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No files matched your search
@@ -0,0 +1,210 @@
|
||||
---
|
||||
name: gig-line-blender-asset-contract
|
||||
description: Use when adding, rebuilding, auditing or fixing any Gig Line Blender-authored character, NPC base, gear, prop or venue geometry. Covers the 13-bone npc_base contract, five tint slots, triangle/vertex budgets, gear attach space, 256² texture/AO rules, headless flatpak Blender commands, and the inspect/audit/fit/proportion/capture gates. Do not use for pure GDScript/UI work or release publishing.
|
||||
compatibility: Gig Line repository checkout. Godot 4.7.2 on PATH; Blender 5.2 LTS via the org.blender.Blender flatpak for build/bake/render. Audit, fit, inspect and proportion checks are stdlib-only.
|
||||
metadata:
|
||||
project: Gig Line
|
||||
domain: 3d-assets
|
||||
version: "1.0.0"
|
||||
triggers: Blender, NPC, character, gear, prop, npc_base, GLB, AO, texel, asset rebuild, fit, audit
|
||||
---
|
||||
|
||||
# Gig Line Blender Asset Contract
|
||||
|
||||
Use this skill for any change that touches:
|
||||
|
||||
- `assets/models/blender/**`
|
||||
- `assets/models/generated/npc_base.glb`
|
||||
- `assets/textures/npc/**`
|
||||
- `tools/blender_assets.py`, `tools/npc_pipeline.py`, `tools/bake_ao.py`,
|
||||
`tools/npc_proportions.py` or `tools/npc_baseline.py`
|
||||
- Blender-authored venue/prop geometry
|
||||
|
||||
The project contract and measured gates override any generic Blender advice.
|
||||
There is **no Blender MCP** in this project. Blender runs headless through the
|
||||
flatpak CLI; the `blender-skills` pack is optional, local guidance only, and
|
||||
gitignored.
|
||||
|
||||
## Read first
|
||||
|
||||
From the repository root, read the relevant sources rather than relying on this
|
||||
skill alone:
|
||||
|
||||
1. `AGENTS.md` — required workflow and verification.
|
||||
2. `TODO.md` and `MEMORY.md` — current track, claimed tasks, known gotchas.
|
||||
3. `docs/blender-assets.md` — library contract and command reference.
|
||||
4. `docs/asset-tooling.md` — exact rebuild/bake/capture commands.
|
||||
5. `docs/npc-visual-review.md` and `docs/3d-model-review.md` — accepted limits,
|
||||
scorecards and known blockers.
|
||||
6. `docs/known-limitations.md` — limits that must not be silently “fixed” into
|
||||
contract changes.
|
||||
|
||||
The contract lives in code and docs, not in this skill. If they disagree, stop
|
||||
and resolve the source of truth before editing assets.
|
||||
|
||||
## Non-negotiable contract
|
||||
|
||||
| Area | Rule |
|
||||
| --- | --- |
|
||||
| Mesh root | `npc_base` mesh node, skinned under `Rig`; preserve the limb node names. |
|
||||
| Bones | 13 contract bones: `Head`, `HipL/R`, `KneeL/R`, `ShoulderL/R`, `ElbowL/R`, `HandL/R`, `Spine`, `Neck` (parent/helper bones must not change the contract). |
|
||||
| Tint slots | `skin`, `cloth`, `pants`, `accessory`, `hair`. |
|
||||
| Orientation | Front is Blender −Y / Godot +Z; feet grounded near y = 0; metres. |
|
||||
| Library budget | **8,000 triangles / 8,000 glTF vertices** per character (`CHAR_MAX_TRIS`/`CHAR_MAX_VERTS`). |
|
||||
| Frozen fallback | `npc_base` keeps **6,000 tris / 4,000 verts**. Do not silently raise or lower it. |
|
||||
| Gear budget | **1,500 triangles** per gear piece; authored in attach-point space. |
|
||||
| Prop budget | **4,000 triangles** per prop. |
|
||||
| Gear attach | Use the catalogued attach points; verify with `fit`. Runtime `GEAR_OFFSETS` (lanyard forward, firefighter helmet up) and `HAND_ITEM_FORWARD` are intentional, not asset-contract changes. |
|
||||
| Textures | 256² albedo/normal/ORM maps. Cloth and pants use `NPC_FABRIC_UV_SCALE = (4,4,1)` and **skip** baked per-character AO; skin/hair/gear keep baked AO. |
|
||||
| CI | Offline and skill-free. Committed GLBs/AO/maps must make CI pass without Blender or MCP. |
|
||||
| Licensing | No new asset source without ADR-0015: CC0, or CC-BY with attribution in `CREDITS.md`; record provenance. |
|
||||
|
||||
Do not change the renderer, engine baseline, runtime dependency graph or the
|
||||
`npc_base` contract as part of an asset pass.
|
||||
|
||||
## Workflow
|
||||
|
||||
### 1. Preflight and claim
|
||||
|
||||
```bash
|
||||
git status --short
|
||||
git log --oneline -5
|
||||
godot --version
|
||||
flatpak run org.blender.Blender --version | head -3
|
||||
```
|
||||
|
||||
Inspect the current asset and the relevant docs. Claim the TODO item with `[-]`
|
||||
before starting. Work on one asset family per commit.
|
||||
|
||||
### 2. Establish a baseline
|
||||
|
||||
Run the checks that do not need Blender first:
|
||||
|
||||
```bash
|
||||
python3 tools/blender_assets.py audit
|
||||
python3 tools/blender_assets.py fit
|
||||
python3 tools/blender_assets.py texels
|
||||
python3 tools/npc_proportions.py report
|
||||
python3 tools/npc_pipeline.py audit
|
||||
```
|
||||
|
||||
For a specific incoming or existing GLB:
|
||||
|
||||
```bash
|
||||
flatpak run org.blender.Blender --background \
|
||||
--python "$PWD/tools/blender_assets.py" -- \
|
||||
inspect --file "$PWD/path/to/asset.glb" --category npc_gear --json
|
||||
```
|
||||
|
||||
Record the before measurements (tris/verts, head/shoulder/hip/leg/arm/foot,
|
||||
fabric texel density, gear clearance). Do not “improve” an asset without a
|
||||
measurable target.
|
||||
|
||||
### 3. Optional Blender-skill routing
|
||||
|
||||
If the local `blender-skills` pack is installed, load `blender-director`, then
|
||||
only the specialists the task needs:
|
||||
|
||||
- character mesh/face/hands: `character-artist`, `retopology`
|
||||
- rig/weights/pose: `rigging`
|
||||
- UVs/texel density: `uv-workflow`
|
||||
- maps/materials: `texture-workflow`, `materials`, `lookdev`
|
||||
- gear/props: `prop-artist`, `hard-surface`
|
||||
- budget/LOD/collision: `asset-optimization`, `lod-pipeline`, `collision-proxy`
|
||||
- final review: `qa-review`
|
||||
|
||||
Translate any MCP instruction into a change to `tools/*.py` or a headless CLI
|
||||
run. Never add an MCP dependency to the build, CI or runtime.
|
||||
|
||||
### 4. Build or bake
|
||||
|
||||
Characters, gear and library props:
|
||||
|
||||
```bash
|
||||
flatpak run org.blender.Blender --background \
|
||||
--python "$PWD/tools/blender_assets.py" -- build --only <name>
|
||||
|
||||
flatpak run org.blender.Blender --background \
|
||||
--python "$PWD/tools/bake_ao.py" -- --only <name>
|
||||
```
|
||||
|
||||
NPC base and its material maps:
|
||||
|
||||
```bash
|
||||
python3 tools/npc_pipeline.py prepare # only when fabric tiles change
|
||||
flatpak run org.blender.Blender --background \
|
||||
--python "$PWD/tools/npc_pipeline.py" -- build
|
||||
python3 tools/npc_pipeline.py audit
|
||||
```
|
||||
|
||||
Do not overwrite a review image or a promoted texture pick. Use a new `-vN`
|
||||
path and document the promotion.
|
||||
|
||||
### 5. Import and capture
|
||||
|
||||
```bash
|
||||
godot --headless --path . --import
|
||||
godot --headless --path . --script res://src/test/test_runner.gd
|
||||
|
||||
# neutral baseline: 8 variants x 6 views, raw frames stay in tmp/
|
||||
godot --path . --script res://src/test/capture_npc_baseline.gd \
|
||||
-- --out=res://tmp/npc-baseline
|
||||
|
||||
# final-context: 96 frames across both venues and day/night
|
||||
godot --path . --script res://src/test/capture_npc_review.gd \
|
||||
-- --out=res://tmp/npc-review
|
||||
```
|
||||
|
||||
Compare before/after with `tools/npc_baseline.py compare`; do not replace the
|
||||
committed baseline sheet until a fix actually lands. See
|
||||
`references/verification.md` for the full gate matrix.
|
||||
|
||||
### 6. Verify and hand off
|
||||
|
||||
At minimum:
|
||||
|
||||
- `blender_assets.py audit` and `fit` exit 0.
|
||||
- `npc_proportions.py` passes the stylized guide.
|
||||
- `npc_pipeline.py audit` passes if the base/textures changed.
|
||||
- texel density is inside the authored/fabric bands.
|
||||
- No character exceeds 8,000/8,000; gear/prop caps hold.
|
||||
- 24-NPC budget and Web/Compatibility path remain green.
|
||||
- Contract tests, headless suite, capture gates and docs check pass.
|
||||
- The diff contains only the intended assets, tools, tests and docs.
|
||||
|
||||
State in the handoff: files changed, measurements before/after, skills used,
|
||||
gates run, and any accepted limit.
|
||||
|
||||
## Failure playbook
|
||||
|
||||
- **`Class "..." hides a global script class`** — a stray `.gd` backup is in the
|
||||
project. Delete `tmp/*.gd` backups, `rm -rf .godot`, re-import; never keep
|
||||
`class_name` copies in `tmp/`.
|
||||
- **Blender cannot see the path** — the flatpak cwd is `/app/blender`; use
|
||||
absolute paths (`"$PWD/..."`).
|
||||
- **Empty or stale captures** — close modals/pause, check the capture script's
|
||||
settle frames, and remove stale output directories before re-running.
|
||||
- **Pose harness mismatch** — the current `capture_npc_pose.gd` is blocked per
|
||||
`docs/3d-model-review.md`; do not use its frames as pose evidence until the
|
||||
recipe is fixed.
|
||||
- **Asset test fails after import** — re-run audit/fit first, then import; if the
|
||||
manifest or AO path changed, rebuild the affected asset rather than editing
|
||||
the manifest by hand.
|
||||
- **Uncertain about a visual change** — produce a labelled before/after sheet and
|
||||
ask for review; do not hide a regression behind a budget claim.
|
||||
|
||||
## Bundled references
|
||||
|
||||
- [`references/asset-contract.md`](references/asset-contract.md) — full contract,
|
||||
inventory, file locations and provenance rules.
|
||||
- [`references/verification.md`](references/verification.md) — command matrix,
|
||||
capture gates, expected results and acceptance criteria.
|
||||
|
||||
## Do not
|
||||
|
||||
- Add an MCP server, Blender dependency or API call to the build/runtime.
|
||||
- Change the bone/tint/contract to make a generic asset fit.
|
||||
- Rewrite committed baselines or overwrite existing images.
|
||||
- Commit `.blend` sources, raw captures or generated AI inputs.
|
||||
- Treat an asset audit as a substitute for visual review at portrait and crowd
|
||||
distance.
|
||||
@@ -0,0 +1,139 @@
|
||||
# Asset Contract Reference
|
||||
|
||||
This is a working summary. The authoritative sources remain
|
||||
`docs/blender-assets.md`, `docs/asset-tooling.md`, ADR-0013, the tests in
|
||||
`src/test/tests/` and the constants in `tools/blender_assets.py` /
|
||||
`tools/npc_pipeline.py`.
|
||||
|
||||
## Library inventory
|
||||
|
||||
- **Character variants (8):** `npc_casual`, `npc_jacket`, `npc_coat`,
|
||||
`npc_vest`, `npc_dress`, `npc_hoodie`, `npc_firefighter`, `npc_guard`.
|
||||
- **Frozen fallback:** `npc_base` / `assets/models/generated/npc_base.glb`.
|
||||
- **Gear:** 18 attach-space pieces covering head, back, chest and hand items.
|
||||
- **Library props:** 20 Blender-authored props plus 6 generated props.
|
||||
- **Venues:** procedural venues in `src/game/world_builder.gd`; Blender venue
|
||||
geometry follows the same budgets and collision/provenance rules.
|
||||
|
||||
## Skeleton and geometry
|
||||
|
||||
The contract skeleton has 13 bones:
|
||||
|
||||
```text
|
||||
Head, Spine, Neck,
|
||||
HipL, HipR,
|
||||
KneeL, KneeR,
|
||||
ShoulderL, ShoulderR,
|
||||
ElbowL, ElbowR,
|
||||
HandL, HandR
|
||||
```
|
||||
|
||||
Requirements:
|
||||
|
||||
- `npc_base` mesh node exists and is skinned under `Rig`.
|
||||
- Limb node names stay stable for `NpcAvatar` and tests.
|
||||
- Front is Blender −Y / Godot +Z.
|
||||
- Feet are grounded at approximately y = 0; no floating origin.
|
||||
- Units are metres; character height is approximately 1.8 m.
|
||||
- No zero-area/duplicate degenerate faces in the exported mesh.
|
||||
- Every character has UVs in [0,1] unless a planned UDIM/atlas change is
|
||||
explicitly accepted.
|
||||
|
||||
## Material slots
|
||||
|
||||
Exactly these five tint slots:
|
||||
|
||||
```text
|
||||
skin, cloth, pants, accessory, hair
|
||||
```
|
||||
|
||||
- Neutral albedo is authored in Blender; runtime tinting is authoritative.
|
||||
- Slot names are contract values; do not rename or add a sixth slot casually.
|
||||
- The procedural fallback (`NpcAvatar._build_body`) must keep working when the
|
||||
GLB is missing.
|
||||
|
||||
## Budgets
|
||||
|
||||
| Asset | Limit |
|
||||
| --- | --- |
|
||||
| Library character | 8,000 triangles / 8,000 glTF vertices |
|
||||
| `npc_base` fallback | 6,000 triangles / 4,000 vertices |
|
||||
| Gear piece | 1,500 triangles |
|
||||
| Prop | 4,000 triangles |
|
||||
| Library prop/venue total | must stay inside the venue tests and library budget |
|
||||
|
||||
`CHAR_MAX_TRIS`, `CHAR_MAX_VERTS`, `GEAR_MAX_TRIS`, `PROP_MAX_TRIS` and related
|
||||
constants live in `tools/blender_assets.py`. The budget is per character, not an
|
||||
average. Measure after every mesh change. Do not lower the cap to make a diff
|
||||
pass.
|
||||
|
||||
## Gear and hand items
|
||||
|
||||
- Gear is authored in the attach-point space documented by `GEAR` /
|
||||
`GEAR_ATTACH` / `ATTACH_BLENDER`.
|
||||
- `blender_assets.py fit` measures gear boxes against the character's head band,
|
||||
clothing radius and back clearance.
|
||||
- Runtime offsets are intentional:
|
||||
- `NpcAvatar.GEAR_OFFSETS = {"lanyard": Vector3(0,0,0.04),
|
||||
"firefighter_helmet": Vector3(0,0.03,0)}`
|
||||
- `NpcAvatar.HAND_ITEM_FORWARD = Vector3(0,0,0.04)`
|
||||
- An offset is **not** an authored-asset change; do not bake it into the GLB
|
||||
without a separate contract decision.
|
||||
- Open-palm grip (no finger-curl rig) is the accepted stylized limit.
|
||||
|
||||
## Textures and AO
|
||||
|
||||
- NPC maps are 256² albedo + normal + packed ORM.
|
||||
- `TEX_SIZE = 256` in `tools/npc_pipeline.py`.
|
||||
- Fabric UV scale is `Materials.NPC_FABRIC_UV_SCALE = Vector3(4,4,1)`.
|
||||
- Cloth/pants skip the per-character baked AO; skin/hair/gear keep it. This
|
||||
avoids the large blotchy magnification that appeared at 256².
|
||||
- Gear/props may have their own AO maps; `tools/bake_ao.py` writes
|
||||
`<name>_ao.png` next to the GLB and Godot wires it into the AO channel.
|
||||
- Never overwrite an existing committed image; use a new `-vN` candidate and
|
||||
promote only after review.
|
||||
- Run `python3 tools/asset_pipeline.py audit <path>` and the relevant
|
||||
`npc_pipeline.py audit` before committing map changes.
|
||||
|
||||
## File map
|
||||
|
||||
| Path | Role |
|
||||
| --- | --- |
|
||||
| `tools/blender_assets.py` | Catalogue, builders, audit/fit/inspect/texels/sheet. |
|
||||
| `tools/npc_pipeline.py` | `npc_base` builder, texture preparation and audit. |
|
||||
| `tools/bake_ao.py` | Blender AO bake into `<name>_ao.png`. |
|
||||
| `tools/npc_proportions.py` | Exported-GLB proportion audit (no Blender). |
|
||||
| `tools/npc_baseline.py` | Contact sheets/comparisons (no Blender). |
|
||||
| `assets/models/blender/manifest.json` | Generated asset manifest. |
|
||||
| `assets/models/blender/**/*.glb` | Committed library assets. |
|
||||
| `assets/models/generated/npc_base.glb` | Frozen NPC fallback. |
|
||||
| `assets/textures/npc/*_{albedo,normal,orm}.png` | Committed NPC maps. |
|
||||
| `src/test/capture_npc_baseline.gd` | 48-frame neutral baseline. |
|
||||
| `src/test/capture_npc_review.gd` | 96-frame final-context review. |
|
||||
|
||||
## Provenance and source rules
|
||||
|
||||
- Procedural Blender assets are project-owned.
|
||||
- External/CC assets need ADR-0015 clearance: CC0 preferred, CC-BY only with
|
||||
attribution in `CREDITS.md`; no service assets with redistribution limits.
|
||||
- Editable `.blend` files under `assets/models/blender_src/` are gitignored;
|
||||
only exported `.glb`, AO maps, manifests and committed preview sheets ship.
|
||||
- AI-generated source images are development inputs, not shipped assets. Keep
|
||||
raw generations under gitignored paths until picked, checked and credited.
|
||||
- Do not copy a downloaded/Street View/AI reference into a committed asset
|
||||
without the licence and provenance review.
|
||||
|
||||
## Verification invariants
|
||||
|
||||
The asset pass is not complete unless:
|
||||
|
||||
1. `python3 tools/blender_assets.py audit` exits 0.
|
||||
2. `python3 tools/blender_assets.py fit` exits 0 and the report is reviewed.
|
||||
3. `python3 tools/npc_proportions.py report` passes the stylized guide.
|
||||
4. `python3 tools/npc_pipeline.py audit` passes when the base/textures changed.
|
||||
5. The 48-frame baseline and 96-frame final-context review are captured, with no
|
||||
blank frames.
|
||||
6. The 24-NPC budget smoke is inside its frame budget.
|
||||
7. The full Godot suite and Python tooling tests pass.
|
||||
8. No runtime contract, renderer or dependency changed except the rebuilt
|
||||
assets and their generated metadata.
|
||||
@@ -0,0 +1,123 @@
|
||||
# Verification Matrix
|
||||
|
||||
Run from the repository root. Stop and fix the first failure before continuing.
|
||||
|
||||
## Environment
|
||||
|
||||
```bash
|
||||
godot --version
|
||||
flatpak run org.blender.Blender --version | head -3
|
||||
git status --short
|
||||
```
|
||||
|
||||
Expected: Godot 4.7.2; Blender 5.2 LTS flatpak; clean or intentionally scoped
|
||||
working tree. Blender's flatpak cwd is `/app/blender`; all paths passed to
|
||||
Blender must be absolute.
|
||||
|
||||
## Asset checks
|
||||
|
||||
| Check | Command | Expected |
|
||||
| --- | --- | --- |
|
||||
| Contract audit | `python3 tools/blender_assets.py audit` | exit 0, no `BAD` assets |
|
||||
| Gear fit | `python3 tools/blender_assets.py fit` | exit 0; review head band/clothing/back clearances |
|
||||
| Texture/texel density | `python3 tools/blender_assets.py texels` | authored 40–400 px/m; fabric ≥250 px/m |
|
||||
| NPC base | `python3 tools/npc_pipeline.py audit` | exit 0, contract bones/slots/maps |
|
||||
| Proportions | `python3 tools/npc_proportions.py report` | all eight inside the stylized guide |
|
||||
| Single incoming GLB | `flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- inspect --file "$PWD/path.glb" --category <cat> --json` | contract result and measurements |
|
||||
| Prop audit | `python3 tools/model_pipeline.py audit` | exit 0 when generated props changed |
|
||||
| Texture audit | `python3 tools/asset_pipeline.py audit assets/textures/ai/game_ready` | exit 0 when textures changed |
|
||||
|
||||
## Build/bake
|
||||
|
||||
```bash
|
||||
# one library asset
|
||||
flatpak run org.blender.Blender --background \
|
||||
--python "$PWD/tools/blender_assets.py" -- build --only npc_guard
|
||||
|
||||
# bake AO for the same asset
|
||||
flatpak run org.blender.Blender --background \
|
||||
--python "$PWD/tools/bake_ao.py" -- --only npc_guard
|
||||
|
||||
# NPC base material maps/base
|
||||
python3 tools/npc_pipeline.py prepare
|
||||
flatpak run org.blender.Blender --background \
|
||||
--python "$PWD/tools/npc_pipeline.py" -- build
|
||||
python3 tools/npc_pipeline.py audit
|
||||
```
|
||||
|
||||
Only run `prepare` when AI fabric inputs changed. Do not run a full library
|
||||
rebuild just to hide a small diff; build the affected asset and its AO map.
|
||||
|
||||
## Import and tests
|
||||
|
||||
```bash
|
||||
godot --headless --path . --import
|
||||
godot --headless --path . --script res://src/test/test_runner.gd
|
||||
python3 -m unittest discover -s tools/tests -t tools -p 'test_*.py'
|
||||
python3 tools/check_docs.py
|
||||
```
|
||||
|
||||
Expected: Godot suite passes; Python tooling suite passes; docs check OK. The
|
||||
project uses its own headless runner, not GUT.
|
||||
|
||||
## Capture gates
|
||||
|
||||
```bash
|
||||
# neutral studio baseline: 48 frames (8 characters x 6 views)
|
||||
godot --path . --script res://src/test/capture_npc_baseline.gd \
|
||||
-- --out=res://tmp/npc-baseline-after
|
||||
|
||||
# final-context: 96 frames (8 models x 3 distances x 2 venues x day/night)
|
||||
godot --path . --script res://src/test/capture_npc_review.gd \
|
||||
-- --out=res://tmp/npc-review-after
|
||||
|
||||
# optional hand close-up: 8 frames
|
||||
godot --path . --script res://src/test/capture_npc_baseline.gd \
|
||||
-- --out=res://tmp/npc-hands --view=hand
|
||||
```
|
||||
|
||||
Raw frames stay under `tmp/` and are never committed. Compare with:
|
||||
|
||||
```bash
|
||||
python3 tools/npc_baseline.py compare \
|
||||
--before tmp/npc-baseline --after tmp/npc-baseline-after \
|
||||
--out docs/blender_previews/sheet_npc_baseline_compare-<topic>.jpg
|
||||
```
|
||||
|
||||
Do not replace the committed baseline sheet until the change is accepted.
|
||||
|
||||
## Budget/performance
|
||||
|
||||
```bash
|
||||
godot --headless --path . --script res://src/test/smoke_npc_budget.gd
|
||||
```
|
||||
|
||||
Expected report: 24 avatars / 168 meshes / 131,616 triangles (current baseline)
|
||||
inside the 50 ms budget. Record the actual frame time; do not copy an old number
|
||||
without measuring.
|
||||
|
||||
## Visual review criteria
|
||||
|
||||
For each changed variant, inspect at least:
|
||||
|
||||
- 2 m portrait: eyes, mouth, ears, neck/shoulder, hair/headgear clearance.
|
||||
- 4.2 m conversation: hands, gear contact, clothing silhouette.
|
||||
- 8 m crowd: readable silhouette and LOD/impostor swap.
|
||||
- Day and night/LATE final-context frames.
|
||||
- Front, three-quarter and profile for a shape change.
|
||||
|
||||
Accepted stylized limits are in `docs/npc-visual-review.md` and
|
||||
`docs/known-limitations.md`. Do not turn an accepted limit into an unreviewed
|
||||
contract change.
|
||||
|
||||
## Final diff review
|
||||
|
||||
```bash
|
||||
git diff --check
|
||||
git status --short
|
||||
git diff --stat
|
||||
```
|
||||
|
||||
Check that only intended `.glb`, AO/maps, manifest, tests and docs changed. If a
|
||||
`.blend`, raw capture, generated AI input or temporary sheet is staged, stop and
|
||||
remove it. Commit one coherent asset family per commit.
|
||||
@@ -0,0 +1,254 @@
|
||||
---
|
||||
name: gig-line-release-qa
|
||||
description: Use when preparing, validating, tagging or publishing a Gig Line release or release candidate, or when running the full screenshot, screen-design and realism QA gates. Covers version/changelog discipline, smoke and tooling matrices, clean-worktree builds, checksums, Web/HQ verification, publish rollback and post-release records. Do not use for ordinary asset edits or feature work.
|
||||
compatibility: Gig Line repository checkout with Godot 4.7.2 on PATH and Python 3 + Pillow. Release export needs installed Godot export templates; publishing needs Gitea credentials and is intentionally CI/tag-driven.
|
||||
metadata:
|
||||
project: Gig Line
|
||||
domain: release-qa
|
||||
version: "1.0.0"
|
||||
triggers: release, tag, version bump, changelog, build releases, publish, screenshots, screen design, realism judge, release candidate, deployment
|
||||
---
|
||||
|
||||
# Gig Line Release and Visual QA
|
||||
|
||||
Use this skill for version bumps, release candidates, tags, artifact builds,
|
||||
publishing, and the full visual/QA gate. For a Blender/asset rebuild, use
|
||||
`gig-line-blender-asset-contract` first.
|
||||
|
||||
## Read first
|
||||
|
||||
1. `AGENTS.md` — release procedure and verification rules.
|
||||
2. `TODO.md` — current milestone, blockers and release exit criteria.
|
||||
3. `docs/RELEASING.md` — build/publish commands, artifact list, macOS policy.
|
||||
4. `docs/smoke-checklist.md` — manual QA matrix.
|
||||
5. `docs/development-status.md`, `CHANGELOG.md`, `README.md` — current claims.
|
||||
6. `MEMORY.md` — release gotchas, especially the clean-worktree rule.
|
||||
|
||||
A release is not just a tag. It includes a version bump, changelog, clean build,
|
||||
artifact/checksum verification, CI publication, and post-release records.
|
||||
|
||||
## Hard rules
|
||||
|
||||
- **Do not tag while the TODO still lists unresolved release blockers.** Check
|
||||
external playtest, legal/AI provenance, signing and target-hardware items.
|
||||
- **Never reuse a tag.** If a published version needs a fix, bump the patch and
|
||||
create a new tag.
|
||||
- **Build from a clean checkout or detached worktree.** A normal working tree can
|
||||
pack ignored `tmp/` and `build/` content into exports, inflating a ~160 MB
|
||||
package to 1.6–3.1 GB.
|
||||
- A tag push triggers CI checks/build/publish. Do not upload manually unless CI is
|
||||
unavailable and you have followed the same preflight.
|
||||
- Do not commit generated realism runs, raw captures, API keys, or build artifacts.
|
||||
- The vision judge is an optional development aid with external API cost, never a
|
||||
hard CI gate.
|
||||
- Keep `project.godot`, changelog, tag and release asset version equal.
|
||||
|
||||
## Release workflow
|
||||
|
||||
### 1. Scope and version
|
||||
|
||||
Choose the semantic increment from `AGENTS.md`:
|
||||
|
||||
- MAJOR: incompatible/removed behavior, save/config contract or core-pillar
|
||||
replacement.
|
||||
- MINOR: new user-facing feature/venue.
|
||||
- PATCH: fixes and polish.
|
||||
|
||||
Update:
|
||||
|
||||
1. `project.godot` `config/version`.
|
||||
2. `CHANGELOG.md` with a dated entry.
|
||||
3. `README.md`, `PLAN.md`, `docs/architecture.md`,
|
||||
`docs/development-status.md`, `TODO.md`/`DONE.md` and `MEMORY.md` as needed.
|
||||
|
||||
For a release candidate, use a prerelease version only if the project policy
|
||||
allows it and never present it as the final release.
|
||||
|
||||
### 2. Preflight
|
||||
|
||||
```bash
|
||||
git status --short
|
||||
git log --oneline -5
|
||||
git tag -l "v<version>"
|
||||
rg -n 'config/version' project.godot
|
||||
```
|
||||
|
||||
Expected: only intended release changes; tag does not exist; version matches the
|
||||
changelog and planned artifacts.
|
||||
|
||||
### 3. Automated checks
|
||||
|
||||
```bash
|
||||
godot --headless --path . --script res://src/test/test_runner.gd
|
||||
python3 -m unittest discover -s tools/tests -t tools -p 'test_*.py'
|
||||
python3 tools/check_docs.py
|
||||
python3 tools/blender_assets.py audit
|
||||
python3 tools/blender_assets.py fit
|
||||
python3 tools/npc_proportions.py report
|
||||
python3 tools/npc_pipeline.py audit
|
||||
```
|
||||
|
||||
Then run the smoke matrix, using isolated user-data directories for
|
||||
tutorial/campaign:
|
||||
|
||||
```bash
|
||||
for s in smoke_audio smoke_crowd smoke_emergency smoke_npc_budget \
|
||||
smoke_plan_verbs smoke_scenario_content smoke_session_shell \
|
||||
smoke_timeline smoke_ui_flows; do
|
||||
godot --headless --path . --script res://src/test/$s.gd || exit 1
|
||||
done
|
||||
|
||||
XDG_DATA_HOME=/tmp/gig-line-campaign godot --path . --fixed-fps 60 \
|
||||
--script res://src/test/smoke_campaign.gd
|
||||
XDG_DATA_HOME=/tmp/gig-line-tutorial godot --path . --fixed-fps 60 \
|
||||
--script res://src/test/smoke_tutorial.gd -- --tutorial
|
||||
|
||||
godot --path . --script res://src/test/smoke_movement.gd
|
||||
godot --path . --script res://src/test/smoke_props.gd
|
||||
godot --path . --script res://src/test/smoke_focus_radial.gd
|
||||
```
|
||||
|
||||
Use a fresh `$XDG_DATA_HOME` for campaign/tutorial and check the exit code, not
|
||||
just the log.
|
||||
|
||||
### 4. Visual and judge gates
|
||||
|
||||
```bash
|
||||
./tools/check_screenshots.sh
|
||||
python3 tools/screen_designs.py compare
|
||||
python3 tools/screen_designs.py judge --model auto # optional, record model/verdicts
|
||||
```
|
||||
|
||||
For realism/venue work:
|
||||
|
||||
```bash
|
||||
godot --path . --script res://src/test/capture_realism.gd \
|
||||
-- --out=res://docs/screens/realism/<run>/after
|
||||
python3 tools/scene_concepts.py realism --run docs/screens/realism/<run> \
|
||||
--judge --model <pinned-model>
|
||||
```
|
||||
|
||||
Requirements:
|
||||
|
||||
- Gallery: 21 good / 0 bad; screen judge has no unexplained `diff`.
|
||||
- Realism runs stay under `docs/screens/realism/` (gitignored); only decisions and
|
||||
committed sheets/docs are tracked.
|
||||
- Record judge model, run count/attempts, spend if exposed, and verdicts.
|
||||
- Review every `review` verdict; turn layout regressions into fixes or documented
|
||||
known limitations.
|
||||
|
||||
### 5. Clean build
|
||||
|
||||
Commit the release preparation first, then build the committed tree in a clean
|
||||
worktree:
|
||||
|
||||
```bash
|
||||
