16 Commits
Author SHA1 Message Date
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 v0.2.4-v0.2.8 remain unpublished; they are superseded by the latest.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 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 1b976bf351 Add body-camera timeline to the shift review
Full build / Import + headless tests (push) Successful in 30s
Full build / Full desktop build + optional release (push) Failing after 3m38s
- New src/game/ui/event_timeline.gd flattens every recorded incident event
  (ADR-0005) into one time-ordered list and shows time, person, and a one-line
  summary. Step with Left/Right or the buttons; Esc returns to the review. No live
  3D replay in this first version.
- Shift review gains a "Body camera timeline" button that hands the review to the
  timeline; the review dim is hidden while it is open (stacked overlays made the
  screen nearly black) and restored on close.
- ShiftCoordinator records started_at_ms so the review can stamp events as mm:ss.
- 8 new string keys for the timeline UI and the review button.

Tests/docs
- Headless suite 113 -> 120 (test_event_timeline.gd), new smoke_timeline.gd that
  opens the timeline from the review, steps through every event, and closes back.
- README, TODO section moved to DONE, MEMORY notes. Version 0.2.6.
2026-10-31 21:02:25 +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 be429cab29 Add session shell and close world presentation follow-ups
Full build / Import + headless tests (push) Successful in 24s
Full build / Full desktop build + optional release (push) Skipped
Session shell
- Startup venue menu (src/game/ui/start_menu.gd): keyboard + mouse, replaces
  the live-shift boot and V as the player-facing venue path (V stays a debug bind).
- Pause overlay on Esc (src/game/ui/pause_overlay.gd): resume, restart shift,
  settings, quit to menu.
- Settings panel (src/game/ui/settings_panel.gd): mouse look sensitivity and
  HUD font scale, persisted via Save into user://settings.json and loaded on boot.
- Shift review "Run another shift" now returns to the venue menu.
- New smoke: src/test/smoke_session_shell.gd (menu -> shift -> pause -> settings
  -> menu), passes headless and windowed.

World and presentation
- Skyline backdrop restored with a transparent asset and an alpha-scissor
  unshaded material; fixes the opaque black slab from the earlier attempt and
  the unimported texture path.
- Steps and landing are a StaticBody3D with per-tread colliders, so the guard
  and NPCs walk up instead of clipping through.
- Marquee Label3D scaled up (72 -> 160) so STEP LINE reads from the sidewalk.
- Focus torus and name tag enlarged for 2-3 m readability.
- Routine traffic despawns after an idle lifetime (NpcAvatar.ephemeral), so the
  16-NPC cap no longer fills with standers; authored events stay for the shift.

Docs and tests
- PLAN.md test/CI section corrected to the custom headless runner and Gitea Actions.
- README controls table, smoke checklist, test count, and status lists refreshed.
- TODO/DONE/MEMORY updated; completed sections moved to DONE.md.
- Headless suite 77 -> 88 passing (settings round-trip, step colliders, skyline
  alpha, session-shell UI behavior, traffic lifetime).
2026-10-31 20:19:22 +01:00
zwitschi 69484866db Add new game assets and update asset paths in code 2026-10-31 15:20:08 +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 5b994982bd Add OpenRouter AI texture generation mode to the asset pipeline
- 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)
2026-10-31 14:04:37 +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 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