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@@ -4,6 +4,15 @@ All notable user-facing changes to Gig Line. The format follows
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[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
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Semantic Versioning.
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## [0.9.6] — 2026-11-02
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### Changed
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- The UI, model and texture passes are now integrated into a verified checkpoint
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build. The gallery, NPC portraits, realism captures, asset audits, smoke
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matrix, 24-NPC budget and Web/Desktop HQ packages were regenerated and
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re-checked; no gameplay or content changes were introduced.
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## [0.9.5] — 2026-11-02
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### Changed
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@@ -182,7 +182,14 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- **Priority change (2026-11-02):** the map optimization, pre-build NPC revisit,
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0.9.3 UI polish, 0.9.4 NPC visual optimization and 0.9.5 texture/material pass
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are complete and in `DONE.md`. 0.9.6 integration and 0.10.0 release work are
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next. The current source version is 0.9.5.
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next. The current source version is 0.9.6.
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- **0.9.6 integration (2026-11-03):** no gameplay/content changes. A clean
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detached worktree at `f5b8ef2` rebuilt Linux/Windows/macOS/Web/HQ without the
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dirty tree's ignored `tmp/`/`build/` payload; the in-repo build was 1.6–3.1 GB
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per artifact because those folders were packed, so always build release
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artifacts from a clean checkout/worktree. Verification: 263/263 tests,
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101/101 Python, 14 smokes, 24-NPC 6.90 ms / 168 meshes / 131,616 triangles,
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gallery 21/0, screen judge 21/21, realism judge overall 2.1 / gap 0.291.
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- **Release v0.9.5 (2026-11-02):** commit `4bc6390` tagged `v0.9.5`; Gitea Actions run
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922 passed checks and the full build and published seven assets (Linux, Windows,
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macOS, NSIS setup, AppImage, Web, Desktop HQ). Release page:
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@@ -176,7 +176,7 @@ Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [AD
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## Versioning and Delivery
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`config/version` in `project.godot` is the single version source (currently `0.9.5`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
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`config/version` in `project.godot` is the single version source (currently `0.9.6`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
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## Design Direction
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@@ -44,7 +44,7 @@ precision walk, the Joke Shop's Sunset Strip frontage, the TV Studio arrival, an
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> on top of the v0.9.4 NPC visual optimization, the Hollywood/Joke Shop maps and
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> the v0.9.3 UI/accessibility polish.
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>
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> **Current source: v0.9.5** — tagged and built from the same commit.
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> **Current source: v0.9.6** — tagged and built from the same commit.
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> Releases are built automatically when a `vX.Y.Z` tag is pushed
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> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
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> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
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@@ -129,8 +129,8 @@ Full setup, every run/test/smoke command, and the controls table are in
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## Development Status
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v0.9.5 is the current source version: the completed texture and material
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refinement (256² NPC maps, a 4× fabric weave with baked-AO removal, repaired
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v0.9.6 is the current source version: the integrated texture/material and UI
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checkpoint on top of the 0.9.5 texture refinement (256² NPC maps, a 4× fabric weave with baked-AO removal, repaired
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Walk of Fame/awning surfaces and per-phase skyline haze), on top of the v0.9.4
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NPC visual optimization and the v0.9.3 UI/accessibility polish pass. It builds on
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v0.9.2's Hollywood/Joke Shop map rebuilds, v0.9.1's Godot 4.7.2 baseline,
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@@ -50,40 +50,66 @@ refinement** passes are complete (all moved to `DONE.md` on 2026-11-02).
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0.9.6 integration and the 0.10.0 release candidate are next. The source version
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is now 0.9.5; the v0.9.5 release is published.
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## Postponed — Patch 0.9.6 — Integration, performance and judge gate
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## Patch 0.9.6 — Integration, performance and judge gate
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Goal: integrate the UI/model/texture patches, prove the combined build on the
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target paths and leave a clean release-candidate handoff.
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### Integration and asset rebuild
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- [ ] Rebuild all changed Blender/GLB/AO assets, re-import, and verify manifest/fit/
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audit coverage.
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- [ ] Run the complete headless suite, Python tooling and smoke matrix; fix any
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regression from the three polish patches.
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- [ ] Re-run the 24-NPC budget smoke and record frame time, mesh count and any
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texture-memory change; check Web and Desktop HQ if available.
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- [ ] Verify save/campaign/tutorial behavior is unchanged by the visual/UI patches.
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- [x] Rebuild all changed Blender/GLB/AO assets, re-import, and verify manifest/fit/
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audit coverage. (The v0.9.5 commit already rebuilt the base, eight characters,
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gear and AO maps; this checkpoint re-imported them and re-ran
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`blender_assets.py audit`/`fit` and `npc_pipeline.py audit`, all exit 0.)