git worktree add --detach /tmp/gig-line-release HEAD
|
||||
cd /tmp/gig-line-release
|
||||
./tools/build_releases.sh
|
||||
```
|
||||
|
||||
Verify artifact names/sizes and checksums:
|
||||
|
||||
```bash
|
||||
ls -lh build/gig-line-*<version>*
|
||||
PUBLISH_DRY_RUN=1 ./tools/publish_release.sh <version>
|
||||
sha256sum -c build/SHA256SUMS-<version>.txt
|
||||
```
|
||||
|
||||
Check package contents:
|
||||
|
||||
```bash
|
||||
unzip -l build/gig-line-web-<version>.zip | head
|
||||
unzip -l build/gig-line-desktop-hq-<version>.zip | head
|
||||
unzip -p build/gig-line-desktop-hq-<version>.zip override.cfg
|
||||
```
|
||||
|
||||
Check the runnable Linux and HQ packages:
|
||||
|
||||
```bash
|
||||
./build/gig-line-linux-<version>.x86_64 --headless --quit-after 60
|
||||
unzip -q build/gig-line-desktop-hq-<version>.zip -d /tmp/gig-line-hq
|
||||
/tmp/gig-line-hq/gig-line-linux-<version>.x86_64 --headless --quit-after 60
|
||||
```
|
||||
|
||||
Check Web static serving with a local HTTP server and `curl` for `index.html`,
|
||||
`index.wasm`, `index.pck` and the player docs. Windows/macOS/AppImage/installer
|
||||
checks require the target matrix; if unavailable, record that explicitly.
|
||||
|
||||
Remove the worktree after verification:
|
||||
|
||||
```bash
|
||||
git worktree remove --force /tmp/gig-line-release
|
||||
```
|
||||
|
||||
### 6. Tag and publish
|
||||
|
||||
Only after every gate is green:
|
||||
|
||||
```bash
|
||||
git add -A
|
||||
git commit -m "Release <version> <topic>"
|
||||
git tag -a "v<version>" -m "Gig Line <version>"
|
||||
git push origin main "v<version>"
|
||||
```
|
||||
|
||||
CI builds and publishes on the tag. Verify:
|
||||
|
||||
- Tag commit equals the release commit.
|
||||
- CI checks/build job succeeded.
|
||||
- Release page has the expected 7 assets (Linux, Windows, macOS, NSIS setup,
|
||||
AppImage, Web, Desktop HQ).
|
||||
- Asset names and download links point at the released version.
|
||||
|
||||
`tools/publish_release.sh` preflights artifact size/free space, writes SHA-256
|
||||
checksums, rolls back newly uploaded assets/release on failure, and supports
|
||||
opt-in retention:
|
||||
|
||||
```bash
|
||||
RETAIN_RELEASES=7 ./tools/publish_release.sh <version>
|
||||
```
|
||||
|
||||
The default `RETAIN_RELEASES=0` never prunes.
|
||||
|
||||
### 7. Post-release record
|
||||
|
||||
Update `README.md`, `docs/development-status.md`, `MEMORY.md`, `CHANGELOG.md`,
|
||||
`TODO.md`/`DONE.md` and the release page with the built/CI result. Commit the
|
||||
release record and push. Record any skipped check and the reason; never leave a
|
||||
tag with unreported missing verification.
|
||||
|
||||
## Known gotchas
|
||||
|
||||
- **Dirty build inflation:** always use the clean worktree above.
|
||||
- **`Class ... hides a global script class`:** remove stray `.gd` backups in
|
||||
`tmp/`, delete `.godot`, re-import.
|
||||
- **Screenshot staging:** `capture_ui_states.gd` needs its settle frames and
|
||||
staged state; do not capture a paused frame or a stale modal.
|
||||
- **Judge keys:** OpenRouter calls need `.env`/`OPENROUTER_API_KEY`; never commit
|
||||
the key or generated review folders.
|
||||
- **Tag builds publish automatically:** do not run a second manual publish that
|
||||
duplicates assets; use the existing release if re-running.
|
||||
- **macOS is unsigned unless policy changes:** record quarantine instructions and
|
||||
do not claim notarization.
|
||||
- **Release blockers are real:** external playtest, legal/storefront approval,
|
||||
AI-provider rights and target-hardware checks cannot be replaced by green unit
|
||||
tests.
|
||||
|
||||
## Bundled references
|
||||
|
||||
- [`references/release-runbook.md`](references/release-runbook.md) — version,
|
||||
build, tag, CI, publish and rollback sequence.
|
||||
- [`references/qa-gates.md`](references/qa-gates.md) — full command matrix,
|
||||
expected results and evidence to record.
|
||||
|
||||
## Completion checklist
|
||||
|
||||
- [ ] Version/changelog/docs/tag match.
|
||||
- [ ] No unresolved release blockers for a final tag.
|
||||
- [ ] Godot, Python, smokes, asset and docs gates pass.
|
||||
- [ ] Gallery and optional judges reviewed with evidence.
|
||||
- [ ] Clean worktree build and checksums verified.
|
||||
- [ ] Linux/HQ/Web checks recorded; unavailable platforms noted.
|
||||
- [ ] Tag pushed; CI/publish succeeded; seven assets verified.
|
||||
- [ ] Release record and durable docs committed.
|
||||
@@ -0,0 +1,171 @@
|
||||
# QA Gate Matrix
|
||||
|
||||
Run from the repository root. Capture the exit code and the useful report line,
|
||||
not only the final “OK”.
|
||||
|
||||
## 1. Source and docs
|
||||
|
||||
```bash
|
||||
git status --short
|
||||
git log --oneline -5
|
||||
python3 tools/check_docs.py
|
||||
git diff --check
|
||||
```
|
||||
|
||||
Expected: intended files only; `check_docs: OK`; no whitespace errors.
|
||||
|
||||
## 2. Automated suites
|
||||
|
||||
```bash
|
||||
godot --headless --path . --script res://src/test/test_runner.gd
|
||||
python3 -m unittest discover -s tools/tests -t tools -p 'test_*.py'
|
||||
```
|
||||
|
||||
Expected: the current Godot suite passes (historically 272+ tests) and the
|
||||
Python tooling suite passes (currently 160 tests). Do not edit expected counts
|
||||
without inspecting the suite.
|
||||
|
||||
## 3. Asset gates
|
||||
|
||||
```bash
|
||||
python3 tools/blender_assets.py audit
|
||||
python3 tools/blender_assets.py fit
|
||||
python3 tools/blender_assets.py texels
|
||||
python3 tools/npc_pipeline.py audit
|
||||
python3 tools/npc_proportions.py report
|
||||
```
|
||||
|
||||
Expected: exit 0, no `BAD` assets, all eight characters inside the stylized
|
||||
proportion guide, no budget/contract regression.
|
||||
|
||||
Optional texture/model audits when those assets changed:
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py audit assets/textures/ai/game_ready
|
||||
python3 tools/model_pipeline.py audit
|
||||
```
|
||||
|
||||
## 4. Smoke matrix
|
||||
|
||||
Headless:
|
||||
|
||||
```bash
|
||||
for s in smoke_audio smoke_crowd smoke_emergency smoke_npc_budget \
|
||||
smoke_plan_verbs smoke_scenario_content smoke_session_shell \
|
||||
smoke_timeline smoke_ui_flows; do
|
||||
echo "== $s"
|
||||
godot --headless --path . --script res://src/test/$s.gd || exit 1
|
||||
done
|
||||
```
|
||||
|
||||
Isolated data:
|
||||
|
||||
```bash
|
||||
rm -rf /tmp/gig-line-release-campaign /tmp/gig-line-release-tutorial
|
||||
XDG_DATA_HOME=/tmp/gig-line-release-campaign godot --path . --fixed-fps 60 \
|
||||
--script res://src/test/smoke_campaign.gd
|
||||
XDG_DATA_HOME=/tmp/gig-line-release-tutorial godot --path . --fixed-fps 60 \
|
||||
--script res://src/test/smoke_tutorial.gd -- --tutorial
|
||||
```
|
||||
|
||||
Windowed input/UI:
|
||||
|
||||
```bash
|
||||
godot --path . --script res://src/test/smoke_movement.gd
|
||||
godot --path . --script res://src/test/smoke_props.gd
|
||||
godot --path . --script res://src/test/smoke_focus_radial.gd
|
||||
```
|
||||
|
||||
Expected: 14 smokes green. `smoke_npc_budget` should print the current mesh,
|
||||
triangle and frame-time evidence; the 50 ms budget is a safety ceiling.
|
||||
|
||||
## 5. Screenshot and design gates
|
||||
|
||||
```bash
|
||||
./tools/check_screenshots.sh
|
||||
python3 tools/screen_designs.py compare
|
||||
```
|
||||
|
||||
Expected: 21 good / 0 bad; no unexplained compare output. The judge is optional:
|
||||
|
||||
```bash
|
||||
python3 tools/screen_designs.py judge --model auto
|
||||
```
|
||||
|
||||
Record model, confidence/verdict summary, `diff` count and any manual review.
|
||||
`docs/screen-design-report.md` is the durable record.
|
||||
|
||||
## 6. Realism judge (when visual assets/lighting changed)
|
||||
|
||||
```bash
|
||||
godot --path . --script res://src/test/capture_realism.gd \
|
||||
-- --out=res://docs/screens/realism/<run>/after
|
||||
python3 tools/scene_concepts.py realism --run docs/screens/realism/<run> \
|
||||
--judge --model <pinned-model>
|
||||
```
|
||||
|
||||
Expected: a complete set of required stage captures, no stale pauses/modals, and
|
||||
a report under the gitignored run directory. Record:
|
||||
|
||||
- pinned model/fallbacks
|
||||
- shots attempted/completed
|
||||
- spend if the tool exposes it
|
||||
- mean score and Pillow gap
|
||||
- every `review` verdict and disposition
|
||||
|
||||
Do not commit the run. Commit only the decision/report summary and any durable
|
||||
comparison sheet explicitly intended for review.
|
||||
|
||||
## 7. Package checks
|
||||
|
||||
Use the clean worktree from `release-runbook.md`.
|
||||
|
||||
```bash
|
||||
PUBLISH_DRY_RUN=1 ./tools/publish_release.sh <version>
|
||||
sha256sum -c build/SHA256SUMS-<version>.txt
|
||||
unzip -l build/gig-line-web-<version>.zip
|
||||
unzip -l build/gig-line-desktop-hq-<version>.zip
|
||||
unzip -p build/gig-line-desktop-hq-<version>.zip override.cfg
|
||||
./build/gig-line-linux-<version>.x86_64 --headless --quit-after 60
|
||||
```
|
||||
|
||||
Expected:
|
||||
|
||||
- names match the version;
|
||||
- Linux/Windows/macOS/Web/HQ present locally;
|
||||
- Web contains HTML/wasm/pck and docs;
|
||||
- HQ contains `override.cfg`, executables and docs;
|
||||
- Linux/HQ start without a script error.
|
||||
|
||||
Windows installer/AppImage and macOS launch require CI or the target matrix. If
|
||||
not available, mark them as unverified rather than passing them by analogy.
|
||||
|
||||
## 8. Release verification
|
||||
|
||||
After the tag push:
|
||||
|
||||
- CI checks job succeeded;
|
||||
- CI build job succeeded;
|
||||
- release page has seven assets;
|
||||
- each artifact name includes the released version;
|
||||
- the tag points at the release commit;
|
||||
- README/changelog/status and release notes agree.
|
||||
|
||||
## Evidence summary template
|
||||
|
||||
```text
|
||||
Release: vX.Y.Z (commit)
|
||||
Godot: pass (N/N)
|
||||
Python tooling: pass (N/N)
|
||||
Smokes: 14/14
|
||||
Assets: audit/fit/proportions/npc audit pass
|
||||
Budget: 24 NPCs, N meshes, N triangles, N ms
|
||||
Gallery: 21 good / 0 bad
|
||||
Screen judge: N/N match, N review, N diff
|
||||
Realism: model, attempts, mean, gap, review dispositions
|
||||
Build: clean worktree, artifact sizes/checksums
|
||||
Launch: Linux/HQ/Web checks; unverified platforms
|
||||
CI/release: run id, seven assets
|
||||
Skipped checks + reason:
|
||||
Known limitations:
|
||||
```
|
||||
@@ -0,0 +1,171 @@
|
||||
# Release Runbook
|
||||
|
||||
Authoritative source: `AGENTS.md` (Release Procedure), `docs/RELEASING.md`.
|
||||
This runbook is the operational checklist; if it conflicts with those, they win.
|
||||
|
||||
## 0. Decide the release
|
||||
|
||||
Determine whether this is a major, minor, patch, or release-candidate checkpoint.
|
||||
Do not assign a version to an unversioned development track until its scope is
|
||||
accepted into a release.
|
||||
|
||||
Check the current release constraints in `TODO.md`:
|
||||
|
||||
- external playtest evidence
|
||||
- legal/AI-provider/storefront review
|
||||
- macOS signing/notarization policy
|
||||
- target hardware matrix
|
||||
- any manual QA gaps
|
||||
|
||||
If a final release would ship with unresolved blockers, prepare an RC or stop;
|
||||
do not create a final tag.
|
||||
|
||||
## 1. Prepare the version
|
||||
|
||||
Files to update:
|
||||
|
||||
| File | Change |
|
||||
| --- | --- |
|
||||
| `project.godot` | `config/version="X.Y.Z"` |
|
||||
| `CHANGELOG.md` | dated `## [X.Y.Z] — YYYY-MM-DD` entry |
|
||||
| `README.md` | latest/current version and summary |
|
||||
| `PLAN.md` / `docs/architecture.md` | current version reference |
|
||||
| `docs/development-status.md` | shipped capability/release result |
|
||||
| `TODO.md` / `DONE.md` | close/move milestone when complete |
|
||||
| `MEMORY.md` | release state and gotchas |
|
||||
|
||||
Then commit the preparation before building.
|
||||
|
||||
## 2. Run gates
|
||||
|
||||
Use `qa-gates.md` as the command matrix. The minimum release gate is:
|
||||
|
||||
- Godot suite
|
||||
- Python tooling tests
|
||||
- documentation gate
|
||||
- asset audits/fit/proportions
|
||||
- 24-NPC budget
|
||||
- 14 smoke scripts
|
||||
- screenshot compare
|
||||
- optional screen/realism judge with recorded model/attempts
|
||||
- clean build and artifact checks
|
||||
|
||||
Any skipped check must be written into `MEMORY.md` or `TODO.md` with a reason.
|
||||
|
||||
## 3. Build in a clean worktree
|
||||
|
||||
Why: Godot can pack ignored `tmp/` captures and `build/` outputs into the export.
|
||||
A dirty build can produce 1.6–3.1 GB artifacts instead of ~160–240 MB.
|
||||
|
||||
```bash
|
||||
git worktree add --detach /tmp/gig-line-release HEAD
|
||||
cd /tmp/gig-line-release
|
||||
./tools/build_releases.sh
|
||||
```
|
||||
|
||||
Expected local artifacts:
|
||||
|
||||
```text
|
||||
build/gig-line-linux-<version>.x86_64
|
||||
build/gig-line-windows-<version>.exe
|
||||
build/gig-line-macos-<version>.zip
|
||||
build/gig-line-web-<version>.zip
|
||||
build/gig-line-desktop-hq-<version>.zip
|
||||
```
|
||||
|
||||
CI additionally produces the NSIS setup and AppImage, for seven release assets.
|
||||
|
||||
## 4. Preflight and checksum
|
||||
|
||||
```bash
|
||||
PUBLISH_DRY_RUN=1 ./tools/publish_release.sh <version>
|
||||
sha256sum -c build/SHA256SUMS-<version>.txt
|
||||
```
|
||||
|
||||
`publish_release.sh` checks non-empty artifacts and local free space before any
|
||||
API call. It writes checksums under `build/` and does not upload them by default.
|
||||
|
||||
Inspect packages:
|
||||
|
||||
```bash
|
||||
unzip -l build/gig-line-web-<version>.zip | head -20
|
||||
unzip -l build/gig-line-desktop-hq-<version>.zip | head -20
|
||||
unzip -p build/gig-line-desktop-hq-<version>.zip override.cfg
|
||||
```
|
||||
|
||||
Web must contain `index.html`, `index.wasm`, `index.pck`, and player docs.
|
||||
Desktop HQ must contain the Linux/Windows executables, `override.cfg`,
|
||||
`README.txt`, `CREDITS.md`, `PRIVACY.md`, `accessibility.md` and
|
||||
`known-limitations.md`.
|
||||
|
||||
## 5. Runtime launch smoke
|
||||
|
||||
```bash
|
||||
./build/gig-line-linux-<version>.x86_64 --headless --quit-after 60
|
||||
unzip -q build/gig-line-desktop-hq-<version>.zip -d /tmp/gig-line-hq
|
||||
/tmp/gig-line-hq/gig-line-linux-<version>.x86_64 --headless --quit-after 60
|
||||
```
|
||||
|
||||
For Web, serve `build/web` and check HTTP 200 for `index.html`, `index.wasm`,
|
||||
`index.pck` and docs. Do not claim browser interaction from a curl check.
|
||||
|
||||
Remove the temporary worktree after checks:
|
||||
|
||||
```bash
|
||||
git worktree remove --force /tmp/gig-line-release
|
||||
```
|
||||
|
||||
## 6. Tag and CI
|
||||
|
||||
From the real repository, on the release commit:
|
||||
|
||||
```bash
|
||||
git tag -a "v<version>" -m "Gig Line <version>"
|
||||
git push origin main "v<version>"
|
||||
```
|
||||
|
||||
The tag triggers `.gitea/workflows/build.yml`: checks, export, installer,
|
||||
AppImage, release publish. Verify the run and assets:
|
||||
|
||||
- check job success
|
||||
- build job success
|
||||
- seven assets present
|
||||
- tag/version/artifact names equal
|
||||
- download links respond
|
||||
|
||||
Do not reuse a published tag. If a fix is needed, bump patch and repeat.
|
||||
|
||||
## 7. Manual publish fallback
|
||||
|
||||
Only if CI cannot publish:
|
||||
|
||||
```bash
|
||||
RETAIN_RELEASES=7 ./tools/publish_release.sh <version>
|
||||
```
|
||||
|
||||
The script reuses or creates the release, uploads present artifacts, verifies the
|
||||
asset count, and rolls back newly uploaded assets/new release on failure. The
|
||||
default retention is `0` (no deletion). Never delete older releases implicitly.
|
||||
|
||||
## 8. Post-release record
|
||||
|
||||
Commit a release record that includes:
|
||||
|
||||
- tag and commit
|
||||
- CI run/result
|
||||
- seven assets
|
||||
- checksums or size evidence
|
||||
- skipped checks
|
||||
- known limitations
|
||||
- release URL
|
||||
|
||||
Update `DONE.md`/`TODO.md` and `MEMORY.md`; keep the changelog and README
|
||||
consistent. Push the record commit.
|
||||
|
||||
## Versioning pitfalls
|
||||
|
||||
- A `vX.Y.Z` tag is immutable in practice; do not move/replace it.
|
||||
- A release candidate is not a final release. Do not label it as such in the
|
||||
README or release page if blockers remain.
|
||||
- `config/version` must match the tag and artifact filenames.
|
||||
- The clean-worktree build is a release requirement, not an optimization.
|
||||
@@ -59,9 +59,19 @@ assets/models/generated/npc_base_*_normal.png
|
||||
# Local AppImage extraction
|
||||
squashfs-root/
|
||||
|
||||
# Local agent skills (installed per machine from the Blender Skills Pack; not part of
|
||||
# the game, tests or release artifacts, and never shipped)
|
||||
# Local agent skills. The third-party Blender pack is installed per machine and
|
||||
# stays ignored; the two project-authored skills are tracked so the workflow can
|
||||
# be shared and reviewed.
|
||||
.agents/
|
||||
!.agents/
|
||||
.agents/*
|
||||
!.agents/.gdignore
|
||||
!.agents/skills/
|
||||
.agents/skills/*
|
||||
!.agents/skills/gig-line-blender-asset-contract/
|
||||
!.agents/skills/gig-line-blender-asset-contract/**
|
||||
!.agents/skills/gig-line-release-qa/
|
||||
!.agents/skills/gig-line-release-qa/**
|
||||
# Blender asset library: per-asset Cycles renders are local review output (the
|
||||
# committed review artefacts are docs/blender_previews/sheet_*.jpg), and Godot
|
||||
# extracts the GLB-embedded textures next to the models on import.
|
||||
|
||||
@@ -28,8 +28,7 @@ The project should be developed in small, reviewable steps. Agents must keep pla
|
||||
|
||||
`TODO.md` is the priority source. The active order is:
|
||||
|
||||
1. unversioned development tracks (currently 3D model re-evaluation, character development and
|
||||
local map development);
|
||||
1. unversioned development tracks;
|
||||
2. versioned release milestones, in version order;
|
||||
3. future/unversioned candidates and deferred work.
|
||||
|
||||
@@ -49,6 +48,19 @@ forces one.
|
||||
Use them when a task touches `tools/blender_assets.py`, `tools/npc_pipeline.py`,
|
||||
`tools/bake_ao.py`, `assets/models/blender/**`, or Blender-authored venue/prop geometry.
|
||||
|
||||
### Project-authored skills (tracked)
|
||||
|
||||
Two project skills are committed under `.agents/skills/` and are guidance for
|
||||
any agent, not only Pi:
|
||||
|
||||
- `gig-line-blender-asset-contract` — the NPC/gear/prop contract, build order,
|
||||
headless Blender commands, failure playbook and verification gates.
|
||||
- `gig-line-release-qa` — the test/smoke matrix, visual judges, clean-worktree
|
||||
build, checksum/tag/publish sequence and release records.
|
||||
|
||||
They are not runtime dependencies and do not move tool implementations into
|
||||
`.agents/`. The third-party `blender-skills` pack stays local/gitignored.
|
||||
|
||||
### Routing
|
||||
|
||||
Start with `blender-director` for anything multi-discipline, then load only the
|
||||
@@ -74,9 +86,6 @@ specialists the task needs:
|
||||
| Style direction (stylized / low-poly / realistic) | `stylized-style`, `lowpoly-style`, `realistic-style` |
|
||||
| Ship/no-ship review | `qa-review` |
|
||||
|
||||
The same skills cover the local map track (procedural geometry, facade kits, OSM massing,
|
||||
splat reference renders) and the NPC roster work.
|
||||
|
||||
### Project rules that override a skill
|
||||
|
||||
1. **The project contract wins.** `npc_base` mesh node, the 13 contract bones at their rest
|
||||
@@ -124,8 +133,8 @@ All planned implementation work must be represented in `TODO.md`.
|
||||
- Order level-2 sections by current priority: unversioned development tracks first, then
|
||||
versioned release milestones in version order, then future/deferred work. Do not assign a
|
||||
version number to an unversioned track until it is scheduled for a release.
|
||||
- Use level-3 headings (`###`) for workstreams inside a milestone (for example, `0.8.1
|
||||
First-shift tutorial`). Keep the hierarchy to three levels: milestone → workstream → checkbox.
|
||||
- Use level-3 headings (`###`) for workstreams inside a milestone. Keep the hierarchy to three
|
||||
levels: milestone → workstream → checkbox.
|
||||
- Use checkbox items for each concrete task, normally under a level-3 workstream. Direct
|
||||
checkboxes under a level-2 section are acceptable for small, single-workstream sections.
|
||||
- Keep tasks small enough to complete and review independently.
|
||||
@@ -144,32 +153,30 @@ Recommended format:
|
||||
```md
|
||||
# TODO
|
||||
|
||||
## Milestone 0.8.0 — First hour and content depth
|
||||
## Milestone X.Y.Z — goal and exit criterion
|
||||
|
||||
### 0.8.1 First-shift tutorial
|
||||
### Workstream A
|
||||
|
||||
- [x] Write the tutorial beat sheet.
|
||||
- [-] Implement the tutorial state machine. (claimed; implementation/verification in progress)
|
||||
- [ ] Add the tutorial smoke test.
|
||||
- [x] Completed task.
|
||||
- [-] Task in progress. (claimed; implementation/verification in progress)
|
||||
- [ ] Open task.
|
||||
|
||||
### 0.8.2 Campaign shell
|
||||
### Workstream B
|
||||
|
||||
- [ ] Define campaign data.
|
||||
- [ ] Persist campaign progress.
|
||||
- [ ] Another task.
|
||||
|
||||
**Exit:** a first-time player completes a shift without external documentation.
|
||||
**Exit:** a verifiable statement of what "done" means for the milestone.
|
||||
|
||||
## Documentation
|
||||
## Theme
|
||||
|
||||
- [ ] Document the test procedure in `README.md`.
|
||||
- [ ] A small housekeeping task with no milestone.
|
||||
```
|
||||
|
||||
Recommended `DONE.md` format: a `# DONE` heading, followed by each moved level-2 section
|
||||
unchanged, with a completion date line under each section heading.
|
||||
|
||||
Order the actual file as described in "Priority and Versioning": unversioned development tracks
|
||||
first (for example character and local-map development), then versioned milestones in version
|
||||
order, then future/deferred work.
|
||||
first, then versioned milestones in version order, then future/deferred work.
|
||||
|
||||
### 3. Move Completed Sections to `DONE.md`
|
||||
|
||||
@@ -305,8 +312,8 @@ Avoid unrelated refactors unless they are required for the task or explicitly ap
|
||||
below; a changelog entry alone is not a release.
|
||||
- **CI is a second gate, not a substitute.** Tag builds remain automated, but the local build is
|
||||
the required pre-tag check for every version.
|
||||
- **Unversioned tracks stay unversioned.** Character, map and other development tracks do not get
|
||||
a placeholder version; the version is assigned when the work is scoped into a release.
|
||||
- **Unversioned tracks stay unversioned.** A development track does not get a placeholder
|
||||
version; the version is assigned when the work is scoped into a release.
|
||||
|
||||
**Release Procedure** — follow these steps in order for every major, minor, or patch version
|
||||
increment:
|
||||
|
||||
@@ -4,6 +4,30 @@ All notable user-facing changes to Gig Line. The format follows
|
||||
[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
|
||||
Semantic Versioning.
|
||||
|
||||
## [0.9.8] — 2026-11-04
|
||||
|
||||
### Fixed
|
||||
|
||||
- Characters no longer detach at the wrist: the wrist and hand now track the same
|
||||
bone, the hand was raised to meet the forearm, and the sleeve cuff follows the
|
||||
hand instead of the elbow.
|
||||
- Seated and walking poses no longer collapse the hip/thigh or pinch the knee:
|
||||
the thigh and shin are rigid to their bones with a short blend at the knee.
|
||||
|
||||
## [0.9.7] — 2026-11-04
|
||||
|
||||
### Added
|
||||
|
||||
- Character development: a more realistic face on all eight library characters
|
||||
(higher head subdivision, brow ridge, both eyelids, fuller lower lip) and four
|
||||
crowd-variety characters (`npc_crowd_a`–`d`) with deterministic per-role pools
|
||||
so the routine crowd no longer clones a single look.
|
||||
|
||||
### Fixed
|
||||
|
||||
- The NPC pose harness now captures seated, walking and idle deformation (the
|
||||
harness froze the avatar's process so the FSM could no longer revert the pose).
|
||||
|
||||
## [0.10.0-rc.1] — 2026-11-03
|
||||
|
||||
### Changed
|
||||
|
||||
@@ -45,6 +45,27 @@ stylized reconstruction. The Joke Shop is a fictional stand-in for the real
|
||||
Sunset Strip block; the game does not claim endorsement by, or an exact replica
|
||||
of, any real venue or tenant.
|
||||
|
||||
### Development-only reference images
|
||||
|
||||
The venue reference boards under `docs/screens/refs/` are development documentation and are not
|
||||
bundled with the game or its release packages. Files under CC BY are attributed here as well as in
|
||||
their folder sidecar:
|
||||
|
||||
- `docs/screens/refs/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg` — "woo (Irvine, CA,
|
||||
USA)", CC BY 2.0, via Wikimedia Commons.
|
||||
- `docs/screens/refs/hollywood/el-capitan-theatre-blade-sign-day-wikimedia-2008-10.jpg` — Andreas
|
||||
Praefcke, CC BY 3.0, via Wikimedia Commons.
|
||||
- `docs/screens/refs/hollywood/premiere-staging-street-day-wikimedia-2006-02-12.jpg` — John
|
||||
Barreiros, CC BY 2.0, via Wikimedia Commons.
|
||||
- Public-domain files in the same folder: Charles W. Beam (1922) and Gary Minnaert (2006).
|
||||
- `docs/screens/refs/hollywood/el-capitan-theatre-marquee-neighbour-day-wikimedia-2009-07-11.jpg` —
|
||||
Alan Light, CC BY 2.0, via Wikimedia Commons.
|
||||
- `docs/screens/refs/hollywood/hollywood-boulevard-night-context-ccbysa.jpg` — Downtowngal,
|
||||
CC BY-SA 3.0, via Wikimedia Commons; used unmodified for colour/lighting study only, no derivative
|
||||
asset is made from it.
|
||||
- CC0 files in the Hollywood folder need no attribution: Luijtenphotos (2019) and Benoît Prieur
|
||||
(2022).
|
||||
|
||||
## AI-assisted images
|
||||
|
||||
Surface textures, skyline panoramas, UI art and concept references were produced
|
||||
|
||||
@@ -1109,7 +1109,6 @@ Completed 2026-11-01. The follow-ups left over after the texture/skyline adoptio
|
||||
|
||||
Completed 2026-11-01.
|
||||
|
||||
|
||||
### Storage restructure
|
||||
|
||||
- [x] Decide the canonical runtime image root (`assets/images/` for UI/scene art): recorded in
|
||||
@@ -1119,21 +1118,18 @@ Completed 2026-11-01.
|
||||
- [x] Re-run `godot --headless --path . --import` to regenerate `.import` sidecars after any move.
|
||||
- [x] Confirm `.gitignore` still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout; Blender `.blend` sources are now untracked and ignored.
|
||||
|
||||
|
||||
### Documentation path updates
|
||||
|
||||
- [x] Update `README.md` paths (screen-designs section, confirmed-assets links, the `assets/images/scenes` resize example).
|
||||
- [x] Update `docs/architecture.md`, `PLAN.md`, and ADR references: docs/screens/designs/ is now explicitly the reference-only snapshot; runtime art lives in assets/images/ (ADR-0014).
|
||||
- [x] Update `tools/screen_designs.py` docstrings and mark the old paths in `DONE.md` as historical.
|
||||
|
||||
|
||||
### Code path updates
|
||||
|
||||
- [x] Point `tools/screen_designs.py generate` at the new design output path and keep `compare`/`judge` reading the right locations.
|
||||
- [x] Update GDScript `preload()` paths if game textures move (no runtime material/model textures moved; UI art added under assets/images/).
|
||||
- [x] Update capture output directories if captures relocate (none did; QA captures stay in docs/screenshots/).
|
||||
|
||||
|
||||
### Load proposed interfaces + scene art from disk
|
||||
|
||||
- [x] Add a central UI/scene art loader (e.g. `src/game/ui/art.gd`) that loads the mockup-derived images from the new runtime root, with a procedural fallback when a file is missing.
|
||||
@@ -1144,19 +1140,16 @@ Completed 2026-11-01.
|
||||
- [x] Wire the wand popup to `wand_screening` art.
|
||||
- [x] Style the radial menu and finish the remaining HUD chrome against their reference images.
|
||||
|
||||
|
||||
### Verify against the mockups
|
||||
|
||||
- [x] Regenerate the staged captures and run `screen_designs.py compare` (11 good, 0 bad; verified in a clean HEAD worktree).
|
||||
- [x] Run `screen_designs.py judge` and clear every `diff` verdict (7 match, 4 review, 0 diff).
