish)
- Strings.placeholder_count() counts conversions and ignores %% escapes.
- Strings.fmt() validates the count and fails safe (warns, returns the template)
instead of raising an engine error when a key's placeholders drift.
- Strings.validate() lints the table for a trailing %, unsupported conversions, and
mixed positional/sequential placeholders.
- Tests cover the counter, the fail-safe path, a clean table, and a formatting pass
over every placeholder key with type-correct arguments.
Docs
- TODO: distribution, release-pipeline, and open-polish sections are complete and
moved to DONE; the v0.2.4-v0.2.8 backfill is closed as superseded.
- README/MEMORY updated. Version 0.2.14.
Joke Shop
- Reservation list without ID (guest list valid, ID missing) — denied.
- Borrowed/mismatched ID (ID valid but mismatched) — denied.
- Guest who refuses the wand screen: new `refuses_screening` event flag, copied
onto NPCController, handled in _toggle_wand_screening (logs wand.refused, records
a wand_refused event, small prop hit, panel stays closed).
- Late arrival during the performance (ID + ticket, "arrive" intent).
Studio
- Filming-boundary event and a later repeat, both using the new `film_boundary`
intent which maps to `steps_end` so the influencer stands past the posted line.
- Celebrity arrival now pulls in a small crowd via a new `extra_spawns` event field
(two tourists + an influencer), spawned through the normal path.
Building
- Filming-boundary event whose hint points at the body camera and request-reason
verbs, plus an unclear-intent event that hints at asking for a reason.
Engine support
- Events may carry `hint` (string key logged on spawn), `extra_spawns`, and
`refuses_screening`; 9 new localized hint strings.
Tests/docs
- Headless suite 139 -> 149 (test_scenario_content.gd) and a new
smoke_scenario_content.gd that spawns the refusal and celebrity events through the
real signal path.
- README, TODO section moved to DONE, MEMORY. Version 0.2.13.
- 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.
- 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.
- 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.