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21 Commits
Author SHA1 Message Date
zwitschi d872034388 Bake library AO and lift environment textures
Full build / Import + headless tests (push) Successful in 29s
Full build / Full desktop build + optional release (push) Successful in 3m43s
Phase 4 of the v0.6.0 graphics plan:

- tools/bake_ao.py bakes 256² AO maps for every Blender character/gear/prop
  (Cycles, existing UVs) next to each GLB; Materials.apply_ao() wires the red
  channel into character slots, gear, and props. Compatibility has no SSAO.
- Regenerated brick/concrete/asphalt at 1024² with OpenRouter, derived tangent
  normal maps via tools/make_normal_maps.py, and wired them through
  SurfaceMaterials.textured() without changing UV scales.
- Evaluated Forward+: boots on desktop Vulkan, but the renderer is project-wide
  and Web must stay GL Compatibility; v0.6.0 keeps Compatibility (decision in
  MEMORY/plan). A desktop-only override is deferred.
- Recaptured screenshots; compare 11 good / 0 bad. Fixed marquee text alignment.
- Tests: baked AO maps exist for all 46 assets; prop/character AO material
  checks; headless 222/222, Python 69/69, all smokes pass.
- Version 0.6.0; ADR-0013 accepted; README/architecture/blender-assets/plan and
  TODO/DONE updated.
2026-11-01 15:07:27 +01:00
zwitschi d8cfddbf89 Integrate the Blender character, gear and prop library
NpcAvatar
- select one of 8 library character variants by role/seed (with npc_base and the
  procedural rig as fallbacks), keep Rig/Head and the existing bone animation
- tint only skin/cloth/pants/accessory/hair; fixed detail materials keep their
  colour, npc_vest keeps its hi-vis vest, firefighter/guard use dark uniform tints
- attach caps, hoods, helmets, backpacks, SCBA tanks, lanyards and hand items at
  the documented head/back/chest/hand points (primitive fallbacks retained)

WorldBuilder
- prefer assets/models/blender/props/ for the six replacements and the new
  street dressing (street lamp/tree, palms, planters, A-frame, cone, barrier,
  stanchion, podium, handrail, wall lantern, double door, marquee, sedan)
- fit the same colliders/navigation obstacles and keep the placement validator;
  collect library emissives (bulbs, marquee face, wall lanterns, door LED, sedan
  lights) for set_night_mode()
- add a library triangle counter + 60k budget check (current ~27,986); toggle
  prop gallery to the library models; fix the marquee label placement

Tests/smoke
- character selection/gear attach/fixed-material tint tests; library prop load,
  emissive and triangle-budget tests; smoke_props routes a guest around a
  stanchion in open sidewalk (the old bench route is now crowded by trees)
- headless 222/222, Python 68/68, all smokes pass, compare 11 good / 0 bad

Docs: TODO Phase 3.5 moved to DONE, README/architecture/blender-assets/plan
describe the integrated runtime, MEMORY records the integration rules.
2026-11-01 14:57:02 +01:00
zwitschi d513e0b82c Stage the Blender character/gear/prop library
Commit the finished generator output from the parallel Blender pass:
8 skinned NPC variants, 18 gear pieces, and 20 props under
assets/models/blender/, editable sources (gdignored), manifest, review sheets,
and the integration notes in docs/blender-assets.md.

- audit: all 46 assets clean (characters 3,788-4,640 tris, under 6000/4000)
- tests: Python manifest/audit contract and Godot import/bone/slot/ground checks
- docs: README library section, architecture/plan references, TODO Phase 3.5
  status, MEMORY integration rules
- .gitignore: per-asset preview PNGs, extracted GLB textures, blend1 backups

Nothing in the game loads the library yet; integration follows." && git log --oneline -1
2026-11-01 14:33:30 +01:00
zwitschi 7efb5024ec Extend the v0.6.0 plan with the Blender asset library
Document the larger asset set produced by the running Blender generator
(tools/blender_assets.py): 8 NPC character variants, 18 gear pieces, and 22
street/venue props with a manifest, editable sources, and preview sheets.

- TODO gains Phase 3.5 with the audit/budget reconciliation (npc_casual is
  currently 7,756 tris / 5,616 verts, above the 6,000/4,000 contract), character
  selection by role, gear attach points, prop replacement/placement, emissive
  wiring, budgets, and screenshot gates
- PLAN's Visual Quality Direction describes the library, runtime selection, and
  offline fallbacks
- docs/plan-graphics-v0.6.md adds the library contract/output table and
  integration steps, and points Phase 4 at the Blender props
- MEMORY records the manifest-as-source-of-truth rule and the generator caveat

Generated library files stay untracked until the running build finishes and
passes the audit; the generator itself is committed so the plan is reproducible.
2026-11-01 13:39:03 +01:00
zwitschi a231f7588a Load and animate the Blender-authored NPC base mesh
Wire the skinned model from ADR-0013 into NpcAvatar:

- _build_skinned_body() instantiates the imported npc_base.glb, binds the 14
  armature bones, and keeps the procedural _build_body() as the offline
  fallback (use_skinned_model can force it in tests)
- outfit_for()/layer_for() tint the five material slots through the new
  SurfaceMaterials.npc_slot(); accessories and hand items attach under Rig/Head
- the existing limb pivots (Hip/Knee/Shoulder/Elbow/Hand + Head marker) keep the
  old animation math; _sync_skeleton() copies their rotations to bones. Bone
  pose rotation is absolute local orientation, so it is composed with the rest
  basis (otherwise the whole body snaps into a broken pose)
- skinned rigs scale uniformly (non-uniform parent scale shears the skin) and
  keep Rig/Head for the focus cone, nametag, and reaction tag
- commit the editable npc_base.blend plus a .gdignore: Godot's editor otherwise
  tries to import the blend and hangs during --import
- npc_pipeline audit tests (contract, textures, clean GLB, committed source)

Verification: headless 212/212, Python tooling 60/60, NPC budget 16 avatars =
144 meshes at ~6.9 ms, movement/focus/props smokes pass, compare 11 good / 0 bad.
TODO Phases 0-3 checked; environment lift and release remain.
2026-11-01 13:26:37 +01:00
zwitschi 3989d7b2e5 Rename Step Line to Gig Line
Update the game name in project.godot, export presets, UI/marquee/title strings, packaging (AppImage/NSIS/desktop/appdata), tools, docs, and the generated prop GLBs. Packaging assets and README screenshots are regenerated. Headless suite 209/209 and Python tooling tests pass.
2026-11-01 12:52:17 +01:00
zwitschi 0eb17e3bb4 Fix NPCs walking backwards
Avatars called Godot's look_at(), which points the node's -Z axis at the target,
but the rig's face (eyes/brows/mouth/focus disc, and the Blender successor) is on
+Z. Every walking NPC therefore faced away from its movement direction.