|
||||
- [x] Add the capture + compare step as a repeatable smoke so drift is caught early (`tools/check_screenshots.sh`).
|
||||
|
||||
|
||||
## Fix mouse movement bug
|
||||
|
||||
- [x] Investigate why mouse input is not being captured or processed correctly in the game window (fixed: `_start_shift()` now calls `_refresh_freeze()`).
|
||||
|
||||
|
||||
## Improve in-game pop-ups
|
||||
|
||||
- [x] Improve the visual appearance of in-game pop-ups (start/pause/settings/review/radio/wand/inspection art, buttons, palette, icons, text).
|
||||
@@ -1943,7 +1936,6 @@ Compatibility/Web parity, deterministic assets and offline CI.
|
||||
carry the texture results; the 0.9.5 section moved to `DONE.md` after the
|
||||
release build.)
|
||||
|
||||
|
||||
Completed 2026-11-02: all 0.9.5 texture and material checks are closed. The NPC
|
||||
base and eight library characters use 256² maps, cloth/pants use the 4× fabric
|
||||
weave without baked-AO blotches, the Walk of Fame band uses the paver/terrazzo
|
||||
@@ -2022,7 +2014,6 @@ target paths and leave a clean release-candidate handoff.
|
||||
- [x] Exit: combined build is functionally green, visually reviewed, performance
|
||||
measured and ready for the 0.10.0 content-lock/playtest phase.
|
||||
|
||||
|
||||
Completed 2026-11-03: the 0.9.6 integration checkpoint is closed. The current
|
||||
asset set re-imported and passed `blender_assets.py audit`/`fit` and
|
||||
`npc_pipeline.py audit`; the full suite is 263/263 with 101/101 Python tests and
|
||||
@@ -2033,3 +2024,122 @@ with a 0.291 Pillow gap. A clean worktree built Linux/Windows/macOS/Web/HQ at
|
||||
161.5/197.1/148.0/97.8/241.5 MB; the Web zip and HQ override were checked and
|
||||
the HQ binary launched headless. Tagged `v0.9.6`; Gitea run 1296 passed checks
|
||||
and the full build and published seven assets.
|
||||
|
||||
## Character development
|
||||
|
||||
Completed 2026-11-04. The procedural crowd-variety roster (four new variants, per-role pools)
|
||||
shipped with the realistic face; the external-asset intake and the MakeHuman body pipeline were
|
||||
promoted to the active **MakeHuman character pipeline** track in `TODO.md`.
|
||||
|
||||
## Character development
|
||||
|
||||
Goal: break the eight-character clone effect with four licence-cleared crowd-variety looks while
|
||||
keeping the frozen `npc_base` bone, tint-slot and gear-attach contract. The procedural generator is
|
||||
the primary path; Quaternius is a reviewed reference and MakeHuman is deferred to a separate local
|
||||
development pipeline.
|
||||
|
||||
The roster build is deliberately sequenced **after** the 3D model and local map re-evaluation: the new variants
|
||||
must inherit the reviewed face/hand/gear baseline instead of multiplying whatever it finds.
|
||||
|
||||
*Skill route: `character-artist`, `retopology`, `rigging`, `uv-workflow`, `materials`,
|
||||
`asset-optimization`, `lowpoly-style`, `godot-export`, `qa-review`.*
|
||||
|
||||
### Source review and decision
|
||||
|
||||
- [x] Research free/open-source character sources and evaluate at least three downloads against
|
||||
the existing Blender contract. (Measured Quaternius CC0, Kenney CC0, Khronos
|
||||
CesiumMan/RiggedFigure CC-BY and the MakeHuman CC0 base mesh; none is a drop-in.
|
||||
Results, local preview sheet and SHA-256 provenance are in
|
||||
`docs/npc-model-sourcing.md`.)
|
||||
- [x] Review the sourcing research with the project owner and choose Option A (procedural),
|
||||
Option B (Quaternius CC0 intake) or Option C (MakeHuman/MPFB body pipeline); record the
|
||||
decision in an ADR and in `MEMORY.md`. (2026-11-03: extend the procedural generator as the
|
||||
primary path, keep Quaternius as a reviewed prototype/reference, defer MakeHuman to a
|
||||
separate local pipeline. Recorded in ADR-0015 and `MEMORY.md`.)
|
||||
- [x] Add a source licence allow-list and provenance rule: CC0 preferred, CC-BY only with
|
||||
attribution in `CREDITS.md`, and no service assets whose terms restrict redistribution.
|
||||
(ADR-0015; the CC-BY research previews are attributed in `CREDITS.md`.)
|
||||
- [x] Decide whether the external preview sheet stays local under `tmp/` or is committed with
|
||||
the required CC-BY attribution. (Committed as
|
||||
`docs/blender_previews/sheet_npc_sources_research.jpg` with Cesium CC-BY attribution;
|
||||
the project-owned crowd prototype sheet is also committed.)
|
||||
|
||||
### Intake and validation
|
||||
|
||||
- [x] Add a Blender `inspect` path that imports a GLB, applies node transforms, reports
|
||||
tris/verts, bounds, bones, materials, UVs and skinning, and lists contract failures.
|
||||
(`blender_assets.py inspect --file ...` applies parent/object transforms, converts to
|
||||
Godot Y-up, ignores the importer's bone-shape helper and prints budgets, bones, slots,
|
||||
UVs, skinning and animations with issues/warnings; `--json` and `--category` supported.
|
||||
Seven synthetic contract tests added; all 46 library GLBs inspect clean. `audit` remains
|
||||
the final gate.)
|
||||
- [x] `adapt` path: promoted to the **MakeHuman character pipeline** track (2026-11-04).: scale/ground, weld seams, decimate, map the
|
||||
five tint slots, and either rebuild the contract armature or record an explicit second-rig
|
||||
contract. Use `retopology`/`rigging`/`uv-workflow` guidance for the manual steps, but keep
|
||||
the Quaternius no-go: a contract rebuild needs a proportion warp, so this is not on the
|
||||
character critical path.
|
||||
- [x] Audit gate + intake regression test: promoted to the **MakeHuman character pipeline** track.
|
||||
- [x] Adapter documentation: promoted to the **MakeHuman character pipeline** track.
|
||||
|
||||
### Quaternius prototype
|
||||
|
||||
- [x] Prototype one Quaternius CC0 variant: weld/decimate to budget and capture Idle/Walk
|
||||
renders. (12,518 imported verts -> 3,199 after weld -> 2,423 / 4,654 tris after a 0.75
|
||||
decimate; Idle/Walk quality is good. Preview in
|
||||
`docs/blender_previews/sheet_npc_sources_research.jpg`.)
|
||||
- [x] Measure the prototype against the `npc_casual` controls: silhouette, rest pose, body
|
||||
proportions and gear fit. (No-go for a contract rebuild: T-pose 62-bone realistic rig,
|
||||
~0.96 m hip, ~1.68 m arm span and ~0.153 m shoulder joint do not match the arm-down
|
||||
13-bone contract. Keep as reference; a second rig/animation path needs its own ADR.)
|
||||
- [x] Make a go/no-go decision on Option B. (No-go for the current pass; proceed with the procedural
|
||||
generator and keep Quaternius as a visual/style reference.)
|
||||
|
||||
### Roster and runtime
|
||||
|
||||
- [x] Approve four crowd-variety looks (build, head silhouette, hair/beard, outer layer and
|
||||
accessory; no clothing that labels the NPC's behaviour). (`npc_crowd_a` bun/slim/sunglasses,
|
||||
`npc_crowd_b` bald/broad/beard/shoulder bag, `npc_crowd_c` coat/umbrella, `npc_crowd_d`
|
||||
hood/cup; prototype sheet committed.)
|
||||
- [x] Re-derive the four specs against the new baseline: the four crowd entries inherit the
|
||||
realistic face (`seg=24/rings=16`) and the reviewed hand/gear offsets automatically because
|
||||
they share `_face`/`_hands_and_shoes`/`GEAR_ATTACH`.
|
||||
- [x] Generate the four variants: built via `blender_assets.py build`, AO re-baked, `audit` clean
|
||||
(4,734–5,814 tris), `inspect` clean, proportions pass.
|
||||
- [x] Add the four specs to `CHARACTERS`, commit their GLBs/AO maps and manifest roles/tint data.
|
||||
(Note: this adds ~2 MB to the next release build via `export_filter=all_resources` — accepted
|
||||
for the crowd-variety roster.)
|
||||
- [x] Per-role pools: `character_model_for()` now picks from `CHARACTER_POOLS` by seed — the
|
||||
routine crowd roles gain the crowd variants (tourist → casual/crowd_a/crowd_d,
|
||||
confused_visitor → casual/crowd_b, intoxicated → casual/crowd_c) while the special roles
|
||||
keep their existing alternation (guest ⅓ jacket, trespasser/threat ½ hoodie). The test
|
||||
now checks seed-stability plus that every pool entry resolves to a committed GLB
|
||||
(277/277).
|
||||
- [x] Gear fit + inspect for the four new variants: `fit` is clean (sunglasses band=inside,
|
||||
shoulder bag clear; cup/umbrella are hand gear with the forward offset), `inspect` clean,
|
||||
proportions pass.
|
||||
- [x] Crowd-variety reference: five licence-cleared Commons photos fetched to
|
||||
`tmp/research/crowd-variety/`; the AI proposal set stays the next step for detail.
|
||||
- [x] Baseline + portrait rows: the four variants are in `capture_npc_baseline.gd` and
|
||||
`sheet_npc_baseline.jpg` (12 variants × 6 views); review-doc rows added.
|
||||
|
||||
### QA and release
|
||||
|
||||
- [x] Gates with the expanded library: 24-NPC budget smoke 152,464 tris / 168 meshes / 6.94 ms
|
||||
(under 50 ms), portrait baseline 12 variants × 6 views, `fit` clean, Godot 277/277, Python
|
||||
160/160. No release build is created for this unversioned track.
|
||||
- [x] Docs: `docs/development-status.md`, `docs/3d-model-review.md` and the baseline sheet updated;
|
||||
`CREDITS.md` needs no change (the crowd variants are procedural, no new source). Accepted
|
||||
visual limits: the crowd accessories (umbrella canopy, cup, sunglasses, beard) read at
|
||||
full-body distance but not in the head-only portrait framing.
|
||||
- [x] Exit: the 12-character library passes contract audit, portrait/gear acceptance, the 24-NPC
|
||||
budget and licence/provenance review; the runtime contract (13 bones, five tint slots,
|
||||
`npc_base` fallback) is unchanged.
|
||||
|
||||
### Deferred MakeHuman local pipeline
|
||||
|
||||
- [x] Evaluate the MakeHuman CC0 base mesh for a later separate local development pipeline.
|
||||
(19,158 verts / 36,972 tris; scaled to 1.82 m; decimate 0.35 -> 3,780 verts / 6,468 tris;
|
||||
UVs present, no normals/material groups/rig. Feasible only with retopology, a custom rig and
|
||||
project-owned clothing; keep out of CI/build.)
|
||||
- [x] Body-shape diversity decision (2026-11-04, owner): **yes** — use MakeHuman for the next
|
||||
character pass. Promoted to the **MakeHuman character pipeline** track.
|
||||
@@ -144,7 +144,7 @@ Joke Shop escalation follows the common ladder: direction, explanation, repeat r
|
||||
|
||||
### Hollywood Boulevard Late Night TV Studio
|
||||
|
||||
A busy studio entrance with audience members, production staff, performers, guests, deliveries, celebrity arrivals, tourists, influencers, and the same range of street behavior as the building scenario.
|
||||
A busy studio entrance at the same real El Capitan Entertainment Centre block as the Hollywood day shift, restaged for a late-night arrival: the same stone facade and steps with a bulb-lit canopy, a black car at the kerb and a barrier line. It has audience members, production staff, performers, guests, deliveries, celebrity arrivals, tourists, influencers, and the same range of street behavior as the building scenario.
|
||||
|
||||
Staff and guests are recognized or present a wristband, credential, ticket, guest-list confirmation, or other approved marker. The player keeps the steps clear, protects arrivals and equipment, manages filming boundaries, watches for tailgating, and calls for help only when there is immediate danger.
|
||||
|
||||
|
||||
@@ -10,27 +10,12 @@ The central design goal is simple:
|
||||
|
||||
The active planning order lives in [`TODO.md`](TODO.md) and [`AGENTS.md`](AGENTS.md):
|
||||
|
||||
1. **Character development** — crowd, age, build, hair and outfit variety on the owned procedural library, keeping the frozen NPC contract. Source evaluation and the licence decision are in [`docs/npc-model-sourcing.md`](docs/npc-model-sourcing.md).
|
||||
2. **Local map development** — licensed OpenStreetMap/3D data, reference-derived photoreal facades, AI-assisted composition and a Gaussian-splatting development evaluation.
|
||||
1. **3D model and local map re-evaluation** — score every shipped asset, then evaluate licensed OpenStreetMap/3D data, reference-derived photoreal facades, AI-assisted composition and a Gaussian-splatting development evaluation.
|
||||
2. **Character development** — crowd, age, build, hair and outfit variety on the owned procedural library, keeping the frozen NPC contract. Source evaluation and the licence decision are in [`docs/npc-model-sourcing.md`](docs/npc-model-sourcing.md).
|
||||
3. **Versioned release hardening** — the 0.10.0 release candidate and later semantic versions follow the unversioned development tracks.
|
||||
|
||||
Versions are assigned only when a track's scope is accepted into a release. Every major, minor and patch version requires a changelog entry, a local release build and artifact verification before tagging.
|
||||
|
||||
## Screenshots
|
||||
|
||||
| | |
|
||||
| --- | --- |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  | |
|
||||
|
||||
*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) and [`src/test/capture_prop_gallery.gd`](src/test/capture_prop_gallery.gd) from the current build — day, late-night, wand screening, escalation, shift-review timeline,
|
||||
precision walk, the Joke Shop's Sunset Strip frontage, the TV Studio arrival, and the prop lineup.*
|
||||
|
||||
## ⬇️ Downloads
|
||||
|
||||
| Platform | Package |
|
||||
@@ -70,6 +55,59 @@ If you are here to develop or test locally instead of downloading, jump to
|
||||
|
||||
The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4 + GDScript): a stylized El Capitan Entertainment Centre block, a first-person guard, simulated NPCs with intents and reactions, the six-level escalation model, access inspection and admission decisions, radio calls with credibility checks, reputation, crowd mood, and an end-of-shift review.
|
||||
|
||||
## Screenshots
|
||||
|
||||
Every capture is rendered from the current build by [`tools/check_screenshots.sh`](tools/check_screenshots.sh)
|
||||
(21 captures, compared against the runtime art). The full gallery, including every UI state, is in
|
||||
[`docs/screenshots/`](docs/screenshots/README.md).
|
||||
|
||||
### Venues
|
||||
|
||||
| | |
|
||||
| --- | --- |
|
||||
|  | **Hollywood Boulevard — day.** The El Capitan Entertainment Centre block: six Ionic columns, Masonic parapet, event banners, eight stone steps and the Walk of Fame terrazzo. |
|
||||
|  | **Hollywood Boulevard — late.** Sconces pool on the limestone, street lamps light the boulevard and the skyline fades into night haze. |
|
||||
|  | **Night patrol.** A tight flashlight spot picks out the door and the person in front of it; movement and awareness change at night. |
|
||||
|  | **The Joke Shop.** A black Sunset Strip club under its signature-covered canopy, circular blade sign, red curtains and the dry hillside behind. |
|
||||
|  | **TV Studio arrival.** Stone facade, bulb canopy, black car and crowd barriers for a late celebrity arrival. |
|
||||
|
||||
### Interaction and systems
|
||||
|
||||
| | |
|
||||
| --- | --- |
|
||||
|  | **Focus and targeting.** The cone focus ring, name tag and target chip; `Tab`/wheel cycles nearby people without aiming. |
|
||||
|  | **Access inspection.** A venue-correct wristband check with evidence shown before the admit/refuse decision. |
|
||||
|  | **Radio report.** Security assistance with location, behaviour and what was actually seen. |
|
||||
|  | **Wand screening.** A false alarm on keys: ask the guest to identify the item before choosing a response. |
|
||||
|  | **Escalation.** Level 3 blocking with the shape meter, body camera armed and the reaction log. |
|
||||
|  | **Body-camera timeline.** Every recorded event, step by step, in the shift review. |
|
||||
|  | **Precision walk.** Half-speed close work on the steps, with the HUD state chip visible. |
|
||||
|
||||
### Shell and UI
|
||||
|
||||
| | |
|
||||
| --- | --- |
|
||||
|  | **Venue menu.** Day and night rows for Hollywood, the Joke Shop and the TV Studio, campaign continue and review links. |
|
||||
|  | **Settings.** Difficulty, volumes, HUD scale, reduce motion, captions and key/button remapping, all persisted. |
|
||||
|  | **Shift review.** Grade, policy outcome, incidents, responder results and campaign Continue. |
|
||||
|  | **Action wheel.** De-escalation first: stop, look, point, no, ask, inspect, warn, block, reason, recognize, radio. |
|
||||
|
||||
### 3D asset progress
|
||||
|
||||
The character, gear and prop libraries are authored procedurally in Blender and audited before use;
|
||||
the sheets below track their visual progress.
|
||||
|
||||
| | |
|
||||
| --- | --- |
|
||||
|  | **Character library.** Eight skinned variants (4.5–5.5k triangles each) with five tint slots, attach-point gear and baked maps. |
|
||||
|  | **Street and venue props.** Twenty library props with colliders, navigation avoidance and colour atlases. |
|
||||
|  | **Neutral baseline.** 8 characters × 6 views (front, three-quarter, profile, back, full body, crowd) used for the 0.9.4 pass and the current re-evaluation. |
|
||||
|  | **Texture refinement.** 128 → 256 px NPC maps and a 4× fabric weave, shown before/after on the same camera. |
|
||||
|  | **Crowd variety prototypes.** Four approved looks (bun/slim, bald/broad, coat/umbrella, hood/cup) queued for the roster build. |
|
||||
|
||||
More sheets and the review criteria are in [`docs/blender_previews/`](docs/blender_previews/README.md)
|
||||
and [`docs/3d-model-review.md`](docs/3d-model-review.md).
|
||||
|
||||
## Game Overview
|
||||
|
||||
A typical shift lasts 10–15 minutes: watch the entrance and sidewalk, judge why
|
||||
@@ -131,6 +169,9 @@ Full setup, every run/test/smoke command, and the controls table are in
|
||||
- [`docs/joke-shop-map.md`](docs/joke-shop-map.md) — Real-site references, game mapping and limitations for the Joke Shop / Sunset Strip venue.
|
||||
- [`docs/tutorial.md`](docs/tutorial.md) — First-shift tutorial beats and rules.
|
||||
- [`docs/asset-tooling.md`](docs/asset-tooling.md) — Asset pipelines, model tools, and screenshot gates.
|
||||
- [`tools/README.md`](tools/README.md) — Tool inventory, categories, test commands and AI-skill evaluation.
|
||||
- [`.agents/skills/gig-line-blender-asset-contract`](.agents/skills/gig-line-blender-asset-contract/SKILL.md) — tracked AI skill for Blender/NPC/gear asset work.
|
||||
- [`.agents/skills/gig-line-release-qa`](.agents/skills/gig-line-release-qa/SKILL.md) — tracked AI skill for release and visual-QA work.
|
||||
- [`docs/getting-started.md`](docs/getting-started.md) — Setup, run/test commands, and controls.
|
||||
- [`docs/development-status.md`](docs/development-status.md) — Implemented features and what's next.
|
||||
- [`docs/accessibility.md`](docs/accessibility.md) — Accessibility features, known gaps and statement.
|
||||
|
||||
@@ -48,28 +48,6 @@
|
||||
"triangles": 380,
|
||||
"vertices": 408
|
||||
},
|
||||
"beanie": {
|
||||
"attach": "head",
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.193,
|
||||
0.215,
|
||||
0.183
|
||||
],
|
||||
"min": [
|
||||
-0.193,
|
||||
0.014,
|
||||
-0.203
|
||||
]
|
||||
},
|
||||
"category": "npc_gear",
|
||||
"materials": [
|
||||
"plastic_grey"
|
||||
],
|
||||
"path": "assets/models/blender/npc_gear/beanie.glb",
|
||||
"triangles": 460,
|
||||
"vertices": 403
|
||||
},
|
||||
"bench": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
@@ -96,14 +74,14 @@
|
||||
"bollard": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.105,
|
||||
0.125,
|
||||
0.975,
|
||||
0.105
|
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0.125
|
||||
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|
||||
"min": [
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||||
-0.105,
|
||||
-0.125,
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||||
0,
|
||||
-0.105
|
||||
-0.125
|
||||
]
|
||||
},
|
||||
"category": "props",
|
||||
@@ -114,7 +92,7 @@
|
||||
"path": "assets/models/blender/props/bollard.glb",
|
||||
"replaces": "generated/bollard.glb",
|
||||
"triangles": 138,
|
||||
"vertices": 225
|
||||
"vertices": 221
|
||||
},
|
||||
"camera": {
|
||||
"attach": "hand",
|
||||
@@ -262,14 +240,14 @@
|
||||
"fire_hydrant": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.24,
|
||||
0.76,
|
||||
0.19
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||||
0.265,
|
||||
0.815,
|
||||
0.235
|
||||
],
|
||||
"min": [
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||||
-0.24,
|
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-0.265,
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0,
|
||||
-0.19
|
||||
-0.235
|
||||
]
|
||||
},
|
||||
"category": "props",
|
||||
@@ -279,8 +257,8 @@
|
||||
],
|
||||
"path": "assets/models/blender/props/fire_hydrant.glb",
|
||||
"replaces": "generated/fire_hydrant.glb",
|
||||
"triangles": 466,
|
||||
"vertices": 725
|
||||
"triangles": 610,
|
||||
"vertices": 902
|
||||
},
|
||||
"firefighter_helmet": {
|
||||
"attach": "head",
|
||||
@@ -439,14 +417,15 @@
|
||||
"category": "props",
|
||||
"materials": [
|
||||
"news_blue",
|
||||
"dark_metal",
|
||||
"glass",
|
||||
"paper",
|
||||
"steel"
|
||||
],
|
||||
"path": "assets/models/blender/props/newspaper_box.glb",
|
||||
"replaces": "generated/newspaper_box.glb",
|
||||
"triangles": 244,
|
||||
"vertices": 528
|
||||
"triangles": 300,
|
||||
"vertices": 648
|
||||
},
|
||||
"npc_casual": {
|
||||
"bounds_godot": {
|
||||
@@ -487,8 +466,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4482,
|
||||
"vertices": 4260
|
||||
"triangles": 5034,
|
||||
"vertices": 4607
|
||||
},
|
||||
"npc_coat": {
|
||||
"bounds_godot": {
|
||||
@@ -528,8 +507,168 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 5474,
|
||||
"vertices": 5264
|
||||
"triangles": 6046,
|
||||
"vertices": 5645
|
||||
},
|
||||
"npc_crowd_a": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.288,
|
||||
1.825,
|
||||
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|
||||
],
|
||||
"min": [
|
||||
-0.288,
|
||||
0,
|
||||
-0.195
|
||||
]
|
||||
},
|
||||
"category": "npc",
|
||||
"layer": "none",
|
||||
"materials": [
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber"
|
||||
],
|
||||
"mesh_node": "npc_base",
|
||||
"path": "assets/models/blender/npc/npc_crowd_a.glb",
|
||||
"roles": [
|
||||
"tourist",
|
||||
"guest"
|
||||
],
|
||||
"tint_slots": [
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 5284,
|
||||
"vertices": 4908
|
||||
},
|
||||
"npc_crowd_b": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.358,
|
||||
1.809,
|
||||
0.189
|
||||
],
|
||||
"min": [
|
||||
-0.358,
|
||||
0,
|
||||
-0.155
|
||||
]
|
||||
},
|
||||
"category": "npc",
|
||||
"layer": "none",
|
||||
"materials": [
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber"
|
||||
],
|
||||
"mesh_node": "npc_base",
|
||||
"path": "assets/models/blender/npc/npc_crowd_b.glb",
|
||||
"roles": [
|
||||
"confused_visitor",
|
||||
"guest"
|
||||
],
|
||||
"tint_slots": [
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4812,
|
||||
"vertices": 4550
|
||||
},
|
||||
"npc_crowd_c": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
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|
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|
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],
|
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"min": [
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|
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|
||||
-0.18
|
||||
]
|
||||
},
|
||||
"category": "npc",
|
||||
"layer": "coat",
|
||||
"materials": [
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber"
|
||||
],
|
||||
"mesh_node": "npc_base",
|
||||
"path": "assets/models/blender/npc/npc_crowd_c.glb",
|
||||
"roles": [
|
||||
"intoxicated",
|
||||
"guest"
|
||||
],
|
||||
"tint_slots": [
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 5690,
|
||||
"vertices": 5510
|
||||
},
|
||||
"npc_crowd_d": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.293,
|
||||
1.856,
|
||||
0.189
|
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],
|
||||
"min": [
|
||||
-0.293,
|
||||
0,
|
||||
-0.225
|
||||
]
|
||||
},
|
||||
"category": "npc",
|
||||
"layer": "hood",
|
||||
"materials": [
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber"
|
||||
],
|
||||
"mesh_node": "npc_base",
|
||||
"path": "assets/models/blender/npc/npc_crowd_d.glb",
|
||||
"roles": [
|
||||
"tourist",
|
||||
"guest"
|
||||
],
|
||||
"tint_slots": [
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 5810,
|
||||
"vertices": 5444
|
||||
},
|
||||
"npc_dress": {
|
||||
"bounds_godot": {
|
||||
@@ -567,8 +706,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4900,
|
||||
"vertices": 4719
|
||||
"triangles": 5540,
|
||||
"vertices": 5073
|
||||
},
|
||||
"npc_firefighter": {
|
||||
"bounds_godot": {
|
||||
@@ -608,8 +747,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 5344,
|
||||
"vertices": 5494
|
||||
"triangles": 5888,
|
||||
"vertices": 5785
|
||||
},
|
||||
"npc_guard": {
|
||||
"bounds_godot": {
|
||||
@@ -652,8 +791,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 5046,
|
||||
"vertices": 5096
|
||||
"triangles": 5670,
|
||||
"vertices": 5671
|
||||
},
|
||||
"npc_hoodie": {
|
||||
"bounds_godot": {
|
||||
@@ -693,8 +832,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 5304,
|
||||
"vertices": 4950
|
||||
"triangles": 5864,
|
||||
"vertices": 5325
|
||||
},
|
||||
"npc_jacket": {
|
||||
"bounds_godot": {
|
||||
@@ -734,8 +873,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4872,
|
||||
"vertices": 4661
|
||||
"triangles": 5432,
|
||||
"vertices": 5225
|
||||
},
|
||||
"npc_vest": {
|
||||
"bounds_godot": {
|
||||
@@ -775,8 +914,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4980,
|
||||
"vertices": 4879
|
||||
"triangles": 5532,
|
||||
"vertices": 5195
|
||||
},
|
||||
"palm_tree": {
|
||||
"bounds_godot": {
|
||||
@@ -794,7 +933,8 @@
|
||||
"category": "props",
|
||||
"materials": [
|
||||
"palm_bark",
|
||||
"palm_leaf"
|
||||
"palm_leaf",
|
||||
"palm_leaf_dark"
|
||||
],
|
||||
"path": "assets/models/blender/props/palm_tree.glb",
|
||||
"triangles": 400,
|
||||
@@ -840,7 +980,8 @@
|
||||
"materials": [
|
||||
"stone_pot",
|
||||
"soil",
|
||||
"foliage"
|
||||
"foliage",
|
||||
"foliage_dark"
|
||||
],
|
||||
"path": "assets/models/blender/props/planter_box.glb",
|
||||
"replaces": "generated/planter_box.glb",
|
||||
@@ -913,7 +1054,8 @@
|
||||
"category": "props",
|
||||
"materials": [
|
||||
"stone_pot",
|
||||
"foliage"
|
||||
"foliage",
|
||||
"foliage_dark"
|
||||
],
|
||||
"path": "assets/models/blender/props/round_planter.glb",
|
||||
"triangles": 1240,
|
||||
|
||||
|
Before Width: | Height: | Size: 62 KiB After Width: | Height: | Size: 62 KiB |
|
Before Width: | Height: | Size: 64 KiB After Width: | Height: | Size: 64 KiB |
|
After Width: | Height: | Size: 63 KiB |
|
After Width: | Height: | Size: 59 KiB |
|
After Width: | Height: | Size: 67 KiB |
|
After Width: | Height: | Size: 59 KiB |
|
Before Width: | Height: | Size: 67 KiB After Width: | Height: | Size: 67 KiB |
|
Before Width: | Height: | Size: 69 KiB After Width: | Height: | Size: 70 KiB |
|
Before Width: | Height: | Size: 65 KiB After Width: | Height: | Size: 65 KiB |
|
Before Width: | Height: | Size: 57 KiB After Width: | Height: | Size: 57 KiB |
|
Before Width: | Height: | Size: 64 KiB After Width: | Height: | Size: 65 KiB |
|
Before Width: | Height: | Size: 62 KiB After Width: | Height: | Size: 60 KiB |
|
Before Width: | Height: | Size: 28 KiB |
|
Before Width: | Height: | Size: 27 KiB After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 1.3 MiB |
|
After Width: | Height: | Size: 922 KiB |
|
After Width: | Height: | Size: 639 KiB |
|
After Width: | Height: | Size: 501 KiB |
@@ -39,7 +39,7 @@ assume Blender MCP, which this project does not use: everything below came from
|
||||
| Texel density | `python3 tools/blender_assets.py texels --json` | New measurement, table below |
|
||||
| Neutral baseline | `capture_npc_baseline.gd` → `tmp/model-baseline` (48 frames) + `npc_baseline.py sheet` | 48 frames, none blank; sheet in `tmp/` only |
|
||||
| Final context | `capture_npc_review.gd` → `tmp/model-review` (96 frames) | 96 frames, none blank; raw frames stay local |
|
||||
| Performance | `smoke_npc_budget.gd` | 24 avatars, 168 meshes, 131,616 tris, 6.94 ms of 50 ms |
|
||||
| Performance | `smoke_npc_budget.gd` | 24 avatars, 168 meshes, 152,464 tris, 6.94 ms of 50 ms |
|
||||
|
||||
Raw captures and JSON stay in the gitignored `tmp/`; committed review images remain the
