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.
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).
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.
Fix the portrait staging: face the rig toward the camera (the old yaw was 180
degrees out) and hide the focus disc, which was covering the face in close-ups.
Add the before/after Influencer portrait, fit measurements and judge scores in
docs/screens/realism/2026-11-01-gear. Re-run check_screenshots (11 good/0 bad);
headless 229/229.
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.
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
Narrow the spot to 11° with a 20 m range so it lights the person/door rather
than the whole facade, and regenerate the staged screenshots. Headless 227/227,
compare 11 good / 0 bad.
A GradientTexture1D varies along U, so the cone showed a bright ring; build a
1×64 vertical ramp for UV.y instead (faint at the lens, brightest near the
start, gone before the tip). Regenerate the affected captures; headless 227/227,
compare 11 good / 0 bad.
Jump the staged shift to 760 s before the night shots, so 05/06 are true night
scenes with a visible flashlight beam instead of dusk. Regenerate the affected
captures; compare stays 11 good / 0 bad.
Widen and lengthen the additive beam cone and raise its near-end opacity so the
night flashlight reads on screen. Regenerate the staged captures; compare stays
11 good / 0 bad, headless 227/227.
- 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.
Update the resize/audit examples and the screen-design section to
assets/images/ui|scenes, with docs/screens/designs as the reference snapshot.
The separate realism-pass README hunk stays unstaged.
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.