- add the pure yaw_towards(direction) helper (+Z forward) and use it in both
  movement paths and the reaction face-turn
- fix the head-turn offset to the same +Z convention (basis.z)
- test +Z/+X/-Z/arbitrary directions; recapture targeting screenshot
- TODO bug item moved to DONE, MEMORY records the convention

Headless 209/209.
2026-11-01 12:30:41 +01:00
zwitschi a7daae8a14 Add NPC backwards-walking bug to TODO 2026-11-01 12:26:35 +01:00
zwitschi 3f4a8e5f9f Regenerate screenshots; document NPC pipeline and confirmed assets
Ten of the eleven README captures are refreshed (the prop gallery is unchanged). README gains an NPC character-model subsection and a 'Confirmed game assets' section with linked, audited textures/models; architecture Level 2 lists npc_pipeline.py and asset_pipeline.py.
2026-11-01 12:25:35 +01:00
zwitschi 91b10e0f94 Document Godot project file format comments 2026-11-01 12:11:59 +01:00
zwitschi 4943dbff16 Extend AI image tooling with variants; drop dev asset folders from git
asset_pipeline generate gains --variants N (saved as <stem>-1..N.png). .gitignore now excludes assets/models/concepts, assets/models/npc, assets/textures/npc/ai, and raw assets/textures/ai outputs; only game_ready and the game-facing NPC maps/models stay tracked.
2026-11-01 12:08:34 +01:00
zwitschi b24d0aeb61 Plan the v0.6.0 graphics pass and add Blender-authored NPC assets 2026-11-01 12:02:27 +01:00
zwitschi a27e8cb74c Character and movement pass
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Successful in 3m37s
NPC characters
- Articulated rig (hips/knees, shoulders/elbows/hands) replaces rigid capsules;
  the walk cycle bends knees and elbows and flees with a longer stride.
- Layered outfits (jacket/vest/coat/dress), extended accessories and hand items
  (bag, umbrella, phone, camera, clipboard, cup), face details and five hair
  silhouettes, all deterministic per profile seed.
- Idle behaviour layers (phone, clipboard, crossed arms, look-around), breathing
  and weight shift; escalation raises hands or points, and noticed NPCs turn
  toward the guard.
- Reaction symbols above the head (!!, ?!, !, ?), door-queue offsets assigned by
  GameManager, three LOD tiers with hysteresis and a billboard impostor.
- smoke_npc_budget.gd: 16 avatars = 534 meshes, ~6.9 ms average (50 ms budget).

Player movement
- Separate accel/decel, step-up assist for kerbs and the entrance steps, and a
  forward-axis fix: W was inverted (get_axis(forward, back) is negative).
- Head bob, landing dip and precision-walk FOV, gated by persisted head-bob and
  invert-Y settings; precision chip and tick; surface-aware footsteps and a
  landing cue forwarded to AudioFeedback.
- Gamepad support (sticks, deadzone, face buttons, bumpers), a control legend
  that follows the active device, and named actions for the remaining keys.
- Key/button remapping in Settings, persisted as input_bindings and applied by
  InputBindings (mouse and gamepad axes are never removed).
- smoke_movement.gd (windowed): climbs the steps, checks precision speed, chip,
  footsteps and landing; new 11-precision-walk capture and catalogue entry.

Verification: headless 208/208, Python tooling 56/56, all 11 smokes pass,
compare 11 good / 0 bad, movement judge match. Version 0.5.0. Only optional
Future ideas remain in TODO.
2026-11-01 10:41:17 +01:00
zwitschi 2a4e0d1998 Audit prop budgets and add a prop-gallery art check
- audit_glb decodes geometry: 400 tris / 600 verts budget, degenerate
  triangles, UV range, ground contact, one material; newspaper box parts moved
  to sit on y=0
- capture_prop_gallery.gd renders the six props on a studio backdrop; new
  prop_gallery catalogue entry + AI mockup (compare 10 good, judge match 0.90)
- headless test that instances share the imported atlas material
- README documents the gallery capture and budget; TODO props pipeline section
  moved to DONE
2026-11-01 10:27:27 +01:00
zwitschi bb40a98537 Give street props colliders, zoned placements and variants
Full build / Full desktop build + optional release (push) Successful in 4m2s
Full build / Import + headless tests (push) Successful in 31s
Props were decoration: the guard and guests walked straight through benches,
bins, bollards and planters. They now block movement and steer guests around.

Collision
- _add_prop_model() fits a StaticBody3D from the model's mesh bounds in
  holder-local space: a cylinder for bollard/bin/hydrant, a box otherwise, so
  placement rotation and variant scale carry over.
- Fallback primitives go through the same fit, so a missing .glb cannot silently
  remove collision.
- Each prop also publishes a NavigationObstacle3D; NpcAvatar enables agent
  avoidance and moves with the safe velocity from velocity_computed. The navmesh
  stays a flat walkable plane and avoidance does the steering.

Placement
- PROP_PLACEMENTS groups furniture by entrance, mid-block and curb zones, with a
  static placement_problems() validator for bounds, overlap/min-spacing,
  duplicates, and the door/steps/guest-lane exclusions.
- variant_for(index) gives deterministic yaw jitter, subtle scale, and optional
  clutter (bag by the bin, crate by the newspaper boxes, cone by the hydrant).

Verification
- New windowed smoke_props.gd: guard walks into a bench and stops; a guest
  headed beyond the bench routes around it and never enters the collider.
- Headless 182 -> 187: placement validation and its failure modes, variant
  determinism/range, collider + obstacle on every placed prop, fallback collider.
- Other smokes (PLAN verbs, crowd, emergency, timeline) still pass; Python
  tooling 53/53; screenshots recaptured; compare 9 good / 0 bad.
- Version 0.4.0. TODO: collision/placement section moved to DONE; prop pipeline
  checks remain.
2026-11-01 10:16:53 +01:00
zwitschi a3e90accdd Plan the presentation pass: props, NPCs, movement
Full build / Full desktop build + optional release (push) Skipped
Full build / Import + headless tests (push) Successful in 2m12s
Replace the flat "future ideas" list with three scheduled sections and concrete,
reviewable checkboxes (41 tasks):

- Better Props: colliders for the generated models (they have none today), a
  placement table with variants, sign/bus-stop/shelter/street-lamp props, a
  close-range detail layer, pipeline audits, and a prop-gallery capture.
- Better NPC Characters: articulated rig, layered outfits and accessories, face
  and hair variety, idle/conversation animation, door-queue staging, reaction
  readability, LOD tiers, and a re-measured NPC budget.
- Better Player Movement: accel/decel split, step-up assist, head bob/FOV and a
  motion-sickness toggle, precision-walk feedback, surface footsteps, gamepad
  support, input remapping, and movement tests.

Kept live 3D replay, extra venues, voice audio, and the image-to-mesh swap in
Future ideas. Memory notes the grounding facts (props have no colliders, rigid
NPC rig, single accel value). Docs-only: no version bump or release.
2026-11-01 10:05:04 +01:00
zwitschi 3025ba1cef Capture the wand panel, escalation HUD and body-camera timeline
Full build / Import + headless tests (push) Successful in 35s
Full build / Full desktop build + optional release (push) Successful in 3m56s
The three newest catalogue screens had AI mockups but no staged capture, so
compare and judge skipped them. capture_screenshots.gd now continues past the
night set:

- switches to The Joke Shop at 620 s (EVENING still has routine spawns), frames a
  guest, and retries the wand until it alerts; if nobody carries an alerting item
  it stages the documented keys false-alarm case.
- applies a formal warning (arms the body camera) then blocking, jumps to 760 s
  for night lighting, and captures the HUD at L3.
- closes the open incident and opens the body-camera timeline, which now shows
  the warning / body-camera / blocking rows.

Wired the refs for wand_screening, escalation_hud and body_camera_timeline, and
regenerated the escalation mockup as a third-person over-the-shoulder night shot
so the reference matches the game camera. Added Hud.clear_log() to drop
target-cycling noise from staged shots. README gallery lists the three captures.

Verification: headless 182/182, Python tooling 53/53, compare 9 good / 0 bad,
judge: wand match 0.90, timeline match 1.00, escalation review, 0 diff.
Version 0.3.3.
2026-11-01 00:29:58 +01:00
zwitschi a5e7b3c013 Add AI mockups for the seven remaining catalogue screens
Full build / Import + headless tests (push) Successful in 34s
Full build / Full desktop build + optional release (push) Successful in 4m4s
The design catalogue grew to 19 screens, but only the original twelve had an AI
reference; the rest still showed "design -" in `list`. Generated the missing set
so every screen can be reviewed against an intended look:

- wand screening (metal-detected panel with carried items and allow/deny)
- Joke Shop queue, TV Studio arrival, crowd panic, responder arrival
- body-camera timeline, escalation HUD

`generate` now loads `.env` the same way `judge` does, so `--ai` no longer needs
the API key exported by hand. Each reference is 1280x720; the twelve existing
mockups were kept (no `--force`).