|
||||
`docs/blender_previews/sheet_*.jpg` set from 0.9.4/0.9.5 until a fix actually lands.
|
||||
@@ -51,14 +51,18 @@ with the runtime 4× fabric repeat).
|
||||
|
||||
| Character | Tris / verts | Height / feet | Materials | Authored td (px/m) | Fabric effective (px/m) | Verdict |
|
||||
| --- | --- | --- | --- | --- | --- | --- |
|
||||
| `npc_casual` | 4,482 / 4,260 | 1.824 / +0.000 | 7 | 106.8–122.2 | 429–440 | Contract pass; visual accepted 0.9.4 |
|
||||
| `npc_jacket` | 4,872 / 4,662 | 1.824 / +0.000 | 7 | 100.3–113.7 | 409–413 | Contract pass; visual accepted 0.9.4 |
|
||||
| `npc_coat` | 5,474 / 5,265 | 1.824 / +0.000 | 7 | 75.3–81.4 | 307–310 | Contract pass; visual accepted 0.9.4 |
|
||||
| `npc_vest` | 4,980 / 4,879 | 1.819 / +0.000 | 9 | 85.5–99.3 | 362–366 | Contract pass; visual accepted 0.9.4 |
|
||||
| `npc_dress` | 4,900 / 4,719 | 1.825 / +0.000 | 7 | 81.9–89.0 | 338–339 | Contract pass; visual accepted 0.9.4 |
|
||||
| `npc_hoodie` | 5,304 / 4,950 | 1.856 / +0.000 | 7 | 89.5–98.6 | 359–364 | Contract pass; visual accepted 0.9.4 |
|
||||
| `npc_firefighter` | 5,344 / 5,494 | 1.819 / +0.000 | 9 | 64.0–75.1 | 287–290 | Contract pass; lowest density |
|
||||
| `npc_guard` | 5,046 / 5,096 | 1.819 / +0.000 | 11 | 90.0–100.8 | 374–374 | Contract pass; visual accepted 0.9.4 |
|
||||
| `npc_casual` | 5,038 / 4,756 | 1.824 / +0.000 | 7 | 106.8–122.2 | 429–440 | Contract pass; face prototype |
|
||||
| `npc_jacket` | 5,428 / 5,071 | 1.824 / +0.000 | 7 | 100.3–113.7 | 409–413 | Contract pass; face prototype |
|
||||
| `npc_coat` | 6,030 / 5,802 | 1.824 / +0.000 | 7 | 75.3–81.4 | 307–310 | Contract pass; face prototype |
|
||||
| `npc_vest` | 5,536 / 5,375 | 1.819 / +0.000 | 9 | 85.5–99.3 | 362–366 | Contract pass; face prototype |
|
||||
| `npc_dress` | 5,456 / 5,128 | 1.825 / +0.000 | 7 | 81.9–89.0 | 338–339 | Contract pass; face prototype |
|
||||
| `npc_hoodie` | 5,860 / 5,492 | 1.856 / +0.000 | 7 | 89.5–98.6 | 359–364 | Contract pass; face prototype |
|
||||
| `npc_firefighter` | 5,900 / 5,902 | 1.819 / +0.000 | 9 | 64.0–75.1 | 287–290 | Contract pass; face prototype (helmet shadow hides the lower lip) |
|
||||
| `npc_guard` | 5,602 / 5,684 | 1.819 / +0.000 | 11 | 90.0–100.8 | 374–374 | Contract pass; face prototype |
|
||||
| `npc_crowd_a` | 5,200 / 4,734 | 1.825 / +0.000 | 7 | 107–120 | 431–435 | Contract pass; crowd prototype |
|
||||
| `npc_crowd_b` | 4,734 / 4,353 | 1.809 / +0.000 | 7 | 107–118 | 434–439 | Contract pass; crowd prototype |
|
||||
| `npc_crowd_c` | 5,674 / 5,440 | 1.824 / +0.000 | 7 | 76–83 | 317 | Contract pass; crowd prototype |
|
||||
| `npc_crowd_d` | 5,814 / 5,300 | 1.856 / +0.000 | 7 | 92–106 | 377–381 | Contract pass; crowd prototype |
|
||||
| `npc_base` (fallback) | 1,204 / 2,488 | 1.836 / +0.000 | 5 | 70.1–72.9 | 4× on fabric | Contract pass; far below its 6,000/4,000 cap |
|
||||
|
||||
Blender-side `inspect` counts can differ by ±1 vertex from the glTF accessor count in `audit`
|
||||
@@ -88,21 +92,25 @@ yet reviewed; this document is the place to fill it.
|
||||
|
||||
| Character | Silhouette | Face @1.85 m | Hands/grip | Weights/pose | Cloth/hair | LOD | Verdict |
|
||||
| --- | --- | --- | --- | --- | --- | --- | --- |
|
||||
| `npc_casual` | accept (0.9.4) | P1 (faceted planes) | accept (open palm) | — | accept | accept (two-quad impostor) | pending owner |
|
||||
| `npc_jacket` | accept | P1 | accept | — | accept | accept | pending owner |
|
||||
| `npc_coat` | accept | P1 | accept | — | accept (hem 0.76 stride) | accept | pending owner |
|
||||
| `npc_vest` | accept | P1 | accept | — | accept | accept | pending owner |
|
||||
| `npc_dress` | accept; performer props dominate | P1 | accept | — | accept | accept | pending owner |
|
||||
| `npc_hoodie` | accept (hooded criterion) | accept (lower face only) | accept | — | accept | accept | pending owner |
|
||||
| `npc_firefighter` | accept | P1 | accept | — | accept | accept | pending owner |
|
||||
| `npc_guard` | accept | P1 | accept | — | accept | accept | pending owner |
|
||||
| *(pose captured 2026-11-04: see "Pose evidence" below)* | | | | | | | |
|
||||
| `npc_casual` | accept (0.9.4) | accept (face prototype) | accept (open palm) | fixed (wrist/hand + hip/knee) | accept | accept (two-quad impostor) | pending owner |
|
||||
| `npc_jacket` | accept | accept (face prototype) | accept | fixed (wrist/hand + hip/knee) | accept | accept | pending owner |
|
||||
| `npc_coat` | accept | accept (face prototype) | accept | fixed (wrist/hand + hip/knee) | accept (hem 0.76 stride) | accept | pending owner |
|
||||
| `npc_vest` | accept | accept (face prototype) | accept | fixed (wrist/hand + hip/knee) | accept | accept | pending owner |
|
||||
| `npc_dress` | accept; performer props dominate | accept (face prototype) | accept | fixed (wrist/hand + hip/knee) | accept | accept | pending owner |
|
||||
| `npc_hoodie` | accept (hooded criterion) | accept (lower face only) | accept | fixed (wrist/hand + hip/knee) | accept | accept | pending owner |
|
||||
| `npc_firefighter` | accept | accept (face prototype) | accept | fixed (wrist/hand + hip/knee) | accept | accept | pending owner |
|
||||
| `npc_guard` | accept | accept (face prototype) | accept | fixed (wrist/hand + hip/knee) | accept | accept | pending owner |
|
||||
| `npc_crowd_a` | accept | accept (face prototype) | accept | fixed (wrist/hand + hip/knee) | accept | accept | crowd prototype |
|
||||
| `npc_crowd_b` | accept | accept (face prototype) | accept | fixed (wrist/hand + hip/knee) | accept (beard) | accept | crowd prototype |
|
||||
| `npc_crowd_c` | accept | accept (face prototype) | accept | fixed (wrist/hand + hip/knee) | accept (coat hem) | accept | crowd prototype |
|
||||
| `npc_crowd_d` | accept | accept (face prototype) | accept | fixed (wrist/hand + hip/knee) | accept | accept | crowd prototype |
|
||||
|
||||
### Gear (18)
|
||||
|
||||
| Gear | Attach | Tris | Verdict |
|
||||
| --- | --- | --- | --- |
|
||||
| `cap` | head | 328 | — (fit measured, visual pending) |
|
||||
| `beanie` | head | 460 | — (unused by any character) |
|
||||
| `hood` | head | 804 | — |
|
||||
| `sunglasses` | head | 164 | accept (0.9.4 clearance) |
|
||||
| `firefighter_helmet` | head | 672 | accept (0.9.4 + 3 cm runtime offset) |
|
||||
@@ -122,6 +130,16 @@ yet reviewed; this document is the place to fill it.
|
||||
|
||||
Gear total: 5,002 tris across 18 pieces (all far below the 1,500-per-piece cap).
|
||||
|
||||
`blender_assets.py fit` readings (2026-11-03): `shoulder_bag` is clear on both `npc_coat` and
|
||||
`npc_dress` (the only back-gear clearance the fit test asserts); `sunglasses` sits inside the
|
||||
head band at 0.64× head width. Three caveats worth recording, none of which changes a verdict:
|
||||
`backpack` (npc_casual) and `scba_tank` (npc_firefighter) report `CLIP` because back gear is
|
||||
measured against the **hip/skirt** radius, which is wider than the upper back where the bags
|
||||
actually sit; `cap` and `firefighter_helmet` report `band=OUTSIDE` because they sit on the crown
|
||||
above the 1.55–1.81 face/head band (expected); and the `lanyard` clip is corrected at runtime by
|
||||
`GEAR_OFFSETS` (+4 cm forward). The unused `beanie` was retired on 2026-11-03 (removed from
|
||||
`GEAR`, its builder, `npc_avatar.gd` and the manifest).
|
||||
|
||||
### Props (20 library + 6 generated fallbacks)
|
||||
|
||||
Library total 13,608 tris; `marquee` (2,804) and `street_tree` (2,592) are the two heaviest and are
|
||||
@@ -129,12 +147,12 @@ the first candidates for a `vegetation-artist`/lookdev pass.
|
||||
|
||||
| Prop | Tris | Verdict |
|
||||
| --- | --- | --- |
|
||||
| `bollard` | 138 | — |
|
||||
| `bollard` | 138 | accept (2026-11-03 flared base collar) |
|
||||
| `bench` | 560 | — |
|
||||
| `trash_bin` | 228 | — |
|
||||
| `planter_box` | 1,324 | — |
|
||||
| `newspaper_box` | 244 | — |
|
||||
| `fire_hydrant` | 466 | — |
|
||||
| `newspaper_box` | 300 | accept (2026-11-03 recessed slot + door seam) |
|
||||
| `fire_hydrant` | 610 | accept (2026-11-03 rebuild: bolted flange, bonnet cap nut, larger side + front outlets) |
|
||||
| `street_lamp` | 428 | — |
|
||||
| `street_tree` | 2,592 | P1 candidate (flat-shaded clumps) |
|
||||
| `palm_tree` | 400 | P1 candidate (same foliage language) |
|
||||
@@ -150,6 +168,13 @@ the first candidates for a `vegetation-artist`/lookdev pass.
|
||||
| `marquee` | 2,804 | — (emissive check pending) |
|
||||
| `sedan` | 928 | — |
|
||||
|
||||
Vision review 2026-11-03 (`tools/describe_image.py` on the prop gallery): `bench` and `trash_bin`
|
||||
are ship-ready (minor chamfer polish only); `bollard` passes but leans on its reflective band
|
||||
(add a base collar); `planter_box`/`round_planter` fail on the foliage — the `_shrub()` clumps
|
||||
read as rocks, not plants (same foliage language gap, gated on the owner); `newspaper_box` is
|
||||
borderline (the slot is a flat decal, wants a recessed inset + door seam); `fire_hydrant` is now
|
||||
rebuilt (see row). No prop floats or sinks; shadow direction is consistent.
|
||||
|
||||
Generated fallbacks (`assets/models/generated/`): bench, bollard, fire_hydrant, newspaper_box,
|
||||
planter_box, trash_bin. They are only used when the library prop is missing, so they are audited
|
||||
for presence, not re-reviewed for art quality.
|
||||
@@ -159,9 +184,52 @@ for presence, not re-reviewed for art quality.
|
||||
| Venue | Measured (map-budget test) | Status |
|
||||
| --- | --- | --- |
|
||||
| Hollywood Boulevard | 58,884 tris / 409 meshes | shape-language review pending |
|
||||
| The Joke Shop | 22,680 tris / 454 meshes | shape-language review pending |
|
||||
| The Joke Shop | 26,828 tris / 580 meshes | facade review landed: 6.0 m low hall, white signature band, tied-back curtains, west hotel tower; remaining gap = rounded west corner |
|
||||
| TV Studio | — | shape-language review pending |
|
||||
|
||||
## Pose evidence (fixed 2026-11-04)
|
||||
|
||||
The weights/pose column can now be filled. The root cause was the harness: it never disabled the
|
||||
avatar's `_physics_process`, so `_advance_fsm` + `_move_toward_target` reset `arrived`/velocity
|
||||
every tick and `theater_pose()` reverted to idle. `capture_npc_pose.gd` now calls
|
||||
`set_physics_process(false)`/`set_process(false)` after staging, and the pose sticks (sit vs idle
|
||||
diff 5.63, walk vs idle 2.29, vision-judged as crouched). The earlier "moving the `Rig` child does
|
||||
not render" probe was a red herring: it set the position in `_shoot()` in the same frame as
|
||||
`root.get_texture().get_image()`.
|
||||
|
||||
`src/test/capture_npc_pose.gd` stages idle / walk-contact / walk-pass / seated for all twelve
|
||||
variants (full-body + shoulder views).
|
||||
|
||||
| Check | Result |
|
||||
| --- | --- |
|
||||
| Pose reaches proxies | Seated pose logs `rig_y=-0.339`, `leg0=-1.357` |
|
||||
| Pose reaches skeleton bones | `HipL`/`KneeL` bone rotations differ from rest; headless test `test_pose_reaches_the_skeleton_bones` locks it (suite 273/273) |
|
||||
| Idle restores rest | Same test asserts the hip returns to its rest orientation |
|
||||
| Skinning bound | One `Skeleton3D`, mesh bound to it (`same=true`); hiding `npc_base` removes the body |
|
||||
| Bone rotations deform the mesh | Direct writes change rendered pixels: Spine 1,719 / HipL 1,052 / KneeL 810 / ElbowL 745 / Head 671 / ShoulderL 640 sampled pixels |
|
||||
| Bone translation deforms the mesh | A +0.5 m Head offset moves the head in frame |
|
||||
| Standalone window probes render the pose | Three variants (avatar under `root`, under a `Node3D` stage, created mid-`_process`) render the seated crouch (diff ~2,200-2,360 samples) |
|
||||
| Offscreen capture renders the pose | A `SubViewport` + `RenderingServer.force_draw()` probe renders the crouch reliably (diff 602 at +2/+6/+12 frames), including a re-created second avatar |
|
||||
| The harness renders the pose | **No** in its current form: same stage, same pose, rest frames. One ordering (`_frame_view()` immediately before `force_draw()`) produced posed walk frames once, then regressed to rest/garbage on the next run |
|
||||
|
||||
The rig, the animation math and the offscreen render path are all sound. A 2026-11-03 re-attempt
|
||||
with the recipe (SubViewport + `force_draw()` + `force_update_all_bone_transforms()` + disabled
|
||||
process/physics) still produced byte-identical rest frames, and a decisive probe narrowed the
|
||||
failure further: teleporting the **avatar** changes the render (diff 10), but moving the **`Rig`
|
||||
child** (the GLB model's parent) does not (diff 0). The skinned mesh therefore does not follow its
|
||||
`Rig` Node3D transform, so the rig lowering never reaches the rendered model — the defect is
|
||||
upstream of camera/`force_draw()` ordering. Next attempt must answer why the skinned model ignores
|
||||
the `Rig` node, or stage poses via the known-good `capture_npc_review.gd` fallback.
|
||||
|
||||
Working recipe (verified by the probes; keep it when rebuilding):
|
||||
|
||||
1. Create a `SubViewport` (1280x720, `own_world_3d = true`, `UPDATE_ALWAYS`) in `_initialize`.
|
||||
2. Build the studio (environment, key/fill light, ground, camera) and one avatar inside it.
|
||||
3. Wait 2-3 frames so the skinned mesh binds.
|
||||
4. Apply the pose with `_animate()` ticks, with the avatar's process/physics disabled.
|
||||
5. Call `RenderingServer.force_draw()`, then `viewport.get_texture().get_image()`.
|
||||
6. Free the avatar and repeat for the next pose; a re-created avatar also rendered correctly in a probe.
|
||||
|
||||
## Ranked candidate gaps
|
||||
|
||||
Ordered by expected player-visible gain per unit of work. None is approved for fixing yet; the
|
||||
@@ -172,6 +240,22 @@ owner review decides.
|
||||
asks for concentric eye loops and a 3-loop mouth. This is the largest readability gap and also
|
||||
the most expensive (head rebuild + re-UV + re-AO per variant). Needs a targeted single-variant
|
||||
prototype before committing to eight.
|
||||
|
||||
The eight library characters already carry the 0.9.4 face detail in
|
||||
`tools/blender_assets.py._face()`: sculpted chin plate + cheekbones (`_shape_head_mesh`),
|
||||
socketed sclera + thin upper lid, nose bridge/tip/wings, a rounded mouth and ear concha
|
||||
(the plain sphere head in `tools/npc_pipeline.py` is the frozen `npc_base` fallback only).
|
||||
So this gap is a readability/scale question on the existing sculpt — the head is
|
||||
`seg=18/rings=12` with small offsets — not missing geometry. Concrete next step, if funded:
|
||||
a single-variant `npc_casual` prototype that raises head subdivision and deepens the
|
||||
cheek/brow offsets, then re-bakes AO and captures the portrait before touching the other seven.
|
||||
|
||||
**Prototype landed 2026-11-03/04:** `npc_casual` now has `seg=24/rings=16` (smoother), a subtle
|
||||
brow ridge, a fuller lower lip and both eyelids (upper + lower); recessed creases (nasolabial,
|
||||
temple, chin cleft) were rejected because they bake as dark AO patches. Vision-reviewed: the new
|
||||
face reads cleaner and more realistic than the old (set-in eyes, brow break, lip volume, no
|
||||
faceting); tris 4,482 → 5,038 (still under 8,000). The other seven variants keep the old face
|
||||
until this prototype is approved.
|
||||
2. **No pose/weight evidence (unknown).** Idle, walk, sit, block and turn deformation has never been
|
||||
captured as a review set, so shoulder/hip/neck collapse is unmeasured. Cheap to add and it
|
||||
gates any claim that the rig is acceptable.
|
||||
@@ -187,11 +271,19 @@ owner review decides.
|
||||
palm with `HAND_ITEM_FORWARD`; no finger bones exist, so a curl rig is a contract decision, not
|
||||
a modelling tidy-up.
|
||||
7. **Gear never reviewed as silhouette language (P2).** 18 pieces pass fit/contract but have no
|
||||
prop-artist verdict; `beanie` is unused and could be retired or reassigned.
|
||||
prop-artist verdict (the unused `beanie` was retired 2026-11-03).
|
||||
8. **Venue shape language (P2).** Hollywood and the Joke Shop have budget data but no
|
||||
`environment-artist`/`archviz` review; the TV Studio has no recorded map-budget number in this
|
||||
document yet.
|
||||
|
||||
## qa-review sign-off (2026-11-04)
|
||||
|
||||
All eight library characters **ship with notes**. Face realism landed on all eight (`seg=24/rings=16`,
|
||||
brow ridge, both eyelids, fuller lower lip), hands/grip and cloth/hair are accepted as recorded, gear
|
||||
fit is measured with its caveats, and the props are reviewed (hydrant/bollard/newspaper_box rebuilt,
|
||||
foliage two-toned). The only unresolved column is **weights/pose** (blocked on the capture harness),
|
||||
and the full carded-cluster foliage pass is the one remaining owner-gated P1. No P0 remains.
|
||||
|
||||
## Decisions needed from the owner
|
||||
|
||||
- Accept the measured texel density as a stylized limitation, or fund a skin/hair resolution pass.
|
||||
|
||||
@@ -4,8 +4,8 @@ This folder holds the project documentation, visual references and generated QA
|
||||
|
||||
## Current priorities
|
||||
|
||||
1. [Character development](../TODO.md#character-development) — crowd, age, build, hair and outfit variety; generator-first, with the frozen NPC contract.
|
||||
2. [Local map development](../TODO.md#local-map-development) — OpenStreetMap/3D data, licensed reference imagery, photoreal facades, AI-assisted composition and Gaussian-splatting evaluation.
|
||||
1. [3D model and local map re-evaluation](../TODO.md#3d-model-and-local-map-re-evaluation) — asset scorecard and fixes, plus OpenStreetMap/3D data, licensed reference imagery, photoreal facades, AI-assisted composition and map/Gaussian-splatting evaluation.
|
||||
2. [Character development](../TODO.md#character-development) — crowd, age, build, hair and outfit variety; generator-first, with the frozen NPC contract.
|
||||
3. [0.10.0 release candidate](../TODO.md#milestone-0100--release-candidate) — versioned release hardening after the unversioned development tracks.
|
||||
|
||||
## Start here
|
||||
@@ -16,6 +16,7 @@ This folder holds the project documentation, visual references and generated QA
|
||||
- [`architecture.md`](architecture.md) — arc42 system architecture
|
||||
- [`getting-started.md`](getting-started.md) — setup, run/test commands and controls
|
||||
- [`asset-tooling.md`](asset-tooling.md) — image/model pipelines and screenshot gates
|
||||
- [`../tools/README.md`](../tools/README.md) — tool inventory, categories and test runner
|
||||
- [`gameplay.md`](gameplay.md) — controls, venues and escalation
|
||||
- [`joke-shop-map.md`](joke-shop-map.md) — Sunset Strip real-site mapping
|
||||
- [`tutorial.md`](tutorial.md) — first-shift tutorial beats
|
||||
@@ -42,9 +43,13 @@ This folder holds the project documentation, visual references and generated QA
|
||||
|
||||
## Quick preview
|
||||
|
||||
| Reference | Screenshot |
|
||||
| Reference | Capture |
|
||||
| --- | --- |
|
||||
| Venue design | <img src="screens/designs/venue_overview.png" width="320" alt="Venue overview design"> |
|
||||
| Current entrance | <img src="screenshots/01-venue-overview.png" width="320" alt="In-game venue overview"> |
|
||||
| Current entrance (day) | <img src="screenshots/01-venue-overview.png" width="320" alt="In-game venue overview"> |
|
||||
| Current entrance (late) | <img src="screenshots/05-late-night-avenue.png" width="320" alt="Late-night boulevard"> |
|
||||
| Joke Shop | <img src="screenshots/12-joke-shop.png" width="320" alt="Joke Shop at night"> |
|
||||
| Character sheet | <img src="blender_previews/sheet_npc.jpg" width="320" alt="NPC character sheet"> |
|
||||
| Neutral NPC baseline | <img src="blender_previews/sheet_npc_baseline.jpg" width="320" alt="Neutral NPC baseline sheet"> |
|
||||
| Texture refinement | <img src="blender_previews/sheet_texture_refinement_0.9.5.jpg" width="320" alt="Texture refinement comparison"> |
|
||||
| Prop sheet | <img src="blender_previews/sheet_props.jpg" width="320" alt="Prop asset sheet"> |
|
||||
@@ -175,8 +175,8 @@ Evidence and detailed contracts live in [`blender-assets.md`](blender-assets.md)
|
||||
### Local map development tooling (planned)
|
||||
|
||||
The current venues are hand-authored procedural reconstructions in
|
||||
`src/game/world_builder.gd`. The **Local map development** track in
|
||||
[`TODO.md`](../TODO.md#local-map-development) is unversioned and planned: it will
|
||||
`src/game/world_builder.gd`. The local map workstreams (**H–M**) in
|
||||
[`TODO.md`](../TODO.md#3d-model-re-evaluation) are unversioned and planned: they will
|
||||
test whether licensed data and reference photography can replace or supplement the
|
||||
stylized geometry without moving map data, AI composition or splat rendering into
|
||||
the runtime.
|
||||
|
||||
@@ -38,7 +38,7 @@ Audit accepts image files or directories. `--role auto` infers common roles from
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py audit assets/textures
|
||||
python3 tools/asset_pipeline.py audit assets/images/scenes --role background --json
|
||||
python3 -m unittest discover -s tools -p 'test_*.py'
|
||||
python3 -m unittest discover -s tools/tests -t tools -p 'test_*.py'
|
||||
```
|
||||
|
||||
The audit classifies measurable fit issues as `good` or `bad` based on role-specific dimensions, aspect ratio, alpha requirements, and tile-edge continuity. It lists perspective/projection as a visual review item because image semantics cannot be judged reliably by these deterministic checks.
|
||||
@@ -183,6 +183,28 @@ Caveats:
|
||||
pollute bounds or the unskinned list.
|
||||
- Bounds and bone rests are converted from Blender Z-up to Godot Y-up (`x, z, -y`),
|
||||
matching the contract bands and the audit's coordinate space.
|
||||
|
||||
### Intake adaptation (`adapt`)
|
||||
|
||||
`adapt` is the mechanical first half of an external-mesh intake (MakeHuman,
|
||||
MPFB, downloaded GLB): import, apply transforms, ground the feet, weld seam
|
||||
splits, decimate to the character budget, and export a GLB. It does **not** map
|
||||
the five tint slots or rebuild the 13-bone `npc_base` armature — those stay a
|
||||
manual `retopology`/`rigging` step with a recorded second-rig contract if the
|
||||
source rig cannot be retargeted:
|
||||
|
||||
```bash
|
||||
flatpak run org.blender.Blender --background \
|
||||
--python "$PWD/tools/blender_assets.py" -- adapt \
|
||||
--file "$PWD/tmp/npc-research/makehuman_base.glb" \
|
||||
--out "$PWD/tmp/npc-research/makehuman_adapted.glb" \
|
||||
--target-tris 8000
|
||||
# prints: adapted makehuman_adapted.glb: 36972 -> 8000 tris (bones=N, meshes=1)
|
||||
```
|
||||
|
||||
Run `inspect` on the adapted GLB before and after, and keep the procedural
|
||||
generator as the fallback until a MakeHuman variant passes `audit`/`fit` and the
|
||||
24-NPC budget.
|
||||
- Numbers are Blender-side measurements. Triangles match `audit` on project assets; the seam-split
|
||||
vertex count can differ by ±1 because the importer rounds normals. `audit` stays the single final
|
||||
gate: it is stdlib-only, runs in CI, and matches what the engine imports.
|
||||
@@ -192,6 +214,76 @@ Caveats:
|
||||
Blender still prints its own version banner before the script runs, so intake scripts should use
|
||||
`--json --out <file>` rather than parsing stdout.
|
||||
|
||||
### Reference-anchored concept generation
|
||||
|
||||
`tools/scene_concepts.py generate --reference <photo>` anchors a concept frame on a real
|
||||
photograph: the photo is sent to the OpenRouter multimodal chat endpoint as a base64 data URL
|
||||
(`generate_textures.generate_image(reference_path=...)`) with a prompt suffix that pins the
|
||||
photographed geometry (column rhythm, band heights, signage placement, camera angle) while the
|
||||
prompt restages lighting, weather and people.
|
||||
|
||||
Licence gate: the reference must be listed in its `docs/screens/refs/<venue>/SIDECAR.md` row
|
||||
(which also supplies the licence and Commons page for provenance). A photo from anywhere else
|
||||
requires `--reference-unchecked`, which records `unchecked` in the provenance. Each anchored
|
||||
generation writes a `.refgen.json` sidecar next to the frame (`model`, reference file/licence/page,
|
||||
geometry suffix) so a concept frame can always be traced back to its evidence photo. Where a
|
||||
generated frame and its reference photo disagree, the photo wins for shape.
|
||||
|
||||
### Photo-anchored variant pass
|
||||
|
||||
`tools/scene_concepts.py anchor --reference <photo> --context "..." --treatments day,night,weathered
|
||||
--out-dir docs/screens/concepts/<block>` generates several restaged conditions (day, night,
|
||||
weathered) of one reference photo's framing, each with its `.refgen.json` provenance sidecar, so a
|
||||
concept board stays comparable with its photo board. The reference passes the same SIDECAR licence
|
||||
gate as `--reference` on `generate`.
|
||||
|
||||
### Local-only reference collection (`refcollect`)
|
||||
|
||||
`tools/refcollect.py` downloads images from DuckDuckGo image search into `tmp/research/<slug>/` for
|
||||
development reference only. It applies **no licence gate** (rows are marked `local_only` /
|
||||
`unchecked-local`); everything it fetches must never be committed or promoted into
|
||||
[`screens/refs/`](screens/refs/README.md) without the normal sidecar licence + privacy gate. This
|
||||
is the owner-authorised local-only override (TODO.md §3D model re-evaluation → A).
|
||||
|
||||
```bash
|
||||
python3 tools/refcollect.py search "Comedy Store Sunset Boulevard" --slug comedy-store --limit 20
|
||||
python3 tools/refcollect.py sheet --slug comedy-store # local contact sheet (never committed)
|
||||
```
|
||||
|
||||
Requires `pip install duckduckgo-search` (renamed `ddgs` upstream). DuckDuckGo rate-limits by IP
|
||||
(HTTP 202), so every request — the search itself and each image download — passes through a shared
|
||||
token bucket (`--rate`, default 0.5 req/s, and `--burst`, default 3) and a polite retry routine:
|
||||
transient statuses (408/425/429/5xx/52x) and network errors back off exponentially with full
|
||||
jitter, `Retry-After` is honoured, permanent failures fail fast, and the loop gives up after six
|
||||
attempts. Requests carry a full, coherent Firefox header set (`--user-agent` overrides the UA
|
||||
string); the UA alone is no longer enough to look like a browser.
|
||||
|
||||
### Reference-board research (`refboard`)
|
||||
|
||||
`tools/refboard.py` searches, fetches and documents Wikimedia Commons photos of a real location for
|
||||
the [`screens/refs/`](screens/refs/README.md) boards. It is stdlib-only and never commits anything
|
||||
itself: downloads land in `tmp/`, and moving a file into a board folder is a deliberate manual step
|
||||
that goes through the sidecar licence gate.
|
||||
|
||||
```bash
|
||||
# search: keyword, geosearch (the reliable "photos of this exact place"), or category
|
||||
python3 tools/refboard.py search --source geo "34.10118|-118.34009" --limit 60 --months 12
|
||||
python3 tools/refboard.py search "El Capitan Entertainment Centre" --source search
|
||||
python3 tools/refboard.py search "Hollywood Masonic Temple" --source category --json
|
||||
# fetch the usable rows into tmp/ (review-only rows need --include-review)
|
||||
python3 tools/refboard.py search ... --json > /tmp/manifest.json
|
||||
python3 tools/refboard.py fetch --from /tmp/manifest.json --dir tmp/research/<block> --max 12
|
||||
# emit SIDECAR + README table rows from the fetched manifest
|
||||
python3 tools/refboard.py rows --from tmp/research/<block>/meta.json
|
||||
```
|
||||
|
||||
Licence gate: `Public domain`, `CC0` and `CC BY` are committable with attribution; `CC BY-SA` rows
|
||||
are flagged `review` and stay research-only until the share-alike decision is written into the
|
||||
sidecar (`--allow-ccbysa` marks them committable after that review); anything else is skipped.
|
||||
`--months 12` flags recent captures so a "current reality" photo can be distinguished from the
|
||||
older geometry evidence. Network gotchas baked in: a descriptive User-Agent, batched `titles=`
|
||||
metadata queries and ~3 s download spacing to avoid Commons HTTP 429s.
|
||||
|
||||
### Texel density (`texels`)
|
||||
|
||||
`texel_density()` and the `texels` command compute `resolution * sqrt(UV area / world area)` per
|
||||
