Commit Graph
33 Commits
Author SHA1 Message Date
zwitschi f6bb2b1de3 Prepare the modular part intake: inventory, extract, verify, join and the part contract
Full build / Import + headless tests (push) Successful in 41s
Full build / Full desktop build + optional release (push) Skipped
2026-11-06 18:54:08 +01:00
zwitschi 7a46963e3f Add the hair part library and give the roster three silhouettes
Full build / Import + headless tests (push) Successful in 39s
Full build / Full desktop build + optional release (push) Skipped
2026-11-06 18:48:38 +01:00
zwitschi a0dbf75806 Add eye whites and pupils to every base and archive the 0.9.9 milestone
Full build / Import + headless tests (push) Successful in 43s
Full build / Full desktop build + optional release (push) Skipped
2026-11-06 18:44:39 +01:00
zwitschi 219588bf8a Start the prop and gear fit pass: hand-gear measurement, top-edge clipboard, carried role props, 15-piece gear set
Full build / Import + headless tests (push) Successful in 39s
Full build / Full desktop build + optional release (push) Skipped
2026-11-06 18:11:20 +01:00
zwitschi 9fd48243ad Give every Quaternius head a visible mouth and queue the prop and gear fit pass
Full build / Import + headless tests (push) Successful in 40s
Full build / Full desktop build + optional release (push) Skipped
2026-11-06 18:02:55 +01:00
zwitschi 98f618c501 Copy the hoodie eye pair onto the Worker head and lift every hat except the firefighter helmet
Full build / Full desktop build + optional release (push) Skipped
Full build / Import + headless tests (push) Successful in 46s
2026-11-06 15:11:57 +01:00
zwitschi a290fe83c8 Lift and scale head gear for the Quaternius head so the cap stops reading as a visor
Full build / Import + headless tests (push) Successful in 43s
Full build / Full desktop build + optional release (push) Skipped
2026-11-06 15:00:43 +01:00
zwitschi 529d15ee7a Transplant the hoodie head parts onto the Worker base and put carried props in the hands
Full build / Full desktop build + optional release (push) Skipped
Full build / Import + headless tests (push) Successful in 45s
2026-11-06 14:40:35 +01:00
zwitschi 3ab7577634 Fix the worker torso/crown holes, transplant proper brows, widen the rest-arm clearance
Full build / Full desktop build + optional release (push) Skipped
Full build / Import + headless tests (push) Successful in 42s
2026-11-06 14:28:57 +01:00
zwitschi a6ccd86f85 Swap the full 12-character roster onto the CC0 Quaternius bases
Full build / Import + headless tests (push) Successful in 40s
Full build / Full desktop build + optional release (push) Skipped
2026-11-06 13:56:30 +01:00
zwitschi fb3e75aba3 Refit the backpack straps for both torsos (ADR-0018)
Full build / Import + headless tests (push) Successful in 44s
Full build / Full desktop build + optional release (push) Skipped
2026-11-06 13:43:52 +01:00
zwitschi cd285b3a39 Ship the Quaternius npc_casual pilot base: rig-agnostic pose sync, five tint slots, unwrapped UVs and wrist-strap camera
Full build / Import + headless tests (push) Successful in 41s
Full build / Full desktop build + optional release (push) Skipped
2026-11-06 13:42:37 +01:00
zwitschi 36576a023a Fix the wrist/hand detachment: wrist tracks the hand bone, sleeve cuff follows the hand, hand raised to meet the wrist
Full build / Import + headless tests (push) Successful in 40s
Full build / Full desktop build + optional release (push) Skipped
2026-11-04 12:11:37 +01:00
zwitschi 4e8665e25b Add the four crowd-variety characters and extend the baseline to twelve
Full build / Import + headless tests (push) Successful in 42s
Full build / Full desktop build + optional release (push) Skipped
2026-11-04 10:57:58 +01:00
zwitschi 0a9c78cb30 Give the foliage two green tones and fix the textured_solid import bug
Full build / Import + headless tests (push) Successful in 42s
Full build / Full desktop build + optional release (push) Skipped
2026-11-04 10:40:27 +01:00
zwitschi 140ab42536 Apply the realistic face to the remaining seven variants and refresh the baseline
Full build / Import + headless tests (push) Successful in 43s
Full build / Full desktop build + optional release (push) Skipped
2026-11-04 10:33:11 +01:00
zwitschi 4e23cc3ad5 Prototype a more realistic face on npc_casual (higher subdivision, brow ridge, both lids, fuller lip)
Full build / Import + headless tests (push) Successful in 42s
Full build / Full desktop build + optional release (push) Skipped
2026-11-04 10:24:21 +01:00
zwitschi 5158efc467 Retire the unused beanie gear and sequence asset fixes after the map rebuild
Full build / Import + headless tests (push) Successful in 43s
Full build / Full desktop build + optional release (push) Skipped
2026-11-04 09:36:10 +01:00
zwitschi b53e8a67f9 Polish the bollard base and newspaper-box door (recessed slot + seam)
Full build / Import + headless tests (push) Successful in 41s
Full build / Full desktop build + optional release (push) Skipped
2026-11-03 21:59:06 +01:00
zwitschi 5bab6754c0 Rebuild the fire hydrant silhouette (flange, bonnet, outlets)
Full build / Import + headless tests (push) Successful in 53s
Full build / Full desktop build + optional release (push) Skipped
2026-11-03 21:56:28 +01:00
zwitschi dfe5056303 Round the NPC shoes and responder boots
Full build / Import + headless tests (push) Successful in 42s
Full build / Full desktop build + optional release (push) Skipped
2026-11-02 19:38:40 +01:00
zwitschi 12e70357c5 Refine the NPC nose, mouth and ears
Full build / Import + headless tests (push) Successful in 35s
Full build / Full desktop build + optional release (push) Skipped
2026-11-02 19:29:19 +01:00
zwitschi 24c939d388 Rebuild the NPC hands and add a hand capture
Full build / Import + headless tests (push) Successful in 50s
Full build / Full desktop build + optional release (push) Skipped
2026-11-02 19:14:55 +01:00
zwitschi 48082c3dfa Taper the NPC torso into the hips
Full build / Import + headless tests (push) Successful in 41s
Full build / Full desktop build + optional release (push) Skipped
2026-11-02 19:11:28 +01:00
zwitschi 03c355e7c1 Recess NPC eyes and sculpt the jaw and cheeks
Full build / Import + headless tests (push) Successful in 38s
Full build / Full desktop build + optional release (push) Skipped
2026-11-02 19:08:26 +01:00
zwitschi 15ab8c686d Smooth the NPC neck and shoulder transition
Full build / Import + headless tests (push) Successful in 39s
Full build / Full desktop build + optional release (push) Skipped
2026-11-02 19:03:38 +01:00
zwitschi 7c1a4bfd69 Refit the tourist backpack and photo prop
Full build / Import + headless tests (push) Successful in 38s
Full build / Full desktop build + optional release (push) Skipped
Hide the tourist photo-pose bag outside camera poses, flatten the backpack straps onto the chest, rebuild the gear GLB/AO and publish the before/after NPC sheet.
2026-11-02 18:39:03 +01:00
zwitschi a478bfbf35 Clear the firefighter helmet brim from the brow
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.
2026-11-01 18:02:38 +01:00
zwitschi 702f54ae53 Move the shoulder bag clear of coat and dress skirts
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.
2026-11-01 17:58:47 +01:00
zwitschi bbf4693475 Narrow the sunglasses and fix portrait-type parsing
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.
2026-11-01 17:56:10 +01:00
zwitschi 1ee32215b0 Detail the NPC avatars and finish the realism follow-ups
Full build / Import + headless tests (push) Successful in 38s
Full build / Full desktop build + optional release (push) Skipped
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).
2026-11-01 17:46:25 +01:00
zwitschi d7e523f63c Adopt the realism pass and refresh screenshots/docs
Full build / Import + headless tests (push) Successful in 34s
Full build / Full desktop build + optional release (push) Skipped
- 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.
2026-11-01 17:03:05 +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