Verification: `list` reports 19 designs, Python tooling 53/53, headless suite
182/182, `compare` still 6 good / 0 bad on the captured screens. Version 0.3.2.
2026-11-01 00:01:02 +01:00
zwitschi f2863abeac Draw prop models with a single atlas material
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Successful in 3m39s
Each generated prop used one material per part (body, accent, metal...). The
model pipeline now packs a prop's palette into one power-of-two colour atlas plus a
matching metallic/roughness atlas and emits a single material:

- atlas_for(): 8x8 cells per palette role, colours in sRGB, roughness in the G and
  metallic in the B channel of the second atlas; NEAREST sampling keeps cells flat.
- build_glb(): every part merges into one primitive with constant per-vertex atlas
  UVs; the material uses baseColorTexture + metallicRoughnessTexture with factors 1.0.
- audit_glb(): fails unless a prop has exactly one material, both atlas textures,
  two images, and TEXCOORD_0 on every primitive.
- Removed the now-unused sRGB->linear factor helpers; colour travels in the texture.

Verification: headless 181 -> 182 (new "one material per prop scene" test), Python
tooling 53/53 (atlas determinism/size/UV/palette-override tests replace the old
factor tests), model audit OK for all six props, screenshots regenerated and
screen_designs.py compare still 6 good / 0 bad. Version 0.3.1.
2026-10-31 23:47:15 +01:00
zwitschi 7f92b8861d List the Web build in the README downloads table
Full build / Full desktop build + optional release (push) Skipped
Full build / Import + headless tests (push) Successful in 25s
The v0.3.0 release now carries step-line-web-0.3.0.zip (37.5 MB, 63 MB unzipped);
downloads anonymously and serves from any static host. Docs only.
2026-10-31 23:13:43 +01:00
zwitschi afa1d6beec v0.3.0: rendering pass, generated props, selection model and Web build
Full build / Import + headless tests (push) Successful in 36s
Full build / Full desktop build + optional release (push) Successful in 4m17s
Rendering and presentation
- Shared surface-material module (src/game/materials.gd) with per-surface
  roughness/metallic/uv profiles; ACES tonemapping, glow, fog and phase-driven sky
  energy. WorldBuilder rebuilt on those profiles with facade windows that light up,
  door trim/handles, curb, lane dashes, bollards, bench, bin and planter foliage.
- NPC silhouettes: per-role clothing palettes, caps/hoods/backpacks/sunglasses,
  hands and shoes, arm/leg walk swing.
- Six generated low-poly GLB props (bollards, bench, bin, planter, newspaper box,
  hydrant) built by tools/model_pipeline.py, loaded by WorldBuilder with a
  procedural fallback; ADR-0012.

Selection and movement
- Focus ranking by view angle then distance (NpcFocus.rank_indices); Tab and the
  mouse wheel cycle nearby people initially, right click clears focus with a
  re-acquire grace, HUD shows the candidate count, Shift walks at half speed.
  ADR-0011. Windowed smoke extended to cover wheel cycling and clearing.

QA tooling
- screen_designs.py catalogue grown to 19 screens (8 scene, 11 UI) plus a `list`
  subcommand; draft generation keeps existing AI references unless --force.

Web export
- New Web preset using the non-threaded Godot template (static hosting, no
  COOP/COEP). tools/build_releases.sh exports build/web and packages
  build/step-line-web-<ver>.zip; publish_release.sh uploads it with the desktop
  artifacts. test_web_export.gd covers the preset and release wiring.

Verification
- Headless suite 177 -> 181, Python tooling 53 tests, all eight smokes pass
  (including the windowed focus/wheel smoke). Web bundle serves index.html,
  index.wasm (35 MB) and index.pck (30 MB) with HTTP 200 from a static server.
- Version 0.3.0; README, PLAN, RELEASING, TODO/DONE and MEMORY updated.
2026-10-31 23:07:41 +01:00
289 changed files with 11214 additions and 398 deletions