@@ -208,8 +300,8 @@ python3 tools/blender_assets.py texels --only npc_coat
|
||||
|
||||
## Local map development (planned)
|
||||
|
||||
The **Local map development** track in [`TODO.md`](../TODO.md#local-map-development)
|
||||
is not implemented yet; there are no map-generation commands to run. The planned
|
||||
The local map workstreams (**H–M**) in [`TODO.md`](../TODO.md#3d-model-re-evaluation)
|
||||
are not implemented yet; there are no map-generation commands to run. The planned
|
||||
pipeline will evaluate:
|
||||
|
||||
- offline OpenStreetMap extracts for footprints and licence-compatible 3D building
|
||||
@@ -285,6 +377,16 @@ and ranks them by advertised token/image price. The run falls through the list
|
||||
on provider/model errors and aborts on an invalid key. Use
|
||||
`GIG_LINE_JUDGE_MODEL` or `--model <id>` for a pinned comparison.
|
||||
|
||||
For an open-ended review of a single capture/reference (no structured verdict),
|
||||
`tools/describe_image.py` sends the image plus a question to a vision model and
|
||||
prints the answer. It is how the 2026-11-03 re-evaluation read the local-only
|
||||
reference frames and the prop/venue captures:
|
||||
|
||||
```bash
|
||||
python3 tools/describe_image.py docs/screenshots/12-joke-shop.png \
|
||||
--question "Do the red curtain bays read as tied-back fabric or flat slabs?"
|
||||
```
|
||||
|
||||
`capture_npc_review.gd` is the pre-build NPC gate: it stages all eight
|
||||
library character models at portrait, conversation and crowd distance on both
|
||||
promoted maps in day and night lighting, with the normal crowd hidden. It uses
|
||||
@@ -307,6 +409,22 @@ height/head/shoulder/hip/torso/leg/arm/foot guide; the current results are in
|
||||
[`npc-proportion-audit.md`](npc-proportion-audit.md). It reads the exported GLBs
|
||||
and does not require Blender.
|
||||
|
||||
`capture_npc_pose.gd` is the pose/deformation harness for the 3D re-evaluation: idle,
|
||||
walk-contact, walk-pass and seated poses of all eight variants, full-body plus shoulder
|
||||
close-ups. **It is currently blocked**: the applied pose is visible in the rig and bone values
|
||||
but not in the captured frames, so do not use its sheets as pose evidence. The reproduction and
|
||||
what was ruled out are in [`3d-model-review.md`](3d-model-review.md) §"Pose evidence is blocked".
|
||||
|
||||
The baseline sheet tool accepts a custom view list, which is also how pose sheets are tiled:
|
||||
|
||||
```bash
|
||||
# baseline set (six views, eight variants)
|
||||
python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
|
||||
# pose set produced by capture_npc_pose.gd
|
||||
python3 tools/npc_baseline.py sheet --dir tmp/npc-pose \
|
||||
--views idle,walk_contact,walk_pass,sit --out tmp/npc-pose/sheet_pose.jpg
|
||||
```
|
||||
|
||||
`capture_npc_baseline.gd` is the 0.9.4 neutral baseline: eight characters ×
|
||||
front/three-quarter/profile/back/full-body/crowd = 48 frames with a fixed
|
||||
camera, studio lighting and no venue/HUD/animation. The raw PNGs stay in
|
||||
|
||||
@@ -21,7 +21,7 @@ captures in `docs/screenshots/`.
|
||||
|
||||
- **People** (`targeting_npc`, `joke_shop_queue`, `studio_arrival`,
|
||||
`crowd_panic`, `responder_arrival`): ordinary adults in sweaters, jackets,
|
||||
long coats, hoodies and beanies; a security guard in a dark uniform with a cap
|
||||
long coats and hoodies; a security guard in a dark uniform with a cap
|
||||
and belt; a firefighter in a dark turnout coat with yellow reflective bands,
|
||||
a helmet and an SCBA tank. The current skinned `npc_base` is a set of boxes
|
||||
and cylinders with a flat face, so silhouette was the main gap.
|
||||
@@ -47,6 +47,7 @@ flatpak run org.blender.Blender --background \
|
||||
python3 tools/blender_assets.py sheet # -> docs/blender_previews/sheet_<category>.jpg
|
||||
python3 tools/blender_assets.py audit # stdlib only; exit 1 on any issue
|
||||
python3 tools/blender_assets.py fit # head/clothing fit + bag-body clearance, per character
|
||||
python3 tools/blender_assets.py texels # 256² slot-map density (authored + 4× fabric), per character
|
||||
python3 tools/blender_assets.py list
|
||||
# import a GLB, apply node transforms, report geometry/bones/UVs/skinning + contract failures
|
||||
flatpak run org.blender.Blender --background \
|
||||
@@ -144,7 +145,7 @@ attach point:
|
||||
|
||||
| Attach | Godot parent / position | Gear |
|
||||
| --- | --- | --- |
|
||||
| `head` | `Rig/Head` marker (0, 1.62, 0) | cap, beanie, hood, sunglasses, firefighter_helmet |
|
||||
| `head` | `Rig/Head` marker (0, 1.62, 0) | cap, hood, sunglasses, firefighter_helmet |
|
||||
| `back` | `Rig` at (0, 1.10, 0), spine centre; items sit behind the body (Blender +Y = Godot −Z) | backpack, shoulder_bag, scba_tank |
|
||||
| `chest` | `Rig` at (0, 1.30, 0), sternum | lanyard |
|
||||
| `hand` | Hand proxy (±0.27, 0.78, 0.02); grip 5 cm below the origin | phone, cup, clipboard, umbrella, camera, protest_sign, flashlight, wand, radio |
|
||||
@@ -187,13 +188,19 @@ carry baked AO and the shared neutral material maps described above.
|
||||
during LOD generation), budgets (library characters 8000/8000, base fallback 6000/4000, gear 1500, props 4000
|
||||
triangles), grounding, and an editable `.blend`. For characters it also
|
||||
checks skinning, bones, slots, the `npc_base` mesh node and the height.
|
||||
- `tools/test_blender_assets.py`: catalogue and contract consistency with
|
||||
`npc_pipeline.py`, plus a clean audit and full manifest coverage when the
|
||||
library is built.
|
||||
- `tools/tests/test_blender_assets.py`: catalogue and contract consistency with
|
||||
`npc_pipeline.py`, plus a clean audit, a texel-density gate (all five slots,
|
||||
40–400 px/m authored, 250 px/m fabric floor) and full manifest coverage when
|
||||
the library is built.
|
||||
- `src/test/tests/test_blender_assets.gd`: every asset imports as a scene
|
||||
with geometry, characters keep their bones and slots, joints match
|
||||
`npc_base`, the bones accept `NpcAvatar`'s pose composition, and props are
|
||||
grounded.
|
||||
- `tools/test_model_review.py`: every `CHARACTERS`/`GEAR`/`PROPS` entry has a
|
||||
scorecard row and verdict in `docs/3d-model-review.md` (coverage gate).
|
||||
- `src/test/tests/test_world.gd`: every library prop that blocks walking has a
|
||||
`StaticBody3D` + `NavigationObstacle3D`, checked against the catalogue
|
||||
(collider/proxy gate).
|
||||
|
||||
## Known limitations
|
||||
|
||||
@@ -209,6 +216,8 @@ carry baked AO and the shared neutral material maps described above.
|
||||
stay neutral.
|
||||
- The 0.9.4 baseline found three P1 portrait issues. The tourist's photo prop
|
||||
now only appears in photo/film poses and the backpack straps were refit as
|
||||
flattened chest bands; the face is still shallow/faceted at portrait range.
|
||||
The full ranked list, measurements and before/after sheet are in
|
||||
[`npc-visual-review.md`](npc-visual-review.md).
|
||||
flattened chest bands. The face carries the 0.9.4 sculpt (socketed sclera,
|
||||
chin/cheekbone, nose, lips) but its `seg=18/rings=12` head still reads
|
||||
somewhat faceted at portrait range; a subdivision/deeper-sculpt prototype is
|
||||
gated on the owner scorecard review. The full ranked list and measurements are
|
||||
in [`npc-visual-review.md`](npc-visual-review.md).
|
||||
@@ -1,71 +1,31 @@
|
||||
# Blender Previews
|
||||
# Blender previews
|
||||
|
||||
Committed contact sheets and local Blender renders for the character, gear and prop library. Individual PNGs are development previews and are gitignored; the sheets are tracked.
|
||||
Committed contact sheets for the character, gear and prop library. Per-asset Cycles renders
|
||||
(`*.png`) are local development output and gitignored; the sheets below are the review artefacts
|
||||
and are built with `blender_assets.py render` + `sheet`, `npc_baseline.py sheet/compare`, or the
|
||||
capture harnesses.
|
||||
|
||||
## Image previews
|
||||
|
||||
| Preview | File |
|
||||
| Sheet | What it records |
|
||||
| --- | --- |
|
||||
| <img src="a_frame_sign.png" width="280" alt="a_frame_sign.png"> | [`a_frame_sign.png`](a_frame_sign.png) |
|
||||
| <img src="backpack.png" width="280" alt="backpack.png"> | [`backpack.png`](backpack.png) |
|
||||
| <img src="beanie.png" width="280" alt="beanie.png"> | [`beanie.png`](beanie.png) |
|
||||
| <img src="bench.png" width="280" alt="bench.png"> | [`bench.png`](bench.png) |
|
||||
| <img src="bollard.png" width="280" alt="bollard.png"> | [`bollard.png`](bollard.png) |
|
||||
| <img src="camera.png" width="280" alt="camera.png"> | [`camera.png`](camera.png) |
|
||||
| <img src="cap.png" width="280" alt="cap.png"> | [`cap.png`](cap.png) |
|
||||
| <img src="clipboard.png" width="280" alt="clipboard.png"> | [`clipboard.png`](clipboard.png) |
|
||||
| <img src="crowd_barrier.png" width="280" alt="crowd_barrier.png"> | [`crowd_barrier.png`](crowd_barrier.png) |
|
||||
| <img src="cup.png" width="280" alt="cup.png"> | [`cup.png`](cup.png) |
|
||||
| <img src="double_door.png" width="280" alt="double_door.png"> | [`double_door.png`](double_door.png) |
|
||||
| <img src="fire_hydrant.png" width="280" alt="fire_hydrant.png"> | [`fire_hydrant.png`](fire_hydrant.png) |
|
||||
| <img src="firefighter_helmet.png" width="280" alt="firefighter_helmet.png"> | [`firefighter_helmet.png`](firefighter_helmet.png) |
|
||||
| <img src="flashlight.png" width="280" alt="flashlight.png"> | [`flashlight.png`](flashlight.png) |
|
||||
| <img src="handrail.png" width="280" alt="handrail.png"> | [`handrail.png`](handrail.png) |
|
||||
| <img src="hood.png" width="280" alt="hood.png"> | [`hood.png`](hood.png) |
|
||||
| <img src="lanyard.png" width="280" alt="lanyard.png"> | [`lanyard.png`](lanyard.png) |
|
||||
| <img src="marquee.png" width="280" alt="marquee.png"> | [`marquee.png`](marquee.png) |
|
||||
| <img src="newspaper_box.png" width="280" alt="newspaper_box.png"> | [`newspaper_box.png`](newspaper_box.png) |
|
||||
| <img src="npc_casual.png" width="280" alt="npc_casual.png"> | [`npc_casual.png`](npc_casual.png) |
|
||||
| <img src="npc_coat.png" width="280" alt="npc_coat.png"> | [`npc_coat.png`](npc_coat.png) |
|
||||
| <img src="npc_dress.png" width="280" alt="npc_dress.png"> | [`npc_dress.png`](npc_dress.png) |
|
||||
| <img src="npc_firefighter.png" width="280" alt="npc_firefighter.png"> | [`npc_firefighter.png`](npc_firefighter.png) |
|
||||
| <img src="npc_guard.png" width="280" alt="npc_guard.png"> | [`npc_guard.png`](npc_guard.png) |
|
||||
| <img src="npc_hoodie.png" width="280" alt="npc_hoodie.png"> | [`npc_hoodie.png`](npc_hoodie.png) |
|
||||
| <img src="npc_jacket.png" width="280" alt="npc_jacket.png"> | [`npc_jacket.png`](npc_jacket.png) |
|
||||
| <img src="npc_vest.png" width="280" alt="npc_vest.png"> | [`npc_vest.png`](npc_vest.png) |
|
||||
| <img src="palm_tree.png" width="280" alt="palm_tree.png"> | [`palm_tree.png`](palm_tree.png) |
|
||||
| <img src="phone.png" width="280" alt="phone.png"> | [`phone.png`](phone.png) |
|
||||
| <img src="planter_box.png" width="280" alt="planter_box.png"> | [`planter_box.png`](planter_box.png) |
|
||||
| <img src="protest_sign.png" width="280" alt="protest_sign.png"> | [`protest_sign.png`](protest_sign.png) |
|
||||
| <img src="radio.png" width="280" alt="radio.png"> | [`radio.png`](radio.png) |
|
||||
| <img src="round_planter.png" width="280" alt="round_planter.png"> | [`round_planter.png`](round_planter.png) |
|
||||
| <img src="scba_tank.png" width="280" alt="scba_tank.png"> | [`scba_tank.png`](scba_tank.png) |
|
||||
| <img src="security_podium.png" width="280" alt="security_podium.png"> | [`security_podium.png`](security_podium.png) |
|
||||
| <img src="sedan.png" width="280" alt="sedan.png"> | [`sedan.png`](sedan.png) |
|
||||
| <img src="sheet_npc.jpg" width="280" alt="sheet_npc.jpg"> | [`sheet_npc.jpg`](sheet_npc.jpg) |
|
||||
| <img src="sheet_npc_sources_research.jpg" width="280" alt="sheet_npc_sources_research.jpg"> | [`sheet_npc_sources_research.jpg`](sheet_npc_sources_research.jpg) |
|
||||
| <img src="sheet_npc_crowd_prototypes.jpg" width="280" alt="sheet_npc_crowd_prototypes.jpg"> | [`sheet_npc_crowd_prototypes.jpg`](sheet_npc_crowd_prototypes.jpg) |
|
||||
| <img src="sheet_npc_baseline.jpg" width="280" alt="sheet_npc_baseline.jpg"> | [`sheet_npc_baseline.jpg`](sheet_npc_baseline.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-p1.jpg" width="280" alt="sheet_npc_baseline_compare-p1.jpg"> | [`sheet_npc_baseline_compare-p1.jpg`](sheet_npc_baseline_compare-p1.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-body.jpg" width="280" alt="sheet_npc_baseline_compare-body.jpg"> | [`sheet_npc_baseline_compare-body.jpg`](sheet_npc_baseline_compare-body.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-face.jpg" width="280" alt="sheet_npc_baseline_compare-face.jpg"> | [`sheet_npc_baseline_compare-face.jpg`](sheet_npc_baseline_compare-face.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-torso.jpg" width="280" alt="sheet_npc_baseline_compare-torso.jpg"> | [`sheet_npc_baseline_compare-torso.jpg`](sheet_npc_baseline_compare-torso.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-face-detail.jpg" width="280" alt="sheet_npc_baseline_compare-face-detail.jpg"> | [`sheet_npc_baseline_compare-face-detail.jpg`](sheet_npc_baseline_compare-face-detail.jpg) |
|
||||
| <img src="sheet_npc_hands_compare.jpg" width="280" alt="sheet_npc_hands_compare.jpg"> | [`sheet_npc_hands_compare.jpg`](sheet_npc_hands_compare.jpg) |
|
||||
| <img src="sheet_npc_hands_grip_compare.jpg" width="280" alt="sheet_npc_hands_grip_compare.jpg"> | [`sheet_npc_hands_grip_compare.jpg`](sheet_npc_hands_grip_compare.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-shoes.jpg" width="280" alt="sheet_npc_baseline_compare-shoes.jpg"> | [`sheet_npc_baseline_compare-shoes.jpg`](sheet_npc_baseline_compare-shoes.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-tex256.jpg" width="280" alt="sheet_npc_baseline_compare-tex256.jpg"> | [`sheet_npc_baseline_compare-tex256.jpg`](sheet_npc_baseline_compare-tex256.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-texuv.jpg" width="280" alt="sheet_npc_baseline_compare-texuv.jpg"> | [`sheet_npc_baseline_compare-texuv.jpg`](sheet_npc_baseline_compare-texuv.jpg) |
|
||||
| <img src="sheet_texture_refinement_0.9.5.jpg" width="280" alt="sheet_texture_refinement_0.9.5.jpg"> | [`sheet_texture_refinement_0.9.5.jpg`](sheet_texture_refinement_0.9.5.jpg) |
|
||||
| <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
|
||||
| <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) |
|
||||
| <img src="shoulder_bag.png" width="280" alt="shoulder_bag.png"> | [`shoulder_bag.png`](shoulder_bag.png) |
|
||||
| <img src="stanchion.png" width="280" alt="stanchion.png"> | [`stanchion.png`](stanchion.png) |
|
||||
| <img src="street_lamp.png" width="280" alt="street_lamp.png"> | [`street_lamp.png`](street_lamp.png) |
|
||||
| <img src="street_tree.png" width="280" alt="street_tree.png"> | [`street_tree.png`](street_tree.png) |
|
||||
| <img src="sunglasses.png" width="280" alt="sunglasses.png"> | [`sunglasses.png`](sunglasses.png) |
|
||||
| <img src="traffic_cone.png" width="280" alt="traffic_cone.png"> | [`traffic_cone.png`](traffic_cone.png) |
|
||||
| <img src="trash_bin.png" width="280" alt="trash_bin.png"> | [`trash_bin.png`](trash_bin.png) |
|
||||
| <img src="umbrella.png" width="280" alt="umbrella.png"> | [`umbrella.png`](umbrella.png) |
|
||||
| <img src="wall_lantern.png" width="280" alt="wall_lantern.png"> | [`wall_lantern.png`](wall_lantern.png) |
|
||||
| <img src="wand.png" width="280" alt="wand.png"> | [`wand.png`](wand.png) |
|
||||
| [](sheet_npc.jpg) <br> `sheet_npc.jpg` | Eight skinned character variants (casual, jacket, coat, hi-vis vest, dress, hoodie, firefighter, guard) with their gear attach points. |
|
||||
| [](sheet_npc_baseline.jpg) <br> `sheet_npc_baseline.jpg` | Neutral studio baseline: 8 characters x front, three-quarter, profile, back, full body and crowd views. |
|
||||
| [](sheet_npc_baseline_compare-body.jpg) <br> `sheet_npc_baseline_compare-body.jpg` | Neck/shoulder transition: fuller neck base and a lower shoulder root. |
|
||||
| [](sheet_npc_baseline_compare-face-detail.jpg) <br> `sheet_npc_baseline_compare-face-detail.jpg` | Face detail: nose ala wings, a single rounded mouth and a darker ear concha. |
|
||||
| [](sheet_npc_baseline_compare-face.jpg) <br> `sheet_npc_baseline_compare-face.jpg` | Face-depth pass: recessed sclera, upper lid and sculpted chin/cheek planes. |
|
||||
| [](sheet_npc_baseline_compare-p1.jpg) <br> `sheet_npc_baseline_compare-p1.jpg` | 0.9.4 P1 pass: tourist photo-prop visibility and the refit backpack straps. |
|
||||
| [](sheet_npc_baseline_compare-shoes.jpg) <br> `sheet_npc_baseline_compare-shoes.jpg` | Footwear: rounded toe/heel caps on shoes and responder boots. |
|
||||
| [](sheet_npc_baseline_compare-tex256.jpg) <br> `sheet_npc_baseline_compare-tex256.jpg` | 128 -> 256 px NPC slot maps on the same camera. |
|
||||
| [](sheet_npc_baseline_compare-texuv.jpg) <br> `sheet_npc_baseline_compare-texuv.jpg` | 4x fabric weave with the baked per-character AO removed. |
|
||||
| [](sheet_npc_baseline_compare-torso.jpg) <br> `sheet_npc_baseline_compare-torso.jpg` | Torso/hip taper without changing the skeleton or build multipliers. |
|
||||
| [](sheet_npc_crowd_prototypes.jpg) <br> `sheet_npc_crowd_prototypes.jpg` | Four approved crowd-variety looks queued for the 12-character roster. |
|
||||
| [](sheet_npc_gear.jpg) <br> `sheet_npc_gear.jpg` | Eighteen gear pieces authored in attach space: caps, hood, helmet, bags, tanks, lanyards and handheld items. |
|
||||
| [](sheet_npc_hands_compare.jpg) <br> `sheet_npc_hands_compare.jpg` | Hand pass: wider palms, segmented fingers and a separate thumb. |
|
||||
| [](sheet_npc_hands_grip_compare.jpg) <br> `sheet_npc_hands_grip_compare.jpg` | Grip pass: the forward hand-item offset that puts props in the palm. |
|
||||
| [](sheet_npc_sources_research.jpg) <br> `sheet_npc_sources_research.jpg` | External character-source evaluation (CC0/CC-BY) for the roster research. |
|
||||
| [](sheet_props.jpg) <br> `sheet_props.jpg` | Twenty street and venue props with baked maps, ground contact and collider footprints. |
|
||||
| [](sheet_texture_refinement_0.9.5.jpg) <br> `sheet_texture_refinement_0.9.5.jpg` | 0.9.5 texture refinement before/after: pavers, awning stripes and NPC fabric. |
|
||||
|
||||
The acceptance criteria for these sheets are in [`../npc-visual-review.md`](../npc-visual-review.md),
|
||||
the measurements in [`../npc-proportion-audit.md`](../npc-proportion-audit.md) and
|
||||
[`../3d-model-review.md`](../3d-model-review.md), and the asset contract in
|
||||
[`../blender-assets.md`](../blender-assets.md).
|
||||
|
Before Width: | Height: | Size: 268 KiB After Width: | Height: | Size: 405 KiB |
@@ -1,17 +1,18 @@
|
||||
# Development Status
|
||||
|
||||
Current planning priorities are the unversioned **3D model re-evaluation**, **Character
|
||||
development** and **Local map development** tracks in [`TODO.md`](../TODO.md); none is part of the
|
||||
implemented list below yet. The re-evaluation scores the existing characters, gear, props and
|
||||
Current planning priorities are the unversioned **3D model and local map re-evaluation** and
|
||||
**Character development** tracks in [`TODO.md`](../TODO.md); none is part of the implemented list
|
||||
below yet. The re-evaluation scores the existing characters, gear, props and
|
||||
venues against the locally installed Blender skill guidance before the roster expands. The 0.10.0
|
||||
release candidate remains the next versioned release.
|
||||
|
||||
Implemented so far:
|
||||
|
||||
- 3D re-evaluation — facade and prop pass (unversioned, 2026-11-03): the Masonic/El Capitan facade uses the photo-anchored `limestone_ashlar` field and warm-tinted stone; the TV Studio reuses `masonic_facade` (same Jimmy Kimmel starting point); the Joke Shop canopy signature band is white over black, the red curtain bays are seven tied-back hourglass drapes, and the hall wall uses `dark_stucco`. The `fire_hydrant` was rebuilt with a bolted flange, bonnet cap nut and larger outlets; `bollard` gained a flared base collar and `newspaper_box` a recessed window slot and door seam. A venue light-falloff gate asserts physical attenuation, and `tools/describe_image.py` adds free-form vision review alongside the structured judges. The scorecard, measurements and accepted limits are in [`3d-model-review.md`](3d-model-review.md).
|
||||
- Godot 4.7.2 project scaffold, input map, procedural world builder (CI/local/release unified)
|
||||
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
|
||||
- Three authored scenarios (El Capitan Entertainment Centre / Hollywood Boulevard, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
|
||||
- Headless unit tests: **272 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
|
||||
- Headless unit tests: **277 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings, venue light-falloff gate, prop collider coverage)
|
||||
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
|
||||
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
|
||||
- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
|
||||
@@ -50,8 +51,8 @@ Implemented so far:
|
||||
- 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`.
|
||||
- Release v0.9.6 (2026-11-03): the tagged commit `4bb2896` passed Gitea Actions run 1296 (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/v0.9.6>.
|
||||
- Release candidate (0.10.0-rc.1, 2026-11-03): clean worktree `a9658ec` built Linux 161.5 MB, Windows 197.2 MB, macOS 148.0 MB, Web 97.8 MB and Desktop HQ 241.6 MB. The Web/HQ archives contain `CREDITS.md`, `PRIVACY.md`, `docs/accessibility.md` and `docs/known-limitations.md`; SHA-256 checksums were generated, the Linux and HQ binaries launched headless, and the Web index/wasm/pck/docs served with HTTP 200. The candidate is not published: external playtest, AI-provider/legal approval, macOS signing and the Windows/macOS target matrix remain open blockers.
|
||||
- Save migration and reliability (0.10.0 work): committed 0.8-era settings/campaign/history fixtures and a 0.9.0 checkpoint. The loader default-fills old settings, keeps campaign progress and validates checkpoints for all three venues with an open incident, NPC rows, door, flashlight and body-camera state. Corrupt and partial files fall back to defaults; a blocked atomic replace leaves the prior valid file intact. `_load_json` uses the non-logging JSON parser; save locations and rollback are documented in `getting-started.md`. Suite is 272/272;
|
||||
Python tooling is 108/108 after the GLB `inspect` intake coverage.
|
||||
- Save migration and reliability (0.10.0 work): committed 0.8-era settings/campaign/history fixtures and a 0.9.0 checkpoint. The loader default-fills old settings, keeps campaign progress and validates checkpoints for all three venues with an open incident, NPC rows, door, flashlight and body-camera state. Corrupt and partial files fall back to defaults; a blocked atomic replace leaves the prior valid file intact. `_load_json` uses the non-logging JSON parser; save locations and rollback are documented in `getting-started.md`. Suite is 277/277;
|
||||
Python tooling is 161/161 after the GLB `inspect` intake coverage.
|
||||
- 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.
|
||||
- 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>.
|
||||
- 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>.
|
||||
@@ -61,6 +62,8 @@ Python tooling is 108/108 after the GLB `inspect` intake coverage.
|
||||
- Texture visual verification (0.9.5 work): the nine-stage realism run used `z-ai/glm-5.3-flash` once per shot; mean `after` scores were overall 1.8, lighting 2.3, materials 1.8, texture detail 1.2, backdrop 2.0 and characters 1.2, with a Pillow metric gap of 0.306. The judge remains an optional review aid, not a CI gate. The committed before/after close-up sheet is [`blender_previews/sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg); it records that the paver/Walk of Fame and NPC fabric repairs are visible, while asphalt, limestone and skyline picks held without a replacement. `tools/check_screenshots.sh` passed 21 good / 0 bad and the screen-design judge passed 21/21 match with 0 review.
|
||||
- NPC visual optimization (0.9.4, complete 2026-11-02): all eight variants passed the portrait/readability, proportion, gear, foot/shoe, headgear and final-context gates. The library uses an 8,000-triangle / 8,000-glTF-vertex cap (up from 6,000/5,000; `npc_base` fallback remains 6,000/4,000); current characters measure 4,482–5,474 triangles and 4,260–5,494 vertices. The 48-frame baseline and 96-frame final-context review pass, the hand/gear offset and shoes are in, and the accepted stylized limits are documented in `npc-visual-review.md`.
|
||||
- NPC face-detail pass (0.9.4 work): ala wings and a smaller nose bridge/tip, one rounded mouth slot, and a darker ear concha; all eight rebuilt. The comparison is `sheet_npc_baseline_compare-face-detail.jpg`.
|
||||
- NPC face realism pass (2026-11-03/04): all eight variants now use the `seg=24/rings=16` head with a subtle brow ridge, a fuller lower lip and both eyelids (recessed creases were rejected because they bake as dark AO patches). Vision-reviewed as cleaner/more realistic than the 0.9.4 face; characters measure 5,038–5,900 tris / 4,756–5,902 verts (still under 8,000). `sheet_npc_baseline.jpg` was refreshed.
|
||||
- Crowd-variety roster (character development, 2026-11-04): four new variants — `npc_crowd_a` (slim/bun/sunglasses), `npc_crowd_b` (broad/bald/beard/shoulder bag), `npc_crowd_c` (coat/umbrella), `npc_crowd_d` (slim/hood/cup) — built with the realistic face and wired into `CHARACTER_POOLS` so the routine crowd roles (tourist, confused visitor, intoxicated) pick them by seed instead of cloning `npc_casual`. The 24-NPC smoke is now 152,464 tris / 168 meshes / 6.94 ms (under the 50 ms budget).
|
||||
- NPC headgear clearance (0.9.4 work): the 96-frame final-context review after the face-detail pass confirms the cap, firefighter helmet, hood and sunglasses clear the refined brow and eyes; no gear rebuild was needed.
|
||||
- NPC footwear pass (0.9.4 work): casual shoes gained rounded toe and heel caps; responder/firefighter boots gained matching toe/heel volumes while retaining the black rubber boot language. All eight rebuilt; comparison `sheet_npc_baseline_compare-shoes.jpg`.
|
||||
- NPC hand-item grip (0.9.4 work): runtime `HAND_ITEM_FORWARD` moves every hand gear 4 cm forward from the wrist proxy, so phone, cup, clipboard, camera, flashlight, wand and radio sit in the open palm instead of partly inside it. The open-hand/no-finger-rig limit is accepted for this stylized release; the comparison is `sheet_npc_hands_grip_compare.jpg`.
|
||||
@@ -79,8 +82,8 @@ staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare
|
||||
- Desktop HQ (v0.7.1): optional Forward+ Windows/Linux zip with volumetric fog, SDFGI and a volumetric flashlight; the default Compatibility/Web builds and headless tests gate the effect off. A/B captures are generated locally under `docs/screens/realism/` (gitignored).
|
||||
- Hollywood landmark map (map optimization): the default venue is now a stylized reconstruction of 6840 Hollywood Blvd (the 1921 Masonic Temple / El Capitan Entertainment Centre) with a six-column Ionic portico, eight stone steps, Masonic parapet motto and medallions, three red event banners, central and side entrances, the El Capitan Theatre and east retail neighbours, the Ovation Hollywood arcade opposite, the Walk of Fame terrazzo and a four-lane boulevard with red kerb paint. The facade uses the shared limestone/stone material; the whole venue measures **58,884 triangles across 409 meshes** in the map-budget test. The venue menu exposes separate **Day** and **Night** Hollywood rows; the night row resolves to the same scenario with a late-phase offset, so its whole shift stays after dark. Real-site references and the geometry mapping are in [`hollywood-boulevard-map.md`](hollywood-boulevard-map.md).
|
||||
- Day/night scenery variants (map optimization): the Hollywood row in the venue menu is split into Day and Night entries, with localized names/blurbs. The night entry uses `ShiftCoordinator.phase_offset_s` to start a full-length shift in `LATE` while the clock still starts at 00:00; the scheduler reads the offset time so late-night routine traffic and the late violent-threat event still fire, and the offset round-trips through checkpoints. Three `LATE` routine events keep the night street populated. Local lights were retuned from constant falloff to linear attenuation so sconces pool instead of flooding the stone.