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- [x] Run the complete headless suite, Python tooling and smoke matrix; fix any
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regression from the three polish patches. (Godot 263/263, Python 101/101;
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14 smokes green: audio, campaign, crowd, emergency, focus/radial, movement,
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NPC budget, PLAN verbs, props, scenario content, session shell, timeline,
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tutorial and UI flows. Campaign/tutorial used isolated `XDG_DATA_HOME`.)
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- [x] Re-run the 24-NPC budget smoke and record frame time, mesh count and any
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texture-memory change; check Web and Desktop HQ if available. (24 avatars,
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168 meshes, 131,616 triangles, 6.90 ms of 50 ms headless; NPC maps remain
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0.48 MB. A clean detached worktree at `f5b8ef2` built Linux/Windows/macOS/
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Web/HQ (`161.5/197.1/148.0/97.8/241.5 MB`); the Web zip has index.html,
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wasm and pck, the HQ zip has `override.cfg`, and the HQ binary launches
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headless with the Forward+ override.)
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- [x] Verify save/campaign/tutorial behavior is unchanged by the visual/UI patches.
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(Persistence/session tests remain in the 263-test suite; campaign and tutorial
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smokes passed with isolated `XDG_DATA_HOME`.)
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### Visual gallery and judge gate
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- [ ] Recapture the full gallery, portraits, venue/realsim stages and Desktop HQ A/B
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as needed; no stale screenshots in the release set.
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- [ ] Run `tools/check_screenshots.sh`, `screen_designs.py compare` and
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`screen_designs.py judge` on the final captures.
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- [ ] Run the realism judge for the affected concepts with a pinned model; record
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model, attempt count, spend and verdicts.
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- [ ] Review all `review` verdicts manually; convert unexplained layout/composition
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mismatches into fixes or explicit known limitations.
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- [ ] Ensure generated realism folders remain gitignored/local-only and only the
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durable report decisions/docs are committed.
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- [x] Recapture the full gallery, portraits, venue/realsim stages and Desktop HQ A/B
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as needed; no stale screenshots in the release set. (Gallery 21/21,
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NPC baseline 48 frames, final-context review 96 frames and a fresh 10-shot
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realism run were recaptured. No Forward+ code changed since 0.7.1, so the
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HQ A/B was not re-staged; the HQ artifact is checked with the release build.)
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- [x] Run `tools/check_screenshots.sh`, `screen_designs.py compare` and
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`screen_designs.py judge` on the final captures. (21 good / 0 bad; compare
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21 good / 0 bad; judge 21/21 match, 0 review, 0 diff.)
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- [x] Run the realism judge for the affected concepts with a pinned model; record
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model, attempt count, spend and verdicts. (`z-ai/glm-5.3-flash`, 1 pass per
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shot, 10 shots, no fallback/retry: mean overall 2.1, lighting 2.4, materials
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2.1, texture 1.7, backdrop 2.3, characters 1.8, Pillow gap 0.291. The local
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tool does not expose token spend; the report is gitignored under
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`docs/screens/realism/2026-11-02-096/`.)
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- [x] Review all `review` verdicts manually; convert unexplained layout/composition
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mismatches into fixes or explicit known limitations. (Screen judge has 0
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`review` verdicts; the remaining realism comments are the known stylized
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gaps already documented, not layout regressions.)
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- [x] Ensure generated realism folders remain gitignored/local-only and only the
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durable report decisions/docs are committed. (`docs/screens/realism/` stays
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ignored; `git status` shows no generated capture files.)
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### Release-candidate handoff
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- [ ] Update README, architecture, development status, changelog and TODO with the
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final patch-level results and any remaining gaps.
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- [ ] Tag/version or otherwise freeze `0.9.6` as the integration checkpoint before
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the `0.10.0` release candidate.
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- [x] Update README, architecture, development status, changelog and TODO with the
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final patch-level results and any remaining gaps. (README/PLAN/architecture
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now point at 0.9.6; the changelog and development status record the
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integration build, performance numbers, judge results and the clean-worktree
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export rule; `docs/RELEASING.md` documents the ignored-folder trap.)
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- [-] Tag/version or otherwise freeze `0.9.6` as the integration checkpoint before
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the `0.10.0` release candidate. (claimed; committing and tagging)
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- [ ] Exit: combined build is functionally green, visually reviewed, performance
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measured and ready for the 0.10.0 content-lock/playtest phase.
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@@ -103,6 +103,11 @@ The optional Desktop HQ zip is assembled by `tools/build_releases.sh` from
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`packaging/desktop_hq/`; keep `override.cfg` next to the extracted executable.
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It is not part of the default Compatibility/Web build.
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Always run the release build from a clean checkout or detached worktree. Godot
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can pack files from ignored `tmp/` and old `build/` folders into the PCK; the
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0.9.6 dirty-tree build produced 1.6–3.1 GB artifacts, while the clean worktree
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produced the expected ~160–240 MB packages.