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+8 -8
View File
@@ -84,19 +84,19 @@ jobs:
# NOTE: on Linux, makensis uses -D defines (the /D form is Windows-only # NOTE: on Linux, makensis uses -D defines (the /D form is Windows-only
# and is rejected as a script path), and it resolves relative paths # and is rejected as a script path), and it resolves relative paths
# against the script directory — pass absolute paths from the workspace. # against the script directory — pass absolute paths from the workspace.
cp assets/textures/icon.ico packaging/windows/step-line.ico cp assets/textures/icon.ico packaging/windows/gig-line.ico
makensis \ makensis \
-DVERSION="$VERSION" \ -DVERSION="$VERSION" \
-DARTIFACT="$PWD/build/step-line-windows-$VERSION.exe" \ -DARTIFACT="$PWD/build/gig-line-windows-$VERSION.exe" \
-DICON="$PWD/packaging/windows/step-line.ico" \ -DICON="$PWD/packaging/windows/gig-line.ico" \
-DOUT="$PWD/build/step-line-setup-$VERSION.exe" \ -DOUT="$PWD/build/gig-line-setup-$VERSION.exe" \
packaging/windows/step-line.nsi packaging/windows/gig-line.nsi
- name: Verify Windows installer contents - name: Verify Windows installer contents
run: | run: |
VERSION="$(sed -n 's/.*config\/version="\([^"]*\)".*/\1/p' project.godot)" VERSION="$(sed -n 's/.*config\/version="\([^"]*\)".*/\1/p' project.godot)"
ls -la build/step-line-setup-$VERSION.exe ls -la build/gig-line-setup-$VERSION.exe
7z l build/step-line-setup-$VERSION.exe | grep -E "step-line.exe|uninstall.exe" 7z l build/gig-line-setup-$VERSION.exe | grep -E "gig-line.exe|uninstall.exe"
- name: Package Linux AppImage - name: Package Linux AppImage
run: | run: |
@@ -106,7 +106,7 @@ jobs:
if: github.event_name == 'workflow_dispatch' if: github.event_name == 'workflow_dispatch'
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v4
with: with:
name: step-line-build name: gig-line-build
path: build/* path: build/*
if-no-files-found: error if-no-files-found: error
+21 -1
View File
@@ -43,4 +43,24 @@ user://
.gitea/logs/ .gitea/logs/
build/ build/
.env .env
# AI / asset-development outputs (regenerated by the tools; not shipped in the game)
assets/models/concepts/
assets/models/npc/*.blend1
assets/textures/npc/ai/
assets/textures/ai/*
!assets/textures/ai/game_ready/
# Godot extracts embedded glTF textures next to the source on import
assets/models/generated/npc_base_*_albedo.png
assets/models/generated/npc_base_*_normal.png
# Local AppImage extraction
squashfs-root/
# 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.
docs/blender_previews/*.png
assets/models/blender/**/*.png
!assets/models/blender/**/*_ao.png
assets/models/blender_src/*.blend1
+300 -17
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@@ -163,7 +163,7 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
applied on phase change and shift start. applied on phase change and shift start.
- [x] Street lamps: poles with emissive bulbs + OmniLights on the sidewalk; - [x] Street lamps: poles with emissive bulbs + OmniLights on the sidewalk;
`WorldBuilder.set_night_mode` switches bulbs/lights on at night. `WorldBuilder.set_night_mode` switches bulbs/lights on at night.
- [x] Marquee signage: emissive “STEP LINE” strips + Label3D above the entrance. - [x] Marquee signage: emissive “GIG LINE” strips + Label3D above the entrance.
- [x] Street dressing: crosswalk stripes, planters, and low-poly trees. - [x] Street dressing: crosswalk stripes, planters, and low-poly trees.
- [x] NPC visual variety: per-seed height/brightness variation (deterministic LCG). - [x] NPC visual variety: per-seed height/brightness variation (deterministic LCG).
- [x] Denser routine traffic (tourists/performers/influencers/trespassers). - [x] Denser routine traffic (tourists/performers/influencers/trespassers).
@@ -211,21 +211,21 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
- [x] Export presets: `binary_format/embed_pck=true` on all platforms — every binary is now - [x] Export presets: `binary_format/embed_pck=true` on all platforms — every binary is now
self-contained (all game data in one file; `.pck` no longer shipped). self-contained (all game data in one file; `.pck` no longer shipped).
- [x] App icon: `assets/textures/icon.png` (1024) + multi-size `icon.ico`, copied to - [x] App icon: `assets/textures/icon.png` (1024) + multi-size `icon.ico`, copied to
`packaging/windows/step-line.ico` and `packaging/linux/step-line.png` via the generator. `packaging/windows/gig-line.ico` and `packaging/linux/gig-line.png` via the generator.
- [x] NSIS script `packaging/windows/step-line.nsi` (installs `Step Line.exe`, uninstaller, - [x] NSIS script `packaging/windows/gig-line.nsi` (installs `Gig Line.exe`, uninstaller,
shortcuts, registry entry; `makensis /DVERSION=… /DARTIFACT=…`). shortcuts, registry entry; `makensis /DVERSION=… /DARTIFACT=…`).
- [x] AppImage: `packaging/linux/step-line.desktop`, `AppRun`, appdata.xml, and - [x] AppImage: `packaging/linux/gig-line.desktop`, `AppRun`, appdata.xml, and
`build_appimage.sh` (appimagetool, `APPIMAGE_EXTRACT_AND_RUN=1`). `build_appimage.sh` (appimagetool, `APPIMAGE_EXTRACT_AND_RUN=1`).
- [x] Local end-to-end: rebuilt embedded exports and produced `step-line-0.2.0-x86_64.AppImage`, - [x] Local end-to-end: rebuilt embedded exports and produced `gig-line-0.2.0-x86_64.AppImage`,
ran it headless (0 script errors). ran it headless (0 script errors).
- [x] CI: NSIS + AppImage steps added to `.gitea/workflows/build.yml` build job; publish glob - [x] CI: NSIS + AppImage steps added to `.gitea/workflows/build.yml` build job; publish glob
already uploads `build/step-line-*<ver>*` (covers setup/AppImage names). already uploads `build/gig-line-*<ver>*` (covers setup/AppImage names).
- [x] CI run 1110 verified end-to-end (v0.2.1): NSIS installer `step-line-setup-0.2.1.exe` - [x] CI run 1110 verified end-to-end (v0.2.1): NSIS installer `gig-line-setup-0.2.1.exe`
built, `7z l` shows `step-line.exe` + `uninstall.exe`, AppImage built (33.9 MB), built, `7z l` shows `gig-line.exe` + `uninstall.exe`, AppImage built (33.9 MB),
release `v0.2.1` published, `Job succeeded`. release `v0.2.1` published, `Job succeeded`.
- Gotchas fixed on the way: makensis needs `-D` defines (not `/D`) and absolute paths - Gotchas fixed on the way: makensis needs `-D` defines (not `/D`) and absolute paths
(it resolves relatives against the script dir); installed exe must be space-free (it resolves relatives against the script dir); installed exe must be space-free
(`step-line.exe`); icon.ico must use classic BMP entries (ImageMagick; PIL emits (`gig-line.exe`); icon.ico must use classic BMP entries (ImageMagick; PIL emits
PNG-compressed ICOs NSIS rejects). PNG-compressed ICOs NSIS rejects).
## 🎮 Assets & detailed graphics pass (textures, rigs, UI feedback) ## 🎮 Assets & detailed graphics pass (textures, rigs, UI feedback)
@@ -234,7 +234,7 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
seamless concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art — all seamless concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art — all
≤1024px and power-of-two; imported under `assets/textures/`. ≤1024px and power-of-two; imported under `assets/textures/`.
- [x] Environment: textured facade + glass door, concrete sidewalk, asphalt street, striped - [x] Environment: textured facade + glass door, concrete sidewalk, asphalt street, striped
awning with “STEP LINE”, generated skyline backdrop planes, soft sun shadows. awning with “GIG LINE”, generated skyline backdrop planes, soft sun shadows.
- [x] NPCs: humanoid rig (torso/head/limbs) with archetype props (camera, delivery box, hat, - [x] NPCs: humanoid rig (torso/head/limbs) with archetype props (camera, delivery box, hat,
sign, backpack), procedural walk bob, head-turns-toward-guard cue. sign, backpack), procedural walk bob, head-turns-toward-guard cue.
- [x] UI/feedback: inspection artifact cards, mode icons (flashlight/door/wand), escalation - [x] UI/feedback: inspection artifact cards, mode icons (flashlight/door/wand), escalation
@@ -412,7 +412,7 @@ Completed 2026-10-31 (working tree). Headless **88/88**; `src/test/smoke_session
offset and the spawn `y`, and verify eye height while walking the steps. offset and the spawn `y`, and verify eye height while walking the steps.