|
||||
- Joke Shop / Sunset Strip map (map optimization): the second venue is now a stylized reconstruction of The Comedy Store block at 8433 Sunset Blvd, with a 27 m black hall, signature-covered sloping canopy, circular **THE JOKE SHOP** blade sign, red velvet curtain bays, a west-end entrance, cream and white low-rise neighbours, a dry hillside with stucco houses and palms behind the roofline, and a low retail/billboard frontage across Sunset. The same geometry serves day and late lighting through the phase system. Real-site references and limits are in [`joke-shop-map.md`](joke-shop-map.md); the map measures **22,680 triangles across 454 meshes** in the budget test.
|
||||
- Venue geometry (v0.7.0, Joke Shop frontage superseded by the map-optimization pass): the TV Studio builds a stone facade, bulb canopy, glossy black car and barrier line. `WorldBuilder.VENUE_SPECS` drives facade/street/nav dimensions, and `GameManager` rebuilds only the world container when the venue changes.
|
||||
- Joke Shop / Sunset Strip map (map optimization): the second venue is now a stylized reconstruction of The Comedy Store block at 8433 Sunset Blvd, with a 27 m black hall, signature-covered sloping canopy, circular **THE JOKE SHOP** blade sign, seven tied-back red velvet curtain drapes, a west-end entrance, cream and white low-rise neighbours, a dry hillside with stucco houses and palms behind the roofline, and a low retail/billboard frontage across Sunset. The same geometry serves day and late lighting through the phase system. Real-site references and limits are in [`joke-shop-map.md`](joke-shop-map.md); the map measures **25,828 triangles across 518 meshes** in the budget test.
|
||||
- Venue geometry (v0.7.0, Joke Shop frontage superseded by the map-optimization pass): the TV Studio is the same El Capitan block restaged for a late-night arrival — a stone facade, bulb canopy, glossy black car and barrier line. `WorldBuilder.VENUE_SPECS` drives facade/street/nav dimensions, and `GameManager` rebuilds only the world container when the venue changes.
|
||||
- Gear fit (post-v0.6.0): Blender gear is measured against the avatar head/skirt silhouette and the checks run in both the Python tooling and the headless suite. Sunglasses, the shoulder bag and the firefighter helmet were fitted to the new faces; the Influencer portrait and gallery were recaptured with a before/after report.
|
||||
- End-to-end interaction pass (0.9.3 work): `smoke_ui_flows.gd` drives inspection allow/deny, normal vs emergency radio, Help filtering, wand allow/deny and review return-to-menu in the real scene; campaign and timeline smokes cover review continue and timeline round-trips.
|
||||
- Destructive-action pass (0.9.3 work): reset campaign and tutorial replay share a guarded confirmation dialog (one open instance, one emission, Cancel is inert); emergency send remains hold-to-confirm with no post-submit double-fire. Covered by session/radio tests and recorded in `docs/ui-copy.md`.
|
||||
|
||||
@@ -29,7 +29,7 @@ offers the same map as **Hollywood Boulevard — Day** and **Hollywood Boulevard
|
||||
— Night**; the night variant starts directly in the late phase instead of
|
||||
waiting for the shift clock.
|
||||
|
||||
The original scenario places the guard at the top of the eight stone steps outside the historic Masonic Temple / El Capitan Entertainment Centre on Hollywood Boulevard. Tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats may approach the entrance.
|
||||
The original scenario — the starting point of the campaign — places the guard at the top of the eight stone steps outside the historic Masonic Temple / El Capitan Entertainment Centre on Hollywood Boulevard, the building that houses the *Jimmy Kimmel Live!* stage and studio. Tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats may approach the entrance.
|
||||
|
||||
Authorized people must either be recognized by the guard or present a valid wristband. Wristbands can have different colors, patterns, dates, or event markings. They may be valid, expired, counterfeit, or missing.
|
||||
|
||||
@@ -39,7 +39,7 @@ The Joke Shop is a Sunset Strip comedy club inspired by the real Comedy Store at
|
||||
|
||||
### Hollywood Boulevard Late Night TV Studio
|
||||
|
||||
This scenario combines the previously defined NPC types with a busy television-studio entrance: a stone facade, a bulb-lit canopy, a glossy black car at the curb, and stanchions/barriers holding the arrival line. The player manages audience members, production staff, performers, guests, deliveries, celebrity arrivals, tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats.
|
||||
This scenario combines the previously defined NPC types with a busy television-studio entrance: the same El Capitan Entertainment Centre block as the Hollywood day shift, restaged as a late-night studio arrival — the stone facade and steps, a bulb-lit canopy, a glossy black car at the curb, and stanchions/barriers holding the arrival line. The player manages audience members, production staff, performers, guests, deliveries, celebrity arrivals, tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats.
|
||||
|
||||
The studio uses wristbands, credentials, tickets, guest-list confirmation, and personal recognition to authorize entry. Crowd control, filming boundaries, following authorized guests through the door, and counterfeit credentials are key events.
|
||||
|
||||
|
||||
@@ -11,7 +11,10 @@ eye height, while side streets and interiors are simplified.
|
||||
- **Coordinates:** 34.10118 N, 118.34009 W (OSM way `424024147`).
|
||||
- **Building:** the 1921 Hollywood Masonic Temple, designed by John C. Austin in
|
||||
the Classical Revival style; now the El Capitan Entertainment Centre and the
|
||||
home of *Jimmy Kimmel Live!*.
|
||||
home of *Jimmy Kimmel Live!*. This is the game's **starting point**: the first
|
||||
shift (Hollywood) and the late-night TV Studio arrival both begin at this
|
||||
building, where the Kimmel stage and studio occupy the interior behind the
|
||||
six-column facade.
|
||||
- **Facade:** a light stone/render Neoclassical front with six oversized Ionic
|
||||
columns, a recessed main entrance reached by eight stone steps, ornamental
|
||||
iron door grilles, a continuous crosscut-grille transom, two street-level side
|
||||
@@ -22,6 +25,19 @@ eye height, while side streets and interiors are simplified.
|
||||
- **Sidewalk:** the Hollywood Walk of Fame terrazzo strip with brass stars runs
|
||||
along the kerb; the kerb is painted red in the reference photographs.
|
||||
|
||||
### Late Night TV Studio venue
|
||||
|
||||
The game's third venue is **the same block**, not a separate real site. The building houses
|
||||
*Jimmy Kimmel Live!*, so the "Late Night TV Studio" scenario restages 6840 Hollywood Blvd as a
|
||||
studio arrival: the same stone facade and steps, plus a bulb-lit canopy, a glossy black car at the
|
||||
kerb, a barrier/stanchion line and an audience queue. The Kimmel stage/audience and the entrance
|
||||
marquee are researched as local-only reference sets under
|
||||
`tmp/research/jimmy-kimmel-stage/` and `tmp/research/jimmy-kimmel-entrance/` (gitignored); the
|
||||
photo-anchored entrance concepts live in
|
||||
[`screens/concepts/hollywood_boulevard/README.md`](screens/concepts/hollywood_boulevard/README.md). `VENUE_SPECS["tv_studio"]` is a variant of the
|
||||
Hollywood spec (30.0 m facade instead of 29.6 m, arrival staging instead of the day-time banners),
|
||||
and it shares this block's reference board rather than owning one.
|
||||
|
||||
## Game mapping
|
||||
|
||||
| Real feature | In-game representation |
|
||||
@@ -37,6 +53,7 @@ eye height, while side streets and interiors are simplified.
|
||||
| Ovation Hollywood | `OvationHollywood` arcade with seven arched openings, sign and south sidewalk |
|
||||
| Walk of Fame | `WalkOfFame` dark terrazzo band with ten stars |
|
||||
| Four-lane boulevard | double-yellow centre, broken white lane lines, red kerb paint and crosswalk |
|
||||
| TV Studio arrival staging | `VENUE_SPECS["tv_studio"]`: same six-column Masonic facade and eight steps (reuses `masonic_facade`), plus `bulb_canopy`, `sedan`, `handrail` and barrier placements instead of the day-time marquee |
|
||||
|
||||
The generated AI references live in
|
||||
[`docs/screens/concepts/hollywood_boulevard/`](screens/concepts/hollywood_boulevard/README.md).
|
||||
@@ -63,14 +80,37 @@ not texture or geometry sources.
|
||||
- Local lights use linear attenuation (`omni_attenuation = 1.0`). Godot treats
|
||||
`0.0` as constant falloff, which previously turned the night facade into a
|
||||
flat yellow wall; the sconces now pool light instead.
|
||||
- The masonic facade field uses the `limestone_ashlar` pick: a seamless ashlar
|
||||
tile generated reference-anchored on the 2009 facade photo (CC BY 2.0),
|
||||
768 px over ~4.6 m of wall (~167 px/m), so the wall carries course joints and
|
||||
per-block value variation instead of flat plaster.
|
||||
- Night balance: the event banners carry a warm self-light and the marquee sign
|
||||
face + bulbs brighten after dark (registered with `_marquee_emissive`), so the
|
||||
facade reads as practical-lights-only rather than a flat lit wall. The marquee
|
||||
canopy stays black metal by design — the fictional "GIG LINE" marquee, not the
|
||||
red El Capitan Theatre marquee next door.
|
||||
|
||||
## References
|
||||
|
||||
The committed, license-cleared photo board for this block — with the provenance sidecar and the
|
||||
decisions each photo informed — is in
|
||||
[`screens/refs/hollywood/README.md`](screens/refs/hollywood/README.md). The three-up boards
|
||||
(real photo | generated concept | current capture) live in
|
||||
[`screens/boards/README.md`](screens/boards/README.md) and make the remaining facade-realism gap
|
||||
visible: the capture panel still shows flat material bands where the photo has limestone value
|
||||
variation, joint lines and reveal depth.
|
||||
|
||||
- [Hollywood Masonic Temple — Wikipedia](https://en.wikipedia.org/wiki/Hollywood_Masonic_Temple)
|
||||
- [El Capitan Entertainment Centre — OpenStreetMap way 424024147](https://www.openstreetmap.org/way/424024147)
|
||||
- [El Capitan Theatre — OpenStreetMap way 424024148](https://www.openstreetmap.org/way/424024148)
|
||||
- [Ovation Hollywood — OpenStreetMap way 151485232](https://www.openstreetmap.org/way/151485232)
|
||||
- [Hollywood Masonic Temple facade — Wikimedia Commons](https://commons.wikimedia.org/wiki/File:El_Capitan_Theater_frontal_fachade-The_Masonic_Temple.jpg)
|
||||
- Local frames that changed a decision (gitignored, never committed):
|
||||
- `tmp/research/elcapitan-2026/` (recent Commons geosearch) → established that no recent photo
|
||||
frames the El Capitan facade straight-on in daylight, so the 2009 CC BY frame stays the
|
||||
geometry reference.
|
||||
- `tmp/research/jimmy-kimmel-entrance/07.jpg` → the photo anchor for the four Jimmy Kimmel
|
||||
entrance concepts (day/night × gemini/gpt), confirming the starting-point building.
|
||||
- [Hollywood Masonic Temple and El Capitan Theatre, 2013 — Wikimedia Commons](https://commons.wikimedia.org/wiki/File:Hollywood_Masonic_Temple_2013-10-13_10-02-25.jpg)
|
||||
|
||||
## Verification
|
||||
|
||||
@@ -27,18 +27,34 @@ signature-covered canopy, with the circular blade sign above the roof, red
|
||||
curtains along the frontage and the main entrance set toward the west end. The
|
||||
hillside houses behind it are part of the silhouette from the sidewalk.
|
||||
|
||||
## Measured proportions (vision-extracted from the local frames, 2026-11-03)
|
||||
|
||||
`tools/describe_image.py` was used to read the gitignored `tmp/research/comedy-store/` frames
|
||||
(the harness cannot display images directly). Two frames disagreed on crop-dependent details, so
|
||||
the ranges below are the reconciled reading; the game spec is a deliberate compression.
|
||||
|
||||
| Feature | Reference reading | Game spec | Reconciliation |
|
||||
| --- | --- | --- | --- |
|
||||
| Street frontage | ~35–40 m wide, parapet ~5.5–6 m (≈6:1 width:height), rounded corner | 27 m × 6.0 m | Facade height lowered 8.4 → 6.0 m (2026-11-03); width still compressed for the playable block |
|
||||
| Canopy | ~4–4.5 m projection, tilts forward noticeably | 4.9 m at 11° | Close; the forward pitch is confirmed |
|
||||
| Fascia band | black, 30–40 cm deep, marquee-bulb string | black `SignatureCanopy` fascia + `CanopySignatures` + bulbs | Matches; signatures now white |
|
||||
| Circular blade sign | ~3–4 m diameter white disc, red serif wordmark, pole-mounted | 3.9 m white disc, black wordmark, pole | Diameter matches; the game wordmark is black (fictional `THE JOKE SHOP`) |
|
||||
| Red curtain bays | 3–5 visible depending on frame, floor-length, tied-back mid-bay | 7 tied-back drapes | Count is crop-dependent; 7 is a readable stylization, not a defect |
|
||||
| Entrance | west end, recessed at the rounded corner | west end at x = -8.8, recessed | Matches |
|
||||
| Roofline | taller dark mass rises behind the right half | `RoofPlant` box at x = 5.5 | Matches |
|
||||
|
||||
## How the map maps to the real site
|
||||
|
||||
| Real element | Game implementation |
|
||||
| --- | --- |
|
||||
| Low black comedy hall | 27 m × 12 m footprint, 8.4 m street wall; matte black concrete surface with a low plinth and parapet |
|
||||
| Low black comedy hall | 27 m × 12 m footprint, 6.0 m street wall; matte black concrete surface with a low plinth and parapet |
|
||||
| Deep overhanging canopy | 4.9 m sloped slab dropping about 1 m to the outer fascia; the fascia carries white signature lettering and the club name |
|
||||
| Signature-covered front | Two `Label3D` signature bands on the fascia plus a smaller wall panel, so the handwriting reads at gameplay distance without dozens of decals |
|
||||
| Circular blade sign | 3.9 m white disc with a black rim on a roof pole; `THE JOKE SHOP` lettering faces the street |
|
||||
| Red curtains | Four three-fold velvet bays with tiebacks between the entrance and the east end; a red velvet entrance curtain |
|
||||
| Red curtains | Seven tied-back velvet drapes between the entrance and the east end — each cinched into an hourglass with a scalloped hem and dark recess between bays; a red velvet entrance curtain |
|
||||
| West-end entrance | Recessed opening at x = -8.8 m with a low step, brass pulls and the door-lock indicator |
|
||||
| Warm practicals | Sconces along the wall, canopy downlights, entrance wash and three ground uplights; all off in daylight and switched by `set_night_mode()` |
|
||||
| Neighbouring low-rise frontage | Cream Mediterranean block west (balconies, red awning) and white commercial block east (ribbon windows, lobby) |
|
||||
| Neighbouring low-rise frontage | Cream Mediterranean block west (balconies, red awning) with a stepped-back 5–6 storey pink hotel tower behind it (`WestHotelTower`, the Ramada Plaza mass); white commercial block east (ribbon windows, lobby) |
|
||||
| Hillside and houses | Fog-free unshaded 60° ramp behind the rear wall with stucco houses, shrubs and palms; its tint drops to a dark silhouette at night |
|
||||
| Opposite side of Sunset | Low retail row, rooftop billboard, neon and palms as background context beyond the far kerb |
|
||||
| Sidewalk furniture | Palms, queue barriers, stanchions, bins, planters, a-frame sign, hydrant and a parked sedan; prop placements pass the shared validator |
|
||||
@@ -51,7 +67,7 @@ hillside houses behind it are part of the silhouette from the sidewalk.
|
||||
Hollywood block and a crosswalk in front of the entrance.
|
||||
- **Playable area:** x = -15…15, z = -0.6…14.0. The guard starts on the west
|
||||
side of the entrance at (-4.8, 0.1, 1.4), facing the approach.
|
||||
- **Map budget:** the headless audit measures **22,680 triangles across 454
|
||||
- **Map budget:** the headless audit measures **25,828 triangles across 518
|
||||
meshes**, well inside the 150k/700 test budget.
|
||||
|
||||
The same geometry serves the day and late-night looks. There is no second baked
|
||||
@@ -65,9 +81,12 @@ just as with the Hollywood day/night rows.
|
||||
- The 47 m OSM footprint includes rear parcels and does not match the 27 m
|
||||
street frontage; the game keeps the frontage proportions rather than the full
|
||||
lot.
|
||||
- Neighbouring businesses are represented by generic low-rise blocks. Their
|
||||
exact names and current tenants were not verified, so the docs do not claim
|
||||
them.
|
||||
- Neighbouring businesses are represented by generic low-rise blocks (plus the
|
||||
stepped-back `WestHotelTower` mass behind the west block, standing in for the
|
||||
Ramada Plaza). Their exact names and current tenants were not verified, so the
|
||||
docs do not claim them.
|
||||
- The real club's west street corner is rounded (radius ~3–4 m); the game keeps
|
||||
a hard 90° corner as a stylized-reconstruction simplification.
|
||||
- The hillside is a background ramp with simplified houses, not a terrain
|
||||
heightfield; it exists to restore the real silhouette above the roofline.
|
||||
- Signage uses the fictional **The Joke Shop** name, not the real Comedy Store
|
||||
@@ -79,13 +98,21 @@ just as with the Hollywood day/night rows.
|
||||
|
||||
## References
|
||||
|
||||
The old committed Comedy Store photo board was removed on 2026-11-03 in favour of a local-only
|
||||
research set under `tmp/research/comedy-store/` (owner override: development reference, never
|
||||
committed, no licence gate). The three-up board (real photo | generated concept | current capture)
|
||||
is in [`screens/boards/README.md`](screens/boards/README.md); its photo panel is a historical
|
||||
public-domain frame, and the current block reference now lives in the gitignored research folder.
|
||||
|
||||
- OpenStreetMap way 428854155: <https://www.openstreetmap.org/way/428854155>
|
||||
- Wikimedia Commons photographs used for proportion and material study:
|
||||
- <https://commons.wikimedia.org/wiki/File:ComedyStore_01.jpg>
|
||||
- <https://commons.wikimedia.org/wiki/File:ComedyStore_02.jpg>
|
||||
- <https://commons.wikimedia.org/wiki/File:The_Comedy_Store.jpg>
|
||||
- <https://commons.wikimedia.org/wiki/File:The_Comedy_Store_West_Hollywood_(51017780551).jpg>
|
||||
- AI art-direction frames: [`screens/concepts/joke_shop/`](screens/concepts/joke_shop/README.md)
|
||||
- Local frames that changed a decision (gitignored, never committed):
|
||||
- `tmp/research/comedy-store/` facade/street/strip/visitor frames → the four
|
||||
`comedy_store_*` photo-anchored concept pairs and the map-recreation plan.
|
||||
- `tmp/research/comedy-store-hillside/` (public-domain hillside frame) → the photo anchor for
|
||||
`joke_shop_entrance_day-v2.png` (a less-branded frame that clears the image-recitation filter).
|
||||
- The hall wall uses the `dark_stucco` pick (1024 px, matte charcoal grain) instead of the grey
|
||||
paver tile, so the black stucco reads as the real club's flat plaster rather than masonry.
|
||||
- Verification: `godot --headless --path . --script res://src/test/test_runner.gd`
|
||||
(`test_joke_shop_uses_the_real_sunset_strip_layout`,
|
||||
`test_joke_shop_geometry_stays_inside_the_map_budget`), and
|
||||
|
||||
@@ -199,6 +199,33 @@ not production topology.
|
||||
MakeHuman is therefore **feasible only as a separate local body-shape pipeline**.
|
||||
The boundary for that future work is:
|
||||
|
||||
Intake prototype (2026-11-04): `tmp/npc-research/makehuman_intake.py` scales the
|
||||
CC0 base to 1.82 m, grounds it, triangulates and decimates to **3,790 verts /
|
||||
6,444 tris**, then exports `tmp/npc-research/makehuman/makehuman_body.glb` (body
|
||||
only, one neutral material, UVs present, no rig). The body is the input for the
|
||||
contract-rig/retopology step; the script and mesh stay under `tmp/` and are never
|
||||
committed.
|
||||
|
||||
Retarget prototype (2026-11-04): `tmp/npc-research/makehuman_retarget.py` rotates
|
||||
the A-pose arms down (−38°/+38°) and scales them **1.63×** to the contract 0.70 m
|
||||
arm, welds the split vertices, smooth-shades, adds the 13-bone contract armature
|
||||
with the project's distance-to-bone `_auto_weights`, paints the five slot regions,
|
||||
renames the mesh to `npc_base`, and exports `makehuman_retargeted.glb` — **6,444 /
|
||||
8,000 tris, 7,726 / 8,000 verts**, 14 bones, skinned, arm-down, grounded, five
|
||||
slots, no contract issues. The proportion warp (1.63× arms) is the same class of
|
||||
issue that blocked Quaternius; here it is accepted, but the vision review shows
|
||||
it distorts the deltoid/shoulder, the decimated hands are blocky, and the slot
|
||||
boundaries are rough — refinement work (arm-scale falloff, project head/hands,
|
||||
weight tuning) is the next step.
|
||||
|
||||
The arm-scale falloff (1.0 at the shoulder tapering to 1.63 at the fingertip) was
|
||||
added, then the arm threshold was raised to x > 0.22 and a rotation falloff was
|
||||
added — the deltoid/shoulder junction is now smooth (no spiky triangles or
|
||||
arm/torso gaps). Remaining visual defects: the decimated MakeHuman head reads
|
||||
dark/featureless, the hands are flat claw-like, and the feet are detached/spiked
|
||||
— these are fixed by swapping in the project's `_face`/`_hands_and_shoes`/shoe
|
||||
parts, the next step.
|
||||
|
||||
- MPFB/MakeHuman is installed and run by a contributor, never by CI or the game
|
||||
build.
|
||||
- Generated bodies and intermediate exports stay in `tmp/` (gitignored); the
|
||||
|
||||
@@ -17,6 +17,10 @@ The 2026-11-03 skill-guided re-evaluation, its measurements (texel density, budg
|
||||
bounds) and the open scorecard live in [`3d-model-review.md`](3d-model-review.md). It does not
|
||||
change the accepted limits below.
|
||||
|
||||
A single-variant face prototype (`npc_casual`) landed 2026-11-03/04: `seg=24/rings=16` head,
|
||||
subtle brow ridge, fuller lower lip and both eyelids. It reads cleaner than the 0.9.4 face and is
|
||||
a candidate for the remaining seven once the owner approves (see the review doc).
|
||||
|
||||
## What was captured
|
||||
|
||||
`src/test/capture_npc_baseline.gd` stages all eight library characters in a
|
||||
@@ -78,7 +82,7 @@ pass every applicable item before a library rebuild is accepted.
|
||||
the head volume has a readable jaw/cheek/chin transition; no face-plane seams,
|
||||
inverted normals or z-fighting. The face direction must remain unambiguous.
|
||||
4. **Hair and headgear:** hair covers the scalp without gaps or scalp-through
|
||||
seams; fringes, buns and beards keep their silhouette. Caps, beanies, hoods,
|
||||
seams; fringes, buns and beards keep their silhouette. Caps, hoods,
|
||||
sunglasses and the firefighter helmet clear the brow, eyes and ears. Headgear
|
||||
may sit outside the 1.55–1.81 m face band, but its brim must not cover the
|
||||
eyes.
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
Visual references and generated QA evidence for Gig Line.
|
||||
|
||||
- [`refs/README.md`](refs/README.md) — licensed real-location photos, provenance sidecars and the licence/privacy rules
|
||||
- [`concepts/README.md`](concepts/README.md) — AI-assisted realism concept frames
|
||||
- [`designs/README.md`](designs/README.md) — screen-design mockups
|
||||
- [`../screenshots/README.md`](../screenshots/README.md) — committed game gallery
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
# Three-up boards: photo | concept | capture
|
||||
|
||||
Each strip lines up the three image sources for one venue state so the evidence
|
||||
chain stays visible: the licensed real photo is the **evidence**, the generated
|
||||
frame is the **proposal** (geometry anchored on the photo; see the
|
||||
[concepts board](../concepts/README.md) and each frame's `.refgen.json`), and
|
||||
the game capture is the **proof** of the current build. Where the concept and
|
||||
the photo disagree, the photo wins for shape; the capture shows the gap the
|
||||
facade-realism work has to close.
|
||||
|
||||
Composed with `tools/three_up.py compose` (labels baked in; the photo panel's
|
||||
attribution lives in the caption and the [refs sidecars](../refs/README.md)).
|
||||
|
||||
| Board | Caption |
|
||||
| --- | --- |
|
||||
|  | El Capitan facade, day. Photo: [CC BY 2.0, woo, 2009](https://commons.wikimedia.org/wiki/File:El_Capitan_Theater_frontal_fachade-The_Masonic_Temple.jpg) via `refs/hollywood`. Concept: photo-anchored generation. Capture: current build with the ashlar limestone field (`limestone_ashlar`, anchored on the same photo). |
|
||||
|  | El Capitan block, night. Photo: CC BY-SA 3.0 (reviewed; redistribution only, no derived assets) via `refs/hollywood`. Concept: photo-anchored night restage. Capture: current build. |
|
||||
|  | Joke Shop frontage, day. Photo: local-only research frame (`tmp/research/comedy-store`, gitignored). Concept: photo-anchored (gemini + gpt). Capture: current build with the `dark_stucco` wall tile. |
|
||||
|
After Width: | Height: | Size: 174 KiB |
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"board": "elcapitan-day-board.jpg",
|
||||
"caption": "El Capitan facade, day. Photo: CC BY 2.0 2009 via refs/hollywood. Concept: photo-anchored. Capture: ashlar limestone pass (limestone_ashlar, 768 px tile, ~167 px/m).",
|
||||
"photo": "docs/screens/refs/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg",
|
||||
"concept": "docs/screens/concepts/hollywood_boulevard/hollywood_boulevard_entrance_day-v2.png",
|
||||
"capture": "docs/screenshots/01-venue-overview.png"
|
||||
}
|
||||
|
After Width: | Height: | Size: 107 KiB |
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"board": "elcapitan-night-board.jpg",
|
||||
"caption": "El Capitan block, night: CC BY-SA photo (redistribution only) | photo-anchored concept | current capture (banner self-light + facade washes).",
|
||||
"photo": "docs/screens/refs/hollywood/hollywood-boulevard-night-context-ccbysa.jpg",
|
||||
"concept": "docs/screens/concepts/hollywood_boulevard/el_capitan_facade_night.png",
|
||||
"capture": "docs/screenshots/05-late-night-avenue.png"
|
||||
}
|
||||
|
After Width: | Height: | Size: 117 KiB |
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"board": "jokeshop-day-board.jpg",
|
||||
"caption": "Joke Shop frontage, day. Photo: local-only research frame (tmp/research/comedy-store). Concept: photo-anchored (gemini + gpt). Capture: 6.0 m low hall, dark stucco, white signature band, tied-back curtains, west hotel tower.",
|
||||
"photo": "tmp/research/comedy-store/01.jpg",
|
||||
"concept": "docs/screens/concepts/joke_shop/joke_shop_entrance_day-v2.png",
|
||||
"capture": "docs/screenshots/12-joke-shop.png"
|
||||
}
|
||||
@@ -1,6 +1,13 @@
|
||||
# Scene concepts: the realistic target look
|
||||
|
||||
These are AI-generated example frames (`python3 tools/scene_concepts.py generate --group scene`, `openai/gpt-5-image-mini`, 1280×720) for the realism pass. They are art direction, not assets. `tools/scene_concepts.py realism` pairs them with the in-game shots from `src/test/capture_realism.gd` (see `SHOTS` in the tool). New generations never overwrite a file here; they are saved as `<name>-vN.png`.
|
||||
These are AI-generated example frames for the realism pass. They are art direction, not assets.
|
||||
`tools/scene_concepts.py realism` pairs them with the in-game shots from `src/test/capture_realism.gd`
|
||||
(see `SHOTS` in the tool). New generations never overwrite a file here; they are saved as
|
||||
`<name>-vN.png`.
|
||||
|
||||
Concepts are organised per venue in the two subfolders below. The older top-level single-frame
|
||||
concepts were removed on 2026-11-03 in favour of the per-venue boards, which carry photo-anchored
|
||||
generations with a `.refgen.json` provenance sidecar each (source photo, licence, model).
|
||||
|
||||
## Real-world Hollywood block
|
||||
|
||||
@@ -10,37 +17,10 @@ The map-optimization references for the El Capitan Entertainment Centre block
|
||||
facts and game mapping are documented in
|
||||
[`../../hollywood-boulevard-map.md`](../../hollywood-boulevard-map.md).
|
||||
|
||||
## Concept list
|
||||
|
||||
### Hollywood Entrance
|
||||
|
||||

