Commit Graph
92 Commits
Author SHA1 Message Date
zwitschi 6a0bf70fdf Document the asset storage convention
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.
2026-11-01 15:47:56 +01:00
zwitschi 8f228b0c56 Decide the canonical runtime image root (ADR-0014)
assets/images/ is now the runtime root for composed interface/scene art:
ui/ for screen and panel art, scenes/ for full-frame scene art. Tiled PBR
textures remain under assets/textures/; docs/screens/designs and concepts stay
reference-only; QA captures stay under docs/screenshots. Mockups that become
runtime art are copied/processed with a new name (no overwrites) and always
have a code fallback.

Records the convention in MEMORY, adds ADR-0014 to the architecture index, and
closes the first storage-restructure TODO item.
2026-11-01 15:16:24 +01:00
zwitschi d872034388 Bake library AO and lift environment textures
Full build / Import + headless tests (push) Successful in 29s
Full build / Full desktop build + optional release (push) Successful in 3m43s
Phase 4 of the v0.6.0 graphics plan:

- tools/bake_ao.py bakes 256² AO maps for every Blender character/gear/prop
  (Cycles, existing UVs) next to each GLB; Materials.apply_ao() wires the red
  channel into character slots, gear, and props. Compatibility has no SSAO.
- Regenerated brick/concrete/asphalt at 1024² with OpenRouter, derived tangent
  normal maps via tools/make_normal_maps.py, and wired them through
  SurfaceMaterials.textured() without changing UV scales.
- Evaluated Forward+: boots on desktop Vulkan, but the renderer is project-wide
  and Web must stay GL Compatibility; v0.6.0 keeps Compatibility (decision in
  MEMORY/plan). A desktop-only override is deferred.
- Recaptured screenshots; compare 11 good / 0 bad. Fixed marquee text alignment.
- Tests: baked AO maps exist for all 46 assets; prop/character AO material
  checks; headless 222/222, Python 69/69, all smokes pass.
- Version 0.6.0; ADR-0013 accepted; README/architecture/blender-assets/plan and
  TODO/DONE updated.
2026-11-01 15:07:27 +01:00
zwitschi d8cfddbf89 Integrate the Blender character, gear and prop library
NpcAvatar
- select one of 8 library character variants by role/seed (with npc_base and the
  procedural rig as fallbacks), keep Rig/Head and the existing bone animation
- tint only skin/cloth/pants/accessory/hair; fixed detail materials keep their
  colour, npc_vest keeps its hi-vis vest, firefighter/guard use dark uniform tints
- attach caps, hoods, helmets, backpacks, SCBA tanks, lanyards and hand items at
  the documented head/back/chest/hand points (primitive fallbacks retained)

WorldBuilder
- prefer assets/models/blender/props/ for the six replacements and the new
  street dressing (street lamp/tree, palms, planters, A-frame, cone, barrier,
  stanchion, podium, handrail, wall lantern, double door, marquee, sedan)
- fit the same colliders/navigation obstacles and keep the placement validator;
  collect library emissives (bulbs, marquee face, wall lanterns, door LED, sedan
  lights) for set_night_mode()
- add a library triangle counter + 60k budget check (current ~27,986); toggle
  prop gallery to the library models; fix the marquee label placement

Tests/smoke
- character selection/gear attach/fixed-material tint tests; library prop load,
  emissive and triangle-budget tests; smoke_props routes a guest around a
  stanchion in open sidewalk (the old bench route is now crowded by trees)
- headless 222/222, Python 68/68, all smokes pass, compare 11 good / 0 bad

Docs: TODO Phase 3.5 moved to DONE, README/architecture/blender-assets/plan
describe the integrated runtime, MEMORY records the integration rules.
2026-11-01 14:57:02 +01:00
zwitschi d513e0b82c Stage the Blender character/gear/prop library
Commit the finished generator output from the parallel Blender pass:
8 skinned NPC variants, 18 gear pieces, and 20 props under
assets/models/blender/, editable sources (gdignored), manifest, review sheets,
and the integration notes in docs/blender-assets.md.

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

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

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

Generated library files stay untracked until the running build finishes and
passes the audit; the generator itself is committed so the plan is reproducible.
2026-11-01 13:39:03 +01:00
zwitschi a231f7588a Load and animate the Blender-authored NPC base mesh
Wire the skinned model from ADR-0013 into NpcAvatar:

- _build_skinned_body() instantiates the imported npc_base.glb, binds the 14
  armature bones, and keeps the procedural _build_body() as the offline
  fallback (use_skinned_model can force it in tests)
- outfit_for()/layer_for() tint the five material slots through the new
  SurfaceMaterials.npc_slot(); accessories and hand items attach under Rig/Head
- the existing limb pivots (Hip/Knee/Shoulder/Elbow/Hand + Head marker) keep the
  old animation math; _sync_skeleton() copies their rotations to bones. Bone
  pose rotation is absolute local orientation, so it is composed with the rest
  basis (otherwise the whole body snaps into a broken pose)
- skinned rigs scale uniformly (non-uniform parent scale shears the skin) and
  keep Rig/Head for the focus cone, nametag, and reaction tag
- commit the editable npc_base.blend plus a .gdignore: Godot's editor otherwise
  tries to import the blend and hangs during --import
- npc_pipeline audit tests (contract, textures, clean GLB, committed source)

Verification: headless 212/212, Python tooling 60/60, NPC budget 16 avatars =
144 meshes at ~6.9 ms, movement/focus/props smokes pass, compare 11 good / 0 bad.
TODO Phases 0-3 checked; environment lift and release remain.
2026-11-01 13:26:37 +01:00
zwitschi 3989d7b2e5 Rename Step Line to Gig Line
Update the game name in project.godot, export presets, UI/marquee/title strings, packaging (AppImage/NSIS/desktop/appdata), tools, docs, and the generated prop GLBs. Packaging assets and README screenshots are regenerated. Headless suite 209/209 and Python tooling tests pass.
2026-11-01 12:52:17 +01:00
zwitschi 0eb17e3bb4 Fix NPCs walking backwards
Avatars called Godot's look_at(), which points the node's -Z axis at the target,
but the rig's face (eyes/brows/mouth/focus disc, and the Blender successor) is on
+Z. Every walking NPC therefore faced away from its movement direction.

- add the pure yaw_towards(direction) helper (+Z forward) and use it in both
  movement paths and the reaction face-turn
- fix the head-turn offset to the same +Z convention (basis.z)
- test +Z/+X/-Z/arbitrary directions; recapture targeting screenshot
- TODO bug item moved to DONE, MEMORY records the convention

Headless 209/209.
2026-11-01 12:30:41 +01:00
zwitschi 3f4a8e5f9f Regenerate screenshots; document NPC pipeline and confirmed assets
Ten of the eleven README captures are refreshed (the prop gallery is unchanged). README gains an NPC character-model subsection and a 'Confirmed game assets' section with linked, audited textures/models; architecture Level 2 lists npc_pipeline.py and asset_pipeline.py.
2026-11-01 12:25:35 +01:00
zwitschi b24d0aeb61 Plan the v0.6.0 graphics pass and add Blender-authored NPC assets 2026-11-01 12:02:27 +01:00
zwitschi a27e8cb74c Character and movement pass
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Successful in 3m37s
NPC characters
- Articulated rig (hips/knees, shoulders/elbows/hands) replaces rigid capsules;
  the walk cycle bends knees and elbows and flees with a longer stride.
- Layered outfits (jacket/vest/coat/dress), extended accessories and hand items
  (bag, umbrella, phone, camera, clipboard, cup), face details and five hair
  silhouettes, all deterministic per profile seed.
- Idle behaviour layers (phone, clipboard, crossed arms, look-around), breathing
  and weight shift; escalation raises hands or points, and noticed NPCs turn
  toward the guard.
- Reaction symbols above the head (!!, ?!, !, ?), door-queue offsets assigned by
  GameManager, three LOD tiers with hysteresis and a billboard impostor.
- smoke_npc_budget.gd: 16 avatars = 534 meshes, ~6.9 ms average (50 ms budget).

Player movement
- Separate accel/decel, step-up assist for kerbs and the entrance steps, and a
  forward-axis fix: W was inverted (get_axis(forward, back) is negative).
- Head bob, landing dip and precision-walk FOV, gated by persisted head-bob and
  invert-Y settings; precision chip and tick; surface-aware footsteps and a
  landing cue forwarded to AudioFeedback.
- Gamepad support (sticks, deadzone, face buttons, bumpers), a control legend
  that follows the active device, and named actions for the remaining keys.
- Key/button remapping in Settings, persisted as input_bindings and applied by
  InputBindings (mouse and gamepad axes are never removed).
- smoke_movement.gd (windowed): climbs the steps, checks precision speed, chip,
  footsteps and landing; new 11-precision-walk capture and catalogue entry.

Verification: headless 208/208, Python tooling 56/56, all 11 smokes pass,
compare 11 good / 0 bad, movement judge match. Version 0.5.0. Only optional
Future ideas remain in TODO.
2026-11-01 10:41:17 +01:00
zwitschi 2a4e0d1998 Audit prop budgets and add a prop-gallery art check
- audit_glb decodes geometry: 400 tris / 600 verts budget, degenerate
  triangles, UV range, ground contact, one material; newspaper box parts moved
  to sit on y=0
- capture_prop_gallery.gd renders the six props on a studio backdrop; new
  prop_gallery catalogue entry + AI mockup (compare 10 good, judge match 0.90)
- headless test that instances share the imported atlas material
- README documents the gallery capture and budget; TODO props pipeline section
  moved to DONE
2026-11-01 10:27:27 +01:00
zwitschi bb40a98537 Give street props colliders, zoned placements and variants
Full build / Full desktop build + optional release (push) Successful in 4m2s
Full build / Import + headless tests (push) Successful in 31s
Props were decoration: the guard and guests walked straight through benches,
bins, bollards and planters. They now block movement and steer guests around.

Collision
- _add_prop_model() fits a StaticBody3D from the model's mesh bounds in
  holder-local space: a cylinder for bollard/bin/hydrant, a box otherwise, so
  placement rotation and variant scale carry over.
- Fallback primitives go through the same fit, so a missing .glb cannot silently
  remove collision.
- Each prop also publishes a NavigationObstacle3D; NpcAvatar enables agent
  avoidance and moves with the safe velocity from velocity_computed. The navmesh
  stays a flat walkable plane and avoidance does the steering.

Placement
- PROP_PLACEMENTS groups furniture by entrance, mid-block and curb zones, with a
  static placement_problems() validator for bounds, overlap/min-spacing,
  duplicates, and the door/steps/guest-lane exclusions.
- variant_for(index) gives deterministic yaw jitter, subtle scale, and optional
  clutter (bag by the bin, crate by the newspaper boxes, cone by the hydrant).

Verification
- New windowed smoke_props.gd: guard walks into a bench and stops; a guest
  headed beyond the bench routes around it and never enters the collider.
- Headless 182 -> 187: placement validation and its failure modes, variant
  determinism/range, collider + obstacle on every placed prop, fallback collider.
- Other smokes (PLAN verbs, crowd, emergency, timeline) still pass; Python
  tooling 53/53; screenshots recaptured; compare 9 good / 0 bad.
- Version 0.4.0. TODO: collision/placement section moved to DONE; prop pipeline
  checks remain.
2026-11-01 10:16:53 +01:00
zwitschi 3025ba1cef Capture the wand panel, escalation HUD and body-camera timeline
Full build / Import + headless tests (push) Successful in 35s
Full build / Full desktop build + optional release (push) Successful in 3m56s
The three newest catalogue screens had AI mockups but no staged capture, so
compare and judge skipped them. capture_screenshots.gd now continues past the
night set:

- switches to The Joke Shop at 620 s (EVENING still has routine spawns), frames a
  guest, and retries the wand until it alerts; if nobody carries an alerting item
  it stages the documented keys false-alarm case.
- applies a formal warning (arms the body camera) then blocking, jumps to 760 s
  for night lighting, and captures the HUD at L3.
- closes the open incident and opens the body-camera timeline, which now shows
  the warning / body-camera / blocking rows.

Wired the refs for wand_screening, escalation_hud and body_camera_timeline, and
regenerated the escalation mockup as a third-person over-the-shoulder night shot
so the reference matches the game camera. Added Hud.clear_log() to drop
target-cycling noise from staged shots. README gallery lists the three captures.

Verification: headless 182/182, Python tooling 53/53, compare 9 good / 0 bad,
judge: wand match 0.90, timeline match 1.00, escalation review, 0 diff.
Version 0.3.3.
2026-11-01 00:29:58 +01:00
zwitschi a5e7b3c013 Add AI mockups for the seven remaining catalogue screens
Full build / Import + headless tests (push) Successful in 34s
Full build / Full desktop build + optional release (push) Successful in 4m4s
The design catalogue grew to 19 screens, but only the original twelve had an AI
reference; the rest still showed "design -" in `list`. Generated the missing set
so every screen can be reviewed against an intended look:

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

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

Verification: `list` reports 19 designs, Python tooling 53/53, headless suite
182/182, `compare` still 6 good / 0 bad on the captured screens. Version 0.3.2.
2026-11-01 00:01:02 +01:00
zwitschi f2863abeac Draw prop models with a single atlas material
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 2dba562c52 Publish v0.2.11 and document the host disk limit
Full build / Import + headless tests (push) Successful in 26s
Full build / Full desktop build + optional release (push) Skipped
- Pruned the superseded v0.2.0 and v0.2.9 releases through the API (~565 MB of
  assets) after the host root filesystem hit 100%, which blocked release uploads
  (HTTP 500 "no space left on device") and even git push ("unpacker error").
- Published v0.2.11 locally with the fixed script: all five artifacts verified on
  the release (Linux/Windows/macOS ports, NSIS installer, AppImage).
- TODO records the remaining ~150 MB headroom and the exact host cleanup commands;
  MEMORY and RELEASING describe the disk failure mode and the pruning.
2026-10-31 21:39:15 +01:00
zwitschi b4d189c325 Publish releases with the runner's checkout credentials
Full build / Import + headless tests (push) Successful in 36s
Full build / Full desktop build + optional release (push) Successful in 3m37s
The v0.2.10 tag build still failed to publish: its env dump showed no token at all,
because this Gitea/act runner does not provide `github.token`, and the repo has no
GITEA_TOKEN secret.

publish_release.sh now resolves credentials in order: GITEA_TOKEN,
GITEA_AUTH_HEADER, ~/.git-credentials, then the local git extraheader that
actions/checkout writes for the job. That header carries the runner's basic-auth
credentials for the same server, so tag builds publish with no repo secret.

Verified by adding the extraheader locally and publishing v0.2.10 (all five
artifacts: Linux/Windows/macOS ports, NSIS installer, AppImage), then removing it.

Docs: RELEASING describes the four credential sources and warns that github.token is
not available here; MEMORY records both failed attempts and the final fix; TODO keeps
the "verify on the next tag" follow-up. Version 0.2.11.
2026-10-31 21:30:24 +01:00
zwitschi 6684d36739 Fix release publishing and add a CI token fallback
Full build / Import + headless tests (push) Successful in 26s
Full build / Full desktop build + optional release (push) Failing after 3m58s
Tag builds since v0.2.2 built all artifacts but never published a release:
- tools/publish_release.sh only assembled AUTH in the GITEA_TOKEN branch; the
  ~/.git-credentials branch set CRED and then used an unbound ${AUTH[@]} under
  `set -u`, so every API call failed and the job ended "could not create or find
  release". It now sets AUTH=(-u "$CRED").
- The repo has no GITEA_TOKEN secret and the runner has no git credentials, so the
  workflow now falls back to the built-in workflow token:
  GITEA_TOKEN: ${{ secrets.GITEA_TOKEN || github.token }}.

v0.2.9 was then built and published locally with all five artifacts (portable
Linux/Windows/macOS, NSIS installer, AppImage) and the release page verified via
the API. v0.2.4-v0.2.8 remain unpublished; they are superseded by the latest.

Docs
- docs/RELEASING.md records the incident and the local-publish fallback.
- TODO gains a release-pipeline follow-up (verify CI on the next tag).
- MEMORY notes the root cause, the missing secret, and which releases exist.
- Version 0.2.10.
2026-10-31 21:23:09 +01:00
zwitschi 3f4ac7e9aa Add accessibility pass: escalation meter and working HUD font scale
Full build / Import + headless tests (push) Successful in 33s
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 921bab796e Add emergency aftermath: evacuation, investigation, review copy
Full build / Import + headless tests (push) Successful in 26s
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
zwitschi f11b441c07 Implement control pass: focus cone, action wheel, named inputs, boot fixes
Full build / Import + headless tests (push) Successful in 22s
Full build / Full desktop build + optional release (push) Skipped
- 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.
2026-10-31 15:58:01 +01:00
zwitschi 53e98cf3fe Update documentation and regenerate screenshots; enhance asset integration details 2026-10-31 15:19:58 +01:00
zwitschi 2b631ae6d9 Add ADRs 0007–0010 for locomotion, focus ring, radial menu, NPC presentation
- 0007: input layers so WASD/look never fire person-verbs; freeze while modal
- 0008: cone focus + billboarded head ring; no type names in the world
- 0009: doughnut action menu (LMB/Space open, click or A/D then Space, Esc/RMB
  cancel); emergency stays on R
- 0010: keep procedural rigs, add face/hair/neck; no Mixamo this pass
Linked from architecture.md, PLAN.md, TODO.md, MEMORY.md.
2026-10-31 15:04:12 +01:00
zwitschi f2d218cc27 Fix publish_release.sh to upload installer + AppImage; document host REQUIRE_SIGNIN_VIEW
Full build / Import + headless tests (push) Successful in 23s
Full build / Full desktop build + optional release (push) Skipped
- Script uploaded only the three portable binaries; v0.2.1 release was
  missing step-line-setup-0.2.1.exe and the AppImage. Now uploads the full
  set (extras when present), reuses existing releases (adds missing assets),
  and falls back to ~/.git-credentials basic auth when GITEA_TOKEN is unset
- Back-filled both missing assets onto the live v0.2.1 release via API
  (release now carries all 5 artifacts)
- TODO/RELEASING/MEMORY document the findings and the host admin steps for
  anonymous downloads ([service] REQUIRE_SIGNIN_VIEW)
2026-10-31 14:37:56 +01:00
zwitschi 0f076205af Fix NSIS installer build: absolute paths via defines, space-free installed exe, BMP ICO
Full build / Import + headless tests (push) Successful in 31s
Full build / Full desktop build + optional release (push) Successful in 3m44s
- makensis resolves relative -DICON/-DARTIFACT against the script directory,
  so CI now passes $PWD-based absolute paths (reproduced locally in the same
  ubuntu:24.04 container; installer builds, 7z shows step-line.exe +
  uninstall.exe)
- Install as step-line.exe (no spaces: NSIS /oname splits on whitespace)
- OutFile overridable via -DOUT
- tools/generate_textures.py icon.ico now produced via ImageMagick with
  classic BMP entries (NSIS-compatible); PIL PNG-compressed ICOs rejected by
  NSIS
2026-10-31 14:22:55 +01:00
zwitschi 8bc84c1f36 Harden installer icon + NSIS rebuild path
Full build / Full desktop build + optional release (push) Failing after 3m24s
Full build / Import + headless tests (push) Successful in 27s
- 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
2026-10-31 14:15:38 +01:00
zwitschi ba76c0febf Add Windows installer (NSIS) and Linux AppImage packaging; embed PCK in all exports
Full build / Import + headless tests (push) Successful in 17s
Full build / Full desktop build + optional release (push) Skipped
- export_presets: embed_pck=true for Linux/Windows/macOS -> single self-contained
  binaries (all game data in one file); build_releases.sh cleans stale .pck
- App icon: assets/textures/icon.png (1024) + multi-size icon.ico generated by
  tools/generate_textures.py; copied into packaging/windows and packaging/linux
- packaging/windows/step-line.nsi: NSIS installer (shortcuts, uninstaller,
  registry Add/Remove Programs) output step-line-setup-<ver>.exe
- packaging/linux: step-line.desktop, AppRun, step-line.appdata.xml,
  build_appimage.sh (appimagetool, APPIMAGE_EXTRACT_AND_RUN) ->
  step-line-<ver>-x86_64.AppImage
- CI build job now packages NSIS installer + AppImage alongside binaries;
  publish glob already uploads them
- Local end-to-end verification: embedded exports rebuilt, AppImage built and
  run headless (0 script errors); suite 57/57
- README Downloads table lists installer/AppImage/portable rows; RELEASING
  documents packaging; TODO/DONE synced
2026-10-31 13:46:54 +01:00
zwitschi 031503e161 Detailed graphics pass: authored textures, humanoid NPCs, HUD feedback, asset pipeline
Full build / Import + headless tests (push) Successful in 16s
Full build / Full desktop build + optional release (push) Skipped
- tools/generate_textures.py (deterministic PIL) produces all authored PNGs:
  brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons,
  access-card art (all <=1024px, power-of-two)
- WorldBuilder: textured facade/glass door/sidewalk/asphalt, striped awning
  with 'STEP LINE', generated skyline backdrop planes
- GameManager: soft sun shadows (4-split parallel); guard in 'guard' group
- NPC avatars: humanoid rig (torso/head/limbs) with archetype props (camera,
  delivery box, performer hat, protest sign, tourist backpack), procedural
  walk bob, head-turns-toward-guard attention cue
- HUD: inspection artifact cards, mode icons (flashlight/door/wand),
  per-escalation vignette, body-camera overlay (corner brackets + REC + clock)
- assets/ import convention documented; test_asset_textures_present_and_pow2
  guards the pipeline (57 tests pass)
- README tech stack updated for Gitea Actions + asset pipeline; screenshot
  gallery regenerated (day + night)
2026-10-31 13:33:43 +01:00
zwitschi 513f8a0f60 Visual polish pass (v0.2.0): phase lighting, street lamps, marquee, dressing, night screenshots
- 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)
2026-10-31 13:24:40 +01:00
zwitschi 0b5cd772a5 Mitigate CI cache timeouts and wire venue door-staff dialogue
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Skipped
- Drop actions/cache@v4 from the checks job: the Gitea runner cannot reach
  GitHub's cache service (/twirp/...CacheService timeouts, ~2min retries);
  Godot import is fast enough without it. Add GODOT_SILENCE_ROOT_WARNING=1.
- Document the cache situation and re-enable path in docs/RELEASING.md
- VenueScenario.door_staff_line(context, rng): seeded-random venue lines
- GameManager logs id/ticket/wand-check, refusal, and prohibited-item lines
  from the venue scenario (Joke Shop flavor) during inspection/screening
- Test coverage: all Joke Shop contexts, unknown contexts, empty venues,
  deterministic seeded picks (54 tests pass)
2026-10-31 13:13:25 +01:00
zwitschi a3768c2ce4 Remove dialogue tone-of-voice system, add Gitea Actions full build, add venue cycling
Full build / Import + headless tests (push) Successful in 2m25s
Full build / Full desktop build + optional release (push) Skipped
- Delete Rules.Tone/TONE_NAMES, NpcProfile.tone_modifiers, tone params on
  NPCController.roll_reaction/apply_player_action; dialogue_lines flattened
  to Array[String]; HUD tone label, T binding, and hud.tone_prefix removed
- Docs updated everywhere (PLAN, README, DONE, MEMORY); PLAN section heading
  'Tone and Design Direction' -> 'Design Direction'
- Add .gitea/workflows/build.yml: checks job (import+tests) on push/PR; full
  build job (export templates, Linux/Windows/macOS exports, artifact upload,
  and tag-based Gitea release publish via GITEA_TOKEN) on tags/dispatch
- Remove old .github/workflows/ci.yml to avoid double runs
- Add venue cycling (V) across all three scenarios with hud.venue_switched
- Refresh README screenshots to match the new HUD
- 53/53 tests pass, boot smoke clean
2026-10-31 13:08:20 +01:00
zwitschi f7486d7539 Add README screenshots: staged in-game captures between description and Downloads
CI / headless-tests (push) Successful in 2m22s
- 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
2026-10-31 13:01:40 +01:00
zwitschi eb1776e614 Update architecture docs and README with versioning, CI/CD, and release management details 2026-10-31 13:01:29 +01:00
zwitschi 191377fae2 Prepare first downloadable release: install export templates, build 0.1.0 binaries, add publish helper
- Install Godot 4.3 export templates locally and fix macOS export
  (enable rendering/textures/vram_compression/import_etc2_astc)
- Build Linux/Windows/macOS artifacts into build/ via tools/build_releases.sh;
  Linux binary passes headless smoke test
- Add tools/publish_release.sh (creates Gitea release + uploads assets with a token)
- TODO: mark build/install steps done; publishing v0.1.0 + link verification
  remain as the single action blocker (needs GITEA_TOKEN)
2026-10-31 12:57:20 +01:00
zwitschi 1e972a7490 Implement TODO backlog: LATE phase fix, protester, CALL_SOMEONE, door lock, flashlight, persistence, navmesh, JSON localization, and release tooling
CI / headless-tests (push) Successful in 55s
- Fix LATE shift phase (start 700s) so the violent-threat event is reachable
- Add PROTESTER archetype (rules, profile, colors, events in public venues)
- Add CALL_SOMEONE reaction (FSM -> ARGUING, influencer/trespasser/protester weights)
- Door lock: DoorState core class, L binding, red/green visual indicator,
  locked doors thwart FORCE_ENTRY
- Flashlight: G binding, SpotLight3D, perception radius bonus at evening/late
- Persistence: save shift results via Save autoload, history + best score on
  review screen, round-trip test
- Navigation: flat NavigationRegion3D navmesh, NavigationAgent3D path following
  with direct-movement fallback; steps made visual-only so NPCs reach entrance
- Localization: strings moved to content/strings.en.json (loader keeps
  lookup/fmt signatures; coverage test over all keys)
- Distribution: export_presets.cfg (Linux/Windows/macOS), tools/build_releases.sh,
  docs/RELEASING.md, prominent README Downloads section
- Remove stale signal_bus.gd (invalid static-signal experiment)
- Tests: 53 passing across 9 suites
2026-10-31 12:51:13 +01:00
zwitschi e23f284ad4 Add initial README and architecture decision records for venue-driven simulation game
- Introduced README.md outlining game concept, mechanics, and planned venues.
- Added ADRs for venue-driven architecture, de-escalation-first model, explicit access verification, local single-player focus, event-based incident recording, and choice of Godot 4 with GDScript.
2026-10-31 11:16:53 +01:00