- [x] Steps and the landing are visual-only (no collider). The guard walks through them; add - [x] Steps and the landing are visual-only (no collider). The guard walks through them; add
simple step colliders or restage the landing so it does not intersect the walk path. simple step colliders or restage the landing so it does not intersect the walk path.
- [x] Marquee text (`STEP LINE`) is tiny from the sidewalk. Scale the Label3D up. - [x] Marquee text (`GIG LINE`) is tiny from the sidewalk. Scale the Label3D up.
- [x] Focus circle and name tag are small at 2–3 m. Consider a larger circle / font after a - [x] Focus circle and name tag are small at 2–3 m. Consider a larger circle / font after a
real playtest. real playtest.
- [x] NPC crowd cap (`MAX_LIVE_NPCS`) silently drops routine traffic at 16. Add a short - [x] NPC crowd cap (`MAX_LIVE_NPCS`) silently drops routine traffic at 16. Add a short
@@ -519,7 +519,6 @@ Completed 2026-10-31 (working tree). Headless **139/139**; verified visually at
Completed 2026-10-31 (working tree). Headless **149/149**; `src/test/smoke_scenario_content.gd` spawns the refusal event and the celebrity arrival through the real signal path. Completed 2026-10-31 (working tree). Headless **149/149**; `src/test/smoke_scenario_content.gd` spawns the refusal event and the celebrity arrival through the real signal path.
- [x] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest - [x] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest
refuses wand screening; late arrival during a performance. refuses wand screening; late arrival during a performance.
- [x] Studio: filming-boundary repeat (influencer ignores a posted line); celebrity-arrival - [x] Studio: filming-boundary repeat (influencer ignores a posted line); celebrity-arrival
@@ -531,7 +530,6 @@ Completed 2026-10-31 (working tree). Headless **149/149**; `src/test/smoke_scena
Completed 2026-10-31 (working tree). Headless **153/153**. Completed 2026-10-31 (working tree). Headless **153/153**.
Verified via API+host credentials (2026-10-31): Verified via API+host credentials (2026-10-31):
- [x] Repo is **public** (`private:false`) and account has admin rights. - [x] Repo is **public** (`private:false`) and account has admin rights.
@@ -545,7 +543,6 @@ Verified via API+host credentials (2026-10-31):
Completed 2026-10-31 (working tree). Headless **153/153**. Completed 2026-10-31 (working tree). Headless **153/153**.
- [x] Fix `tools/publish_release.sh`: the `~/.git-credentials` branch never set `AUTH`, - [x] Fix `tools/publish_release.sh`: the `~/.git-credentials` branch never set `AUTH`,
so every tag build since v0.2.2 failed to publish. so every tag build since v0.2.2 failed to publish.
- [x] Add a `github.token` fallback in `.gitea/workflows/build.yml` (the repo has no - [x] Add a `github.token` fallback in `.gitea/workflows/build.yml` (the repo has no
@@ -566,14 +563,12 @@ Completed 2026-10-31 (working tree). Headless **153/153**.
Completed 2026-10-31 (working tree). Headless **153/153**. Completed 2026-10-31 (working tree). Headless **153/153**.
- [x] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting). - [x] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
## Screen design references (QA tooling) ## Screen design references (QA tooling)
Completed 2026-10-31 (working tree). 30 Python tooling tests pass; the live judge run classed 3 captures as match and 3 as review (concept mockups are more stylised), with no confident mismatch. Completed 2026-10-31 (working tree). 30 Python tooling tests pass; the live judge run classed 3 captures as match and 3 as review (concept mockups are more stylised), with no confident mismatch.
- [x] `tools/screen_designs.py generate` writes one reference design per screen - [x] `tools/screen_designs.py generate` writes one reference design per screen
(from the `docs/` descriptions) to `docs/screens/designs/`, with an offline (from the `docs/` descriptions) to `docs/screens/designs/`, with an offline
`--draft` wireframe mode and an OpenRouter `--ai` mockup mode. `--draft` wireframe mode and an OpenRouter `--ai` mockup mode.
@@ -588,10 +583,298 @@ Completed 2026-10-31 (working tree). 30 Python tooling tests pass; the live judg
Completed 2026-10-31 (working tree). Headless **157/157**; the exported `.tres` venues round-trip through the resource loader. Completed 2026-10-31 (working tree). Headless **157/157**; the exported `.tres` venues round-trip through the resource loader.
- [x] Author venues as `.tres` resources: `tools/export_venues.gd` writes - [x] Author venues as `.tres` resources: `tools/export_venues.gd` writes
`content/venues/<id>.tres` from the factory, and a test loads them back to check `content/venues/<id>.tres` from the factory, and a test loads them back to check
nothing is lost (events, profiles, policy, phases, door lines, locations). nothing is lost (events, profiles, policy, phases, door lines, locations).
- [x] GUT decision: **not adopted.** The custom headless runner (`src/test/test_runner.gd`) - [x] GUT decision: **not adopted.** The custom headless runner (`src/test/test_runner.gd`)
already covers 157 assertions without an editor plugin, runs in CI, and keeps the already covers 157 assertions without an editor plugin, runs in CI, and keeps the
project dependency-free; adding GUT would duplicate coverage and require the editor. project dependency-free; adding GUT would duplicate coverage and require the editor.
## In-Game Scene Examples
Completed 2026-10-31 (v0.3.0 working tree). `python3 tools/screen_designs.py list` reports
19 screens (8 scene, 11 UI); the Python tooling tests pass.
- [x] Extend the `tools/screen_designs.py` catalogue with the screens that exist in code but
had no reference: wand screening, Joke Shop door queue, TV Studio celebrity arrival,
crowd panic, responder arrival, body-camera timeline, escalation HUD.
- [x] Add a `list` subcommand so the catalogue is inspectable without generating images.
- [x] Cover the new entries with `tools/test_screen_designs.py` assertions.
- [x] Regenerate the deterministic draft references under `docs/screens/designs/`.
(`generate` now keeps existing references unless `--force` is passed, so a draft run
cannot replace an AI mockup; `--only` selects a subset.)
## Rendering Quality
Completed 2026-10-31 (v0.3.0 working tree). Screenshots regenerated; `screen_designs.py
compare` reports 6 good / 0 bad.
- [x] Add a shared surface-material module (`src/game/materials.gd`) with
roughness/metallic/uv-scale profiles per surface and a single environment tune-up
(tonemap, glow, fog, shadows).
- [x] Rebuild `WorldBuilder` surfaces with the material profiles and add street detail:
window bands, door trim, bollards, bench, bin, curb, planter foliage.
- [x] Per-phase environment values (fog, sky energy, glow) so night reads darker and the
marquee glows.
- [x] Improve NPC silhouette and materials: per-role clothing palette, caps/hoods/backpacks,
sleeves and hands, walking leg swing.
- [x] Cover materials/environment/avatar helpers with headless tests
(`test_materials.gd`, `test_target_cycle.gd`).
## AI 3D Model Tooling
Completed 2026-10-31 (v0.3.0 working tree). `model_pipeline.py build` + `audit` pass for all
six props; `test_generated_props.gd` proves they import as scenes and that the world places
them.
- [x] Add `tools/model_pipeline.py`: prop catalogue, deterministic low-poly GLB builder,
OpenRouter concept-image generation, palette sampling and GLB audit.
- [x] Add `tools/test_model_pipeline.py` (valid GLB structure, deterministic output, audit
failures, sRGB→linear conversion, role assignment).
- [x] Generate the prop models into `assets/models/generated/` and import them.
- [x] Load the generated props in `WorldBuilder` with a procedural fallback when the GLB is
missing.
## Controls, Movement and NPC Selection
Completed 2026-10-31 (v0.3.0 working tree). The windowed smoke now covers wheel cycling and
right-click clearing; the headless suite passes 177/177.
- [x] Record the re-evaluated control model as ADR-0011.
- [x] Rank focus candidates by view angle then distance (`NpcFocus.rank_indices`) instead of