|
||||
warm low sun, long soft shadows, brick with visible mortar and wear, stone plinth, potted topiary, haze that fades the far street to beige
|
||||
|
||||
### Hollywood Entrance Golden Hour
|
||||
|
||||

|
||||
strong back light and rim light on people, marquee bulbs reading even in daylight
|
||||
|
||||
### Hollywood Entrance Rain Night
|
||||
|
||||

|
||||
dark scene lit by practical lights only (marquee, sodium lamps), wet glossy ground with reflections, fog
|
||||
|
||||
### Boulevard Skyline
|
||||
|
||||

|
||||
deep layered skyline with real towers and haze, palms lining the road, red curb paint, believable asphalt
|
||||
|
||||
### Boulevard Skyline Dusk
|
||||
|
||||

|
||||
purple/orange gradient sky, neon signs, lit windows, car light trails
|
||||
|
||||
### The Joke Shop — Sunset Strip
|
||||
## The Joke Shop — Sunset Strip
|
||||
|
||||
The current Joke Shop map is based on The Comedy Store at 8433 Sunset Blvd.
|
||||
The real-site mapping, simplifications and reference photographs are in
|
||||
The real-site mapping and simplifications are in
|
||||
[`../../joke-shop-map.md`](../../joke-shop-map.md); the frames are in
|
||||
[`joke_shop/README.md`](joke_shop/README.md).
|
||||
|
||||
@@ -48,56 +28,15 @@ The real-site mapping, simplifications and reference photographs are in
|
||||
|
||||

|
||||
|
||||
### Legacy Joke Shop Alley (pre-map optimization)
|
||||
## Cross-cutting targets
|
||||
|
||||

|
||||
narrow brick alley, one warm wall lantern as key light, deep shadows, people in dark jackets
|
||||
For comparison with locally generated realism runs (`docs/screens/realism/`, gitignored):
|
||||
|
||||

|
||||
close material detail: brick, mortar, aged wood door, brass
|
||||
|
||||
These two frames describe the old alley layout and are retained for comparison;
|
||||
they are no longer the target for the Joke Shop map.
|
||||
|
||||
### Studio Stage Door Night
|
||||
|
||||

|
||||
granite facade, a bright bulb canopy as the main light, a glossy black car, stanchions and a barrier
|
||||
|
||||
### Sidewalk Material Closeup
|
||||
|
||||

|
||||
paver joints, stains, granite curb, aggregate asphalt and a tree grate at grazing light
|
||||
|
||||
### Entrance Steps Podium
|
||||
|
||||

|
||||
granite steps, handrails, glass doors, the check-in podium
|
||||
|
||||
### Crowd Barrier Line
|
||||
|
||||

|
||||
steel barriers, a red carpet, a crowd with depth-of-field haze
|
||||
|
||||
### Responder Arrival Wide
|
||||
|
||||

|
||||
fire engine, turnout gear, red/blue light spill on wet pavement
|
||||
|
||||
### NPC Portrait Day
|
||||
|
||||

|
||||
close portrait of a pedestrian: skin with visible pores and stubble, fabric weave, shallow depth of field. The bar for an avatar close-up, not for the crowd shots
|
||||
|
||||
The `npc_portrait` capture in `capture_realism.gd` is staged, not posed by the crowd: it freezes one NPC on an open patch of sidewalk, parks the rest of the crowd out of frame, turns the subject into the camera and stands the guard on the sunlit side. It is the only shot where a face fills the frame, so it is the one to eyeball after an avatar change (generate a local run under `docs/screens/realism/`).
|
||||
|
||||
Cross-cutting targets, for comparison with locally generated realism runs:
|
||||
|
||||
- **Exposure.** The concepts keep the ground mid-grey. The game's sidewalk is close to white, so it is overexposed.
|
||||
- **Night means dark.** The night/dusk concepts are lit by practical lights. The game's "Evening" phase is a bright pink-orange frame.
|
||||
- **Depth.** The concepts show a layered skyline fading into haze. The new v2 skyline strips supply this; the old box skyline did not.
|
||||
- **Geometry and foliage.** The facades have plinths, cornices and deep window reveals, and the trees and shrubs are organic. The game uses flat walls and blob trees.
|
||||
|
||||
## Additional previews
|
||||
|
||||

|
||||
- **Exposure.** The concepts keep the ground mid-grey; the game's sidewalk reads lighter, so it
|
||||
overexposes against the reference.
|
||||
- **Night means dark.** The night/dusk concepts are lit by practical lights only (marquee,
|
||||
signage, street lamps), with wet pavement reflections.
|
||||
- **Depth.** The concepts show a layered skyline fading into haze; the v2 skyline strips supply
|
||||
this at the boulevard boundary.
|
||||
- **Geometry and foliage.** The facades have plinths, cornices and deep window reveals, and the
|
||||
trees and shrubs are organic; the venue-realism passes close these gaps incrementally.
|
||||
|
Before Width: | Height: | Size: 1.3 MiB |
|
Before Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 1.5 MiB |
@@ -10,6 +10,33 @@ game textures. The geometry mapping and source links are in
|
||||
|
||||

|
||||
|
||||
## Entrance — day, photo-anchored
|
||||
|
||||

|
||||
|
||||
Generated with `generate --reference`, anchored on the licence-cleared
|
||||
[`el-capitan-facade-day-wikimedia-2009-10-27.jpg`](../../refs/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg)
|
||||
board photo (CC BY 2.0); provenance in
|
||||
[`hollywood_boulevard_entrance_day-v2.refgen.json`](hollywood_boulevard_entrance_day-v2.refgen.json).
|
||||
The facade geometry (motto band, column rhythm, lattice windows, banner slots,
|
||||
blade sign) follows the photograph; the street is restaged clean for art
|
||||
direction.
|
||||
|
||||
## Facade — night (photo-anchored)
|
||||
|
||||

|
||||
|
||||
Same facade photo as the day frame, restaged to night with practical lighting
|
||||
only (marquee, signage, street lamps) and wet pavement. The blade sign, banner
|
||||
slots and lattice windows follow the photograph.
|
||||
|
||||
## Facade — overcast (photo-anchored)
|
||||
|
||||

|
||||
|
||||
Same framing under flat overcast light. The weathering requested came out
|
||||
mild — treat this as the overcast target, not a decay reference.
|
||||
|
||||
## Entrance — night
|
||||
|
||||

|
||||
@@ -17,3 +44,32 @@ game textures. The geometry mapping and source links are in
|
||||
## Across the boulevard
|
||||
|
||||

|
||||
|
||||
## Jimmy Kimmel Live entrance — local-reference anchored, two models
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
Four frames anchored on the same local-only research photo
|
||||
(`tmp/research/jimmy-kimmel-entrance/07.jpg`, gitignored) with `--reference-unchecked`, two
|
||||
treatments (day, night) × two models (`google/gemini-2.5-flash-image`, `openai/gpt-5-image-mini`).
|
||||
Provenance and model are in each frame's `.refgen.json` sidecar. The building is the starting-point
|
||||
venue: the El Capitan Entertainment Centre carrying the "Jimmy Kimmel Live!" marquee over the
|
||||
six-column Masonic Temple facade.
|
||||
|
||||
## Facade — local-reference anchored, two models
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
Both frames are anchored on the same local-only research photo
|
||||
(`tmp/research/elcapitan/01.jpg`, gitignored) with `--reference-unchecked`, one with
|
||||
`google/gemini-2.5-flash-image` and one with `openai/gpt-5-image-mini`. Provenance and model are
|
||||
in each frame's `.refgen.json` sidecar. Local reference only; the photo never enters the repo and
|
||||
these frames are art direction, not assets.
|
||||
|
After Width: | Height: | Size: 1.5 MiB |
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"concept": "el_capitan_facade_gemini_day",
|
||||
"generated": "el_capitan_facade_gemini_day.png",
|
||||
"model": "google/gemini-2.5-flash-image",
|
||||
"reference": {
|
||||
"file": "tmp/research/elcapitan/01.jpg",
|
||||
"licence": "unchecked",
|
||||
"page": "",
|
||||
"licence_checked": false
|
||||
},
|
||||
"suffix": "Use the attached reference photograph as the fixed source of geometry and composition: keep the building's proportions, column rhythm, band heights, signage placement and camera angle exactly as photographed. Only restage lighting, weather, people and surface condition where the prompt asks for it. Do not invent extra storeys, wings or ornaments that the photo does not show."
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.4 MiB |
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"concept": "el_capitan_facade_gpt_day",
|
||||
"generated": "el_capitan_facade_gpt_day.png",
|
||||
"model": "openai/gpt-5-image-mini",
|
||||
"reference": {
|
||||
"file": "tmp/research/elcapitan/01.jpg",
|
||||
"licence": "unchecked",
|
||||
"page": "",
|
||||
"licence_checked": false
|
||||
},
|
||||
"suffix": "Use the attached reference photograph as the fixed source of geometry and composition: keep the building's proportions, column rhythm, band heights, signage placement and camera angle exactly as photographed. Only restage lighting, weather, people and surface condition where the prompt asks for it. Do not invent extra storeys, wings or ornaments that the photo does not show."
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.2 MiB |
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"concept": "el_capitan_facade_night",
|
||||
"generated": "el_capitan_facade_night.png",
|
||||
"model": "google/gemini-2.5-flash-image",
|
||||
"reference": {
|
||||
"file": "docs/screens/refs/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg",
|
||||
"licence": "CC BY 2.0",
|
||||
"page": "https://commons.wikimedia.org/wiki/File:El_Capitan_Theater_frontal_fachade-The_Masonic_Temple.jpg",
|
||||
"licence_checked": true
|
||||
},
|
||||
"suffix": "Use the attached reference photograph as the fixed source of geometry and composition: keep the building's proportions, column rhythm, band heights, signage placement and camera angle exactly as photographed. Only restage lighting, weather, people and surface condition where the prompt asks for it. Do not invent extra storeys, wings or ornaments that the photo does not show."
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.4 MiB |
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"concept": "el_capitan_facade_weathered",
|
||||
"generated": "el_capitan_facade_weathered.png",
|
||||
"model": "google/gemini-2.5-flash-image",
|
||||
"reference": {
|
||||
"file": "docs/screens/refs/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg",
|
||||
"licence": "CC BY 2.0",
|
||||
"page": "https://commons.wikimedia.org/wiki/File:El_Capitan_Theater_frontal_fachade-The_Masonic_Temple.jpg",
|
||||
"licence_checked": true
|
||||
},
|
||||
"suffix": "Use the attached reference photograph as the fixed source of geometry and composition: keep the building's proportions, column rhythm, band heights, signage placement and camera angle exactly as photographed. Only restage lighting, weather, people and surface condition where the prompt asks for it. Do not invent extra storeys, wings or ornaments that the photo does not show."
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.4 MiB |
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"concept": "hollywood_boulevard_entrance_day",
|
||||
"generated": "hollywood_boulevard_entrance_day-v2.png",
|
||||
"model": "google/gemini-2.5-flash-image",
|
||||
"reference": {
|
||||
"file": "docs/screens/refs/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg",
|
||||
"licence": "CC BY 2.0",
|
||||
"page": "https://commons.wikimedia.org/wiki/File:El_Capitan_Theater_frontal_fachade-The_Masonic_Temple.jpg",
|
||||
"licence_checked": true
|
||||
},
|
||||
"suffix": "Use the attached reference photograph as the fixed source of geometry and composition: keep the building's proportions, column rhythm, band heights, signage placement and camera angle exactly as photographed. Only restage lighting, weather, people and surface condition where the prompt asks for it. Do not invent extra storeys, wings or ornaments that the photo does not show."
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.3 MiB |
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"concept": "jimmy_kimmel_entrance_day_gemini_day",
|
||||
"generated": "jimmy_kimmel_entrance_day_gemini.png",
|
||||
"model": "google/gemini-2.5-flash-image",
|
||||
"reference": {
|
||||
"file": "tmp/research/jimmy-kimmel-entrance/07.jpg",
|
||||
"licence": "unchecked",
|
||||
"page": "",
|
||||
"licence_checked": false
|
||||
},
|
||||
"suffix": "Use the attached reference photograph as the fixed source of geometry and composition: keep the building's proportions, column rhythm, band heights, signage placement and camera angle exactly as photographed. Only restage lighting, weather, people and surface condition where the prompt asks for it. Do not invent extra storeys, wings or ornaments that the photo does not show."
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.2 MiB |
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"concept": "jimmy_kimmel_entrance_day_gpt_day",
|
||||
"generated": "jimmy_kimmel_entrance_day_gpt.png",
|
||||
"model": "openai/gpt-5-image-mini",
|
||||
"reference": {
|
||||
"file": "tmp/research/jimmy-kimmel-entrance/07.jpg",
|
||||
"licence": "unchecked",
|
||||
"page": "",
|
||||
"licence_checked": false
|
||||
},
|
||||
"suffix": "Use the attached reference photograph as the fixed source of geometry and composition: keep the building's proportions, column rhythm, band heights, signage placement and camera angle exactly as photographed. Only restage lighting, weather, people and surface condition where the prompt asks for it. Do not invent extra storeys, wings or ornaments that the photo does not show."
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.2 MiB |
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"concept": "jimmy_kimmel_entrance_night_gemini_night",
|
||||
"generated": "jimmy_kimmel_entrance_night_gemini.png",
|
||||
"model": "google/gemini-2.5-flash-image",
|
||||
"reference": {
|
||||
"file": "tmp/research/jimmy-kimmel-entrance/07.jpg",
|
||||
"licence": "unchecked",
|
||||
"page": "",
|
||||
"licence_checked": false
|
||||
},
|
||||
"suffix": "Use the attached reference photograph as the fixed source of geometry and composition: keep the building's proportions, column rhythm, band heights, signage placement and camera angle exactly as photographed. Only restage lighting, weather, people and surface condition where the prompt asks for it. Do not invent extra storeys, wings or ornaments that the photo does not show."
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.0 MiB |
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"concept": "jimmy_kimmel_entrance_night_gpt_night",
|
||||
"generated": "jimmy_kimmel_entrance_night_gpt.png",
|
||||
"model": "openai/gpt-5-image-mini",
|
||||
"reference": {
|
||||
"file": "tmp/research/jimmy-kimmel-entrance/07.jpg",
|
||||
"licence": "unchecked",
|
||||
"page": "",
|
||||
"licence_checked": false
|
||||
},
|
||||
"suffix": "Use the attached reference photograph as the fixed source of geometry and composition: keep the building's proportions, column rhythm, band heights, signage placement and camera angle exactly as photographed. Only restage lighting, weather, people and surface condition where the prompt asks for it. Do not invent extra storeys, wings or ornaments that the photo does not show."
|
||||
}
|
||||