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Locally you can build the AppImage with `bash packaging/linux/build_appimage.sh <version>`;
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the NSIS installer requires `makensis` (covered by CI).
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@@ -37,7 +37,7 @@ This document follows the structure of the arc42 architecture documentation temp
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- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
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- **PATCH** — bug fixes and small polish that do not change behavior.
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The single source of truth for the version is `config/version` in `project.godot` (currently `0.9.5`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-stable, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
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The single source of truth for the version is `config/version` in `project.godot` (currently `0.9.6`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-stable, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
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## 3. Context and Scope
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@@ -268,6 +268,19 @@ photoreal renderer. The 0.9.5 before/after close-up sheet is
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the texture-adoption run itself was the earlier 0.8-style candidate comparison,
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and its report remains local/gitignored.
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For the 0.9.6 integration checkpoint the same judge was pinned to
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`z-ai/glm-5.3-flash` and run once per shot on the 10-shot set: mean overall 2.1,
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lighting 2.4, materials 2.1, texture 1.7, backdrop 2.3, characters 1.8, Pillow
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gap 0.291. No `review` verdicts were produced by the screen judge, so there was
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no manual layout verdict to convert into a fix; the remaining realism comments
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are the accepted stylized gaps.
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Build release artifacts from a clean checkout or detached worktree. A normal
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working tree may contain ignored `tmp/` captures and old `build/` artifacts, and
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Godot can pack enough of those into exports to inflate a 0.9.6 package from
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~160 MB to 1.6–3.1 GB. The 0.9.6 clean worktree produced 161.5 MB Linux,
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197.1 MB Windows, 148.0 MB macOS, 97.8 MB Web and 241.5 MB Desktop HQ.
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The Forward+ A/B compared the Compatibility entrance with the optional Desktop HQ
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preset. The gear-fit run checked the sunglasses, bag and helmet against measured
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head/skirt bounds with `python3 tools/blender_assets.py fit`; it also fixed the
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@@ -42,6 +42,7 @@ Implemented so far:
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- NPC neck/shoulder transition (0.9.4 work): the body graph now uses a fuller neck base, a slightly tapered neck top and a lower shoulder root, giving the head/neck/shoulder line a trapezius slope instead of a thin post. The full character library was rebuilt with a final degenerate-face cleanup; the baseline comparison is `sheet_npc_baseline_compare-body.jpg`.
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- NPC face-depth pass (0.9.4 work): sclera are recessed and capped by a thin upper lid, and the separate jaw/cheek spheres are replaced by a chin plate and cheekbones sculpted into the head mesh. The full library was rebuilt; the comparison is `sheet_npc_baseline_compare-face.jpg`.
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- NPC torso/hip transition (0.9.4 work): the pelvis and chest are slightly wider than the waist, giving shirts and jackets a readable taper into the hips without changing the build multipliers or the skeleton. The comparison is `sheet_npc_baseline_compare-torso.jpg`.
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- Integration checkpoint (0.9.6 work): the clean worktree at `f5b8ef2` rebuilt all five release packages and the Desktop HQ zip without ignored `tmp/`/`build/` content (Linux 161.5 MB, Windows 197.1 MB, macOS 148.0 MB, Web 97.8 MB, HQ 241.5 MB). The Web zip contains `index.html`, `index.wasm` and `index.pck`; the HQ zip contains `override.cfg` and launches headless with the Forward+ override. Current verification: Godot 263/263, Python 101/101, 14 smokes green, 24-NPC budget 6.90 ms / 168 meshes / 131,616 triangles, gallery 21 good / 0 bad, screen judge 21/21 match with 0 review/diff, and a pinned realism judge (`z-ai/glm-5.3-flash`, one pass per shot) at mean overall 2.1 and Pillow gap 0.291. No new gameplay or content changes.
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- Release v0.9.5 (2026-11-02): the tagged commit `4bc6390` passed Gitea Actions run 922 (checks + full build) and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.5>.
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- Release v0.9.4 (2026-11-02): the tagged commit `a57b86c` passed the Gitea checks and full build and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.4>.
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- Environment texture pass (0.9.5 work): `capture_realism.gd` now has hidden-HUD `surfaces`/`surfaces_joke` close-up stages. The Walk of Fame band uses the paver texture as dark terrazzo, the neighbour awning keeps its cream stripe, and the skyline shader blends its lower 42 m toward a per-phase haze colour. Brick, asphalt, limestone and paver UV scales/profiles passed without replacement.
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@@ -12,7 +12,7 @@ config_version=5
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config/name="Gig Line"
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config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
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config/version="0.9.5"
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config/version="0.9.6"
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run/main_scene="res://scenes/main.tscn"
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config/features=PackedStringArray("4.7", "GL Compatibility")
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