insertion order.
- [x] Add mouse-wheel target cycling next to `Tab`, right-click clearing focus, and a `Shift`
precision walk speed.
- [x] Show the nearby-candidate count and the cycle hint in the HUD.
- [x] Cover ranking, cycling and walk speed with tests, then re-run the windowed smoke.
## Web Export Build Target
Completed 2026-10-31 (v0.3.0). Headless **181/181**; `godot --headless --export-release "Web"`
produces a 63 MB static bundle and it serves locally with HTTP 200s for html/wasm/pck.
- [x] Add a `Web` preset to `export_presets.cfg` using `variant/thread_support=false` so the
build runs on plain static hosting without COOP/COEP headers.
- [x] Export to `build/web/` and package `build/gig-line-web-<version>.zip` from
`tools/build_releases.sh` (zip or Python fallback).
- [x] Publish the web zip with the desktop artifacts (`tools/publish_release.sh`).
- [x] Cover the preset, the non-threaded choice, and the release wiring in
`src/test/tests/test_web_export.gd`.
- [x] Document the artifact in `docs/RELEASING.md`, the README gallery/status, and `PLAN.md`.
## Prop Texture Atlas
Completed 2026-10-31 (v0.3.1). Headless **182/182**, Python tooling **53/53**; screenshots
regenerated and `screen_designs.py compare` still reports 6 good / 0 bad.
- [x] `model_pipeline.atlas_for()` packs each prop's palette roles into one small power-of-two
PNG and a matching metallic/roughness atlas (roughness in G, metallic in B), with nearest
sampling so a palette cell stays a flat colour.
- [x] `build_glb()` merges every part into a single primitive with per-vertex atlas UVs and one
material (`baseColorTexture` + `metallicRoughnessTexture`), so a prop is one draw material
instead of one per part.
- [x] `audit_glb()` checks the single-material/atlas contract (one material, both textures,
TEXCOORD_0 on every primitive, two images).
- [x] Tests: atlas determinism and power-of-two sizing, UV range, palette override reaching the
atlas, and a Godot test that each imported prop scene uses exactly one material.
- [x] Removed the now-unused sRGB→linear factor helpers (colours travel in the sRGB texture).
## Complete AI Mockup Set
Completed 2026-10-31 (v0.3.2). All 19 catalogue screens now have an AI reference; Python
tooling **53/53**.
- [x] Generated mockups for the seven entries that only had wireframes: wand screening,
Joke Shop queue, TV Studio arrival, crowd panic, responder arrival, body-camera
timeline, escalation HUD.
- [x] `generate` loads `.env` like `judge` already did, so `--ai` works without exporting
`OPENROUTER_API_KEY` by hand.
- [x] Verified every reference is 1280x720, reviewed the new images visually, and confirmed
`list` reports 19 designs (12 kept, 7 new).
## Staged Captures For The New Screens
Completed 2026-11-01 (v0.3.3). `screen_designs.py compare` reports **9 good / 0 bad**;
vision judge: wand **match** (0.90), timeline **match** (1.00), escalation **review**, 0 diff.
Python tooling **53/53**, headless **182/182**.
- [x] `capture_screenshots.gd` now continues past the night set: switches to The Joke Shop,
stages a guest, retries the wand until it alerts (falls back to the documented keys
false alarm), applies formal warning + blocking, and opens the body-camera timeline.
- [x] New captures `07-wand-screening.png`, `08-escalation-hud.png`, `09-body-camera-timeline.png`
added to `docs/screenshots/` and to the README gallery.
- [x] Wired `ref` for `wand_screening`, `escalation_hud` and `body_camera_timeline` so
`compare` and `judge` include them (9 of 19 screens now have a staged capture).
- [x] Regenerated the escalation HUD mockup as a third-person over-the-shoulder night shot so
the reference matches the game camera.
- [x] Added `Hud.clear_log()` so staged captures drop target-cycling noise; the escalation shot
keeps the real reaction lines.
## Prop Collision And Placement
Completed 2026-11-01 (v0.4.0). Headless **187/187**, Python tooling **53/53**, the new
`smoke_props.gd` passes windowed, and `screen_designs.py compare` still reports 9 good / 0 bad.
- [x] Every generated prop now gets a fitted static collider: a cylinder for bollard, bin, and
hydrant, a box for everything else. The collider is computed from the model's mesh bounds in
holder-local space, so placement rotation and variant scale carry over.
- [x] Added `smoke_props.gd` (windowed): the guard walks into a bench and stops instead of passing
through it; a guest heading for a point beyond the same bench routes around it with
navigation avoidance and never ends up inside the collider.
- [x] Props publish a `NavigationObstacle3D` footprint, and `NpcAvatar` enables agent avoidance with
a `velocity_computed` callback. The navmesh stays a flat walkable plane; avoidance does the
steering around street furniture.
- [x] Replaced the hard-coded prop calls with `WorldBuilder.PROP_PLACEMENTS`, grouped by entrance,
mid-block, and curb zones, with a static `placement_problems()` validator for bounds,
overlap/min-spacing, duplicates, and the door/steps/guest-lane exclusions.
- [x] Deterministic variants per placement (`variant_for`): yaw jitter, subtle scale, and optional
procedural clutter (bag by the bin, crate by the newspaper boxes, cone by the hydrant), so
repeated props stop looking cloned.
- [x] Fallback primitive props go through the same bounds fit, so a missing `.glb` cannot silently
remove collision; a unit test covers the fallback body, shape, width, and navigation obstacle.
- [x] Tests: placement validation and its failure modes, variant determinism/range, colliders on
every placed prop (including obstacle presence), and the fallback collider path.
## Prop Pipeline Checks
Completed 2026-11-01. Python tooling **56/56**, headless **188/188**, prop gallery **match**
(0.90) in the vision judge, `compare` **10 good / 0 bad**.
- [x] `audit_glb()` now decodes positions/UVs/indices and enforces the art budget
(`MAX_TRIANGLES = 400`, `MAX_VERTICES = 600`), rejects degenerate triangles, UVs outside
`[0, 1]`, a prop that floats above or sinks below the ground (`min y ~= 0`), and the
single-material/atlas contract. The newspaper box sat 3 cm high; its catalogue parts moved
down so it rests on y = 0.
- [x] Added `capture_prop_gallery.gd`: renders all six props on a studio backdrop (two rows on a
display platform) to `docs/screenshots/10-prop-gallery.png`, with a `prop_gallery`
catalogue entry and AI mockup, so `compare`/`judge` cover close-range prop art.
- [x] Confirmed instances share the imported atlas material (headless test) and documented the
triangle/vertex budget in the pipeline docstring.
- [x] README lists the gallery capture command and image; the pipeline docstring and audit docs
describe the budget checks.
## Better NPC Characters
Completed 2026-11-01 (v0.5.0). Headless suite **208/208**; NPC budget smoke reports 16 avatars,
534 meshes, ~6.9 ms average frame time; PLAN-verb, crowd, emergency, and timeline smokes pass.
- [x] Replaced the rigid capsules with an articulated rig: hip -> thigh -> knee -> shin -> shoe and
shoulder -> upper arm -> elbow -> forearm -> hand, with knee/elbow pivots driven by the walk
cycle and the seated pose.
- [x] Layered clothing (`layer_for`): jacket, hi-vis vest, coat, and dress over the base outfit,
with role-appropriate defaults and deterministic colourways.
- [x] Extended accessories and hand items: bag, umbrella, phone, camera, clipboard, cup, plus the
existing cap/hood/backpack/sunglasses/lanyard. Hand items attach to the right hand socket.
- [x] Face and hair variety: ears, brows, mouth, five hair silhouettes (long, bun, beard, bald,
short), height range, and deterministic per-seed appearance.
- [x] Added idle behaviour layers (`idle_style_for`): breathing, weight shift, look-around, phone,
clipboard, and crossed arms; escalation gestures raise both hands (L3+) or point (L2), and
noticed NPCs turn their head toward the guard.
- [x] Walk cycle now swings hips/shoulders, bends knees and elbows, and uses a faster, longer
stride when fleeing.
- [x] Door queue staging: GameManager sorts waiting guests and assigns spaced `queue_slot_for`
offsets, so one person is at the door and the rest wait behind without overlapping.
