7 Commits
Author SHA1 Message Date
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 v0.2.4-v0.2.8 remain unpublished; they are superseded by the latest.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 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 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 5662baa14d Plan focus cone, head ring, and radial action menu; defer host sign-in
Document the next playable pass: WASD/look stop fighting action keys, cone
focus with a billboarded head ring, doughnut HUD opened by LMB or Space
(click or A/D then Space to confirm, Esc/RMB cancel). Emergency stays on R.
Wand leaves W. NPC rigs stay procedural but get a face/hair/neck. Host
REQUIRE_SIGNIN_VIEW follow-up deferred.
2026-10-31 15:00:11 +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 81b5d5ce5a Implement NPC perception, returning trespassers, responder dispatch, wand screening, and accessibility polish
CI / headless-tests (push) Successful in 2m11s
2026-10-31 12:31:13 +01:00
zwitschi 439e0a4281 Implement prototype: venue-driven simulation core, scenarios, tests, and playable entrance scene
CI / headless-tests (push) Canceled after 49s
- Godot 4.3 project scaffold with first-person guard, procedural world,
  interaction HUD, access inspection, radio forms, debug overlay, shift review
- Simulation core: ShiftCoordinator, VenueScenario, EventScheduler, NPCController/FSM,
  AccessVerifier, EscalationManager, RadioSystem, IncidentRecorder,
  ReputationEvaluator, CrowdSystem, EventBus
- Three authored scenarios (Hollywood Blvd building, The Joke Shop, TV studio)
- Custom headless test runner (25 tests) replacing editor-dependent GUT,
  plus GitHub Actions CI
- Documentation workflow live: README, PLAN (tech stack), TODO/DONE, MEMORY
2026-10-31 11:37:54 +01:00