- 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)
- CI run 1110 proved NSIS + AppImage packaging and published v0.2.1
(installers uploaded); Mark TODO installer/appimage items done (moved to
DONE.md), README Latest -> v0.2.1, MEMORY records NSIS -D/absolute-path/
BMP-ICO gotchas and appstreamcli strictness
- tools/generate_textures.py: --ai mode (OPENROUTER_API_KEY, --prompt,
--name, --model, --size; base64 PNG decode; clamp to <=1024px) with a
default batch covering the authored texture set; seedream minimum-size
handled by requesting 2048 and downscaling
- Generated AI asset set committed under assets/textures/ai/ (15 files,
1024x1024 each), kept separate from the deterministic PIL set
- README/MEMORY/TODO document the mode and live verification
- (work authored in a parallel session; linted/verified here — 57/57 tests)
- FSM holds owner via WeakRef; ShiftCoordinator is RefCounted (logic-only);
persistence tests free the Save node -> test suite exits with zero
'resources still in use' warnings (was ~13) and 57/57 pass
- GameManager uses each scenario's shift_duration_s (900s ~ 10-15 min) for
real shifts instead of the 300s test duration
- Wand screening gets a 0.8s recharge cooldown with a wand.recharge message
- TODO/DONE/MEMORY/README synced
- Tag v0.2.0 pushed; Gitea Actions build job exported Linux/Windows/macOS
and published the release via the host's GITEA_TOKEN secret (CI run 1095:
'Release live: .../releases/tag/v0.2.0', Job succeeded)
- Verified tag page + /releases are public (HTTP 200); anonymous asset
downloads require sign-in on the host (tracked as host-config follow-up)
- TODO cleaned per AGENTS.md; PRIORITY section moved to DONE.md
- README Downloads notes v0.2.0 live + sign-in caveat; MEMORY updated
- 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)
- 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
- 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
- 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
- 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.