- [x] Reaction readability: a billboarded symbol above the head (`!!` panic, `?!` watching, `!`
blocked, `?` warned) updates from the reaction/escalation state.
- [x] Three LOD tiers with hysteresis: full detail, simplified (props/shadows off), and a
billboard impostor; `apply_lod` is tested for the swap.
- [x] Re-measured the live-NPC budget with the full rig (16 avatars, 534 meshes) and added
`smoke_npc_budget.gd`, which fails above the documented 50 ms frame budget.
- [x] Tests: deterministic layers/hand items/hair, role layers, queue slot spacing, LOD
thresholds/hysteresis, reaction labels, articulated pivots, mesh budget, and the
walk-to-idle animation transition.
## Better Player Movement
Completed 2026-11-01 (v0.5.0). Windowed `smoke_movement.gd` passes; headless tests cover surface
lookup, constants, gamepad bindings, and settings persistence.
- [x] Split acceleration and braking (`accel` 22, `decel` 30 m/s²) so stopping is snappier than
starting, and fixed the inverted forward axis found while staging the movement smoke: W now
walks toward the camera's forward vector instead of moonwalking.
- [x] Step-up assist (0.32 m) climbs kerbs and the entrance steps, with wall sliding left to
`move_and_slide`; the smoke walks the guard from the sidewalk onto the landing.
- [x] Camera feel: speed-scaled head bob, a landing dip, and a precision-walk FOV change, all
gated by the new "Head bob and camera motion" setting; a motion-sickness toggle persists.
- [x] Precision walk shows a HUD chip and plays a short tick when it engages, in addition to the
slower speed.
- [x] Surface-aware footsteps (concrete/asphalt/stone) synced to stride distance, plus a landing
cue; both have observable counters for tests.
- [x] Gamepad support: left-stick movement, right-stick look with deadzone, A/B/X/Y face buttons,
LB slow, RB wand; bindings are added at runtime and the control legend swaps to gamepad
hints when a pad event is seen.
- [x] Moved the remaining hard-coded gameplay keys (Q/F/G/L/B/V, Tab cycle) onto named InputMap
actions, and the panel allow/deny keys onto movement actions.
- [x] Key/button remapping in the settings panel: click a binding, press a key or pad button,
persisted as `input_bindings` through `Save`; `InputBindings.apply` rewrites only key/button
events and leaves mouse and gamepad axes alone.
- [x] Added invert-Y and head-bob settings (with save/load round-trip tests) alongside the
existing look sensitivity.
- [x] Tests: surface lookup, step/stride/precision constants, gamepad binding presence and
deadzone, remap descriptor/apply/labels, and settings persistence for camera and bindings.
- [x] Added `smoke_movement.gd` (windowed) and `11-precision-walk.png` with a movement catalogue
entry, AI mockup, and compare coverage.
## NPC Facing During Movement
Completed 2026-11-01 (post-v0.5.0, pre-v0.6.0). Headless suite **209/209**.
- [x] Root cause: `NpcAvatar` used Godot's `look_at()`, which aims the node's **-Z** axis at
the target, but the procedural rig's face (eyes, brows, mouth, focus disc) and every
Blender-authored successor face **+Z**. Every walking NPC therefore showed its face
toward the side it was leaving.
- [x] Added the pure `NpcAvatar.yaw_towards(direction)` helper (+Z forward, tested at +Z/+X/-Z
and an arbitrary direction), and replaced `look_at()` in the navigation and direct-move
paths plus the reaction-face turn.
- [x] Corrected the head-turn offsets to use the same +Z convention (`basis.z` instead of
`-basis.z`), so noticed NPCs still look at the guard with the fixed facing.
- [x] Added `test_yaw_faces_the_movement_direction`; recaptured the targeting screenshot to
confirm NPCs now show their back only when walking away.
## Blender Asset Library Integration
Completed 2026-11-01 (v0.6.0 work). Headless **222/222**, Python **68/68**, all windowed/headless
smokes pass, `compare` **11 good / 0 bad**. AO/ORM baking remains in Phase 4.
- [x] Committed the audited library (8 characters, 18 gear, 20 props), generator, `.blend`
sources, manifest, review sheets, and integration notes.
- [x] `NpcAvatar` selects a character variant by role/seed (`npc_casual`, `npc_jacket`,
`npc_coat`, `npc_vest`, `npc_dress`, `npc_hoodie`, `npc_firefighter`) with `npc_base` and
the procedural rig as fallbacks; the choice is recorded in `character_model`.
- [x] Only the five contract slots (`skin`, `cloth`, `pants`, `accessory`, `hair`) are tinted;
fixed detail materials keep their authored colour. `npc_vest` keeps its fixed hi-vis vest,
and firefighter/guard use dark uniform tints.
- [x] Library gear replaces the procedural accessories and hand items at the documented
`head` / `back` / `chest` / `hand` attach points (cap, hood, helmet, backpack, SCBA tank,
lanyard, phone, cup, clipboard, umbrella, camera, sign, flashlight, wand, radio), with the
primitive path retained as fallback.
- [x] `WorldBuilder` loads the Blender replacements (`bollard`, `bench`, `trash_bin`,
`planter_box`, `newspaper_box`, `fire_hydrant`, `street_lamp`, `street_tree`,
`traffic_cone`) and places the new dressing (`palm_tree`, `round_planter`, `a_frame_sign`,
`crowd_barrier`, `stanchion`, `security_podium`, `handrail`,
`double_door`, `marquee`, `sedan`, `wall_lantern`) with colliders/avoidance and placement
validation.
- [x] Library emissive surfaces (lamp bulbs, marquee bulbs/sign face, wall lanterns, door LED,
sedan lights) are collected and driven by `set_night_mode()`.
- [x] Added a library triangle counter and 60k triangle budget check; the current set is
~27,986 triangles. NPC budget smoke: 16 avatars = 112 meshes at ~6.9 ms.
- [x] Recaptured the README/catalogue screenshots (including the prop gallery from the library
models) and fixed the marquee text placement.
## Environment and Lighting Lift
Completed 2026-11-01 (v0.6.0). Headless **222/222**, Python **69/69**, all smokes pass,
`compare` **11 good / 0 bad**.
- [x] Baked per-asset AO maps for the full Blender library with `tools/bake_ao.py` (Cycles,
256×256, stored next to each GLB as `<name>_ao.png`); Godot wires the red channel into
`StandardMaterial3D.ao_texture` for character slots, gear and props.
- [x] Regenerated brick, concrete and asphalt at 1024² through `asset_pipeline.py`, derived
tangent normal maps with `tools/make_normal_maps.py`, and wired them into
`SurfaceMaterials.textured()` while keeping the existing UV scales.
- [x] Evaluated Forward+: it boots on the desktop Vulkan driver, but the renderer is a
project-wide setting and the Web build must stay on GL Compatibility. Decision: keep
Compatibility for v0.6.0; a desktop-only preset needs a separate project/override and is
deferred.
- [x] Recaptured `docs/screenshots/` and ran `compare` + `judge`; no regressions.
- [x] Fixed the library marquee text/face alignment and added the library AO/triangle tests.
+203 -6
View File
@@ -4,6 +4,13 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Decisions ## Decisions
- Graphics v0.6.0 plan (2026-11-01): NPCs move to Blender-authored skinned meshes
(`docs/plan-graphics-v0.6.md`, ADR-0013). `tools/npc_pipeline.py` builds
`assets/models/generated/npc_base.glb`; `NpcAvatar` keeps the procedural `_build_body()`
fallback. Preserve `Rig/Head`, the limb node names, and the seed-deterministic
`outfit_for`/`layer_for`/`hand_item_for` helpers. Blender = flatpak 5.2.0 LTS, sandbox cwd
`/app/blender` → absolute paths for `--python`. CI stays offline (committed assets).
- Engine: Godot 4.3 stable (official editor build, `~/.local/bin/godot`). The system's preinstalled `godot-runner` (4.7.2, Fedora) cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead. - Engine: Godot 4.3 stable (official editor build, `~/.local/bin/godot`). The system's preinstalled `godot-runner` (4.7.2, Fedora) cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead.
- Language: GDScript. All cross-file references use explicit `preload()` constants (not `class_name` globals) so scripts compile in headless `--script` runs without the editor's class cache. - Language: GDScript. All cross-file references use explicit `preload()` constants (not `class_name` globals) so scripts compile in headless `--script` runs without the editor's class cache.
- Test framework deviation: the project uses a custom minimal headless test runner (`src/test/test_runner.gd`) instead of GUT, because GUT needs the editor plugin. CI runs it with `--headless`. - Test framework deviation: the project uses a custom minimal headless test runner (`src/test/test_runner.gd`) instead of GUT, because GUT needs the editor plugin. CI runs it with `--headless`.
@@ -13,21 +20,211 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default. - Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default.
- RNG: NPC reactions and event scheduling are seedable for deterministic tests. - RNG: NPC reactions and event scheduling are seedable for deterministic tests.
- **Blender invocation (v0.6.0):** `flatpak run org.blender.Blender --background --python
/run/media/system/DATA/Documents/06-games/security-game/tools/npc_pipeline.py -- build`.
The flatpak cannot read `/tmp`; use absolute repo paths. `assets/models/npc/.gdignore` is
required, otherwise Godot's editor tries to import the committed `.blend` and hangs during
`--import` (also add `.gdignore` to local build/squashfs folders when scanning is slow).
- **Skinned NPC integration (v0.6.0):** `NpcAvatar._build_skinned_body()` loads
`npc_base.glb` and keeps `_build_body()` as fallback (`use_skinned_model=false` in tests).
Bone pose rotation is the **absolute local orientation**, not an offset from rest: compose with
`get_bone_rest(i).basis` or the whole body snaps to a broken pose. Proxies named Hip/Knee/
Shoulder/Elbow/Hand + Head marker preserve the old animation math; `Rig/Head` is the marker.
Five material slots are tinted via `SurfaceMaterials.npc_slot()`; keep `_rig.scale` uniform on
the skinned path. Budget: 16 avatars = **144 meshes**, ~6.9 ms headless.
- **NPC facing (fixed after v0.5.0):** the avatar's visual front is **+Z** (procedural eyes
and the Blender model's face). Godot `look_at()` aims **-Z**, which made every NPC walk
backwards. Use `NpcAvatar.yaw_towards(dir)` and set `rotation.y`; do not call `look_at()` on
avatars. Head-turn offsets use `+basis.z` for the same reason. Covered by
`test_yaw_faces_the_movement_direction`.
## Handoff (read this first) ## Handoff (read this first)
- Repo: `/run/media/system/DATA/Documents/06-games/security-game`. Godot: `~/.local/bin/godot` (4.3.stable). - **Visual-alignment pass planned (2026-11-01):** `TODO.md` gains a "Visual
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **88/88**. alignment with rendered mockups" section. Goal: restructure generated-image
storage, move the reference mockups out of `docs/screens/designs/` into a
runtime-accessible root (e.g. `assets/images/`), load the proposed UI/scene
art at runtime (start menu, selection screens, HUD, panels), and make the game
match the mockups — verified by `screen_designs.py compare` + `judge`. Not
started; no code moved yet.
- **Phase 2 — AI texturing (this agent, DONE 2026-11-01).** Phase 1 assets were
already in the tree (untracked) and are preserved. Generated six seamless AI
clothing albedos into `assets/textures/npc/ai/{shirt,trousers,jacket,vest,
coat,dress}.png` (512×512, `--role tile`, gpt-5-image-mini; audit 6 good).
**Gotcha:** `asset_pipeline.py generate` defaults to `GEN_SIZE=2048`, which
gpt-5-image-mini rejects (HTTP 400); pass `--request-size 1024` for 1:1 roles.
`generate --role tile` already applies `make_seamless`, so a separate
`seamless` pass is redundant. Added to `tools/npc_pipeline.py`: `prepare`
(layers AI shirt→cloth, trousers→pants albedos at 128px) and `palette`
(writes `assets/textures/npc/palette.json` via `model_pipeline.dominant_colors`).
`write_slot_textures()` now skips the albedo for slots with an AI override
(normal/ORM stay procedural). Blender `build` re-run: GLB audit ok, 1204 tris /
2488 verts, AI albedo embedded for cloth+pants. **Do not commit yet** — Phase 1
files are uncommitted; coordinate the commit with the Phase 1/3 agents.
**Import concurrency:** a parallel agent is running
`timeout 300 godot --headless --editor --quit --path .` and then checks
`assets/models/generated/npc_base.glb.import` — treat that as the canonical
import. My own `godot --headless --path . --import` hung with no output past
the engine banner (two Godot instances contended on `.godot`); I killed the
orphan (PID 2482934). Do not run a second import while that `--editor --quit`
is active.
Next: Phase 3 (`NpcAvatar._load_model` + slot tinting) consumes
`palette.json` and the GLB; Phase 2's capture/judge item is blocked on that.
- **Git hygiene + tooling (2026-11-01):** dev asset folders are now gitignored
and untracked: `assets/models/concepts/`, `assets/models/npc/` (Blender
sources), `assets/textures/npc/ai/` (raw AI fabrics), and the raw
`assets/textures/ai/*` outputs (only `assets/textures/ai/game_ready/` stays).
Kept in the repo: `assets/textures/npc/*_{albedo,normal,orm}.png` +
`palette.json`, `assets/models/generated/*` (props + npc_base.glb), and the
authored `assets/textures/*` set. `tools/asset_pipeline.py generate` gained
`--variants N` — generates N alternatives saved as `<stem>-1..N.png` (N=1
keeps the unsuffixed path). Python tooling tests still pass (exit 0).
- **Screenshots + docs (2026-11-01):** regenerated the eleven README captures
(`capture_screenshots.gd` + `capture_prop_gallery.gd`) — ten changed, the
prop gallery is byte-identical (props unchanged). README gained an NPC
character-model subsection, a "Confirmed game assets" section (linked
`game_ready` textures, generated models, NPC maps), and refreshed
dev-status / not-yet lines; `docs/architecture.md` Level 2 now lists
`npc_pipeline.py` + `asset_pipeline.py` and the confirmed-asset locations.
**Foreign, left uncommitted:** a TODO section "Bug Fix NPCs walking backwards"
from another agent — do not touch or commit it.
- Repo: `/run/media/system/DATA/Documents/06-games/security-game` (also reachable at
`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.3.stable).
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **177/177**.
Python tooling tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs test_model_pipeline` → **53**.
Session shell smoke: `godot --headless --path . --script res://src/test/smoke_session_shell.gd` → exit 0. Session shell smoke: `godot --headless --path . --script res://src/test/smoke_session_shell.gd` → exit 0.
Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0. Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0
(now also covers wheel cycling and right-click clearing).
- `main` is in sync with origin. **v0.2.2** tags the session-shell + world-follow-up commit; - `main` is in sync with origin. **v0.2.2** tags the session-shell + world-follow-up commit;
CI builds the portable binaries, NSIS installer, and AppImage on the tag push. CI builds the portable binaries, NSIS installer, and AppImage on the tag push.
- **v0.3.0 (2026-10-31, working tree):** rendering pass (`src/game/materials.gd`, phase-driven
environment), generated `.glb` props (`tools/model_pipeline.py`, `assets/models/generated/`),
aim-free selection with wheel cycling and Shift precision walk (ADR-0011/0012), and a **Web**
export target. `export_presets.cfg` gains a `Web` preset with `variant/thread_support=false`
(static hosting, no COOP/COEP); `tools/build_releases.sh` exports `build/web/` and zips it to
`build/gig-line-web-<ver>.zip`, and `publish_release.sh` uploads it. Covered by
`src/test/tests/test_web_export.gd`.
- **Prop atlas (v0.3.1):** `model_pipeline.atlas_for()` builds a per-prop power-of-two PNG with
one 8×8 cell per palette role, plus a metallic/roughness atlas (G=roughness, B=metallic). The
GLB merges all parts into one primitive with constant per-vertex UVs (cell centre) and a single
material (`baseColorTexture` + `metallicRoughnessTexture`, NEAREST sampling). Colours are sRGB in
the texture, so the old `srgb_to_linear`/`_linear_rgba` helpers were removed. `audit_glb` fails
if a prop is not exactly one material or misses TEXCOORD_0/images.
- **Mockups complete (v0.3.2):** `docs/screens/designs/` holds AI references for all 19
catalogue screens. Only the six staged captures (01–06) are compared/judged; the other 13
have no `capture`, so adding staged captures for the wand panel, timeline and escalation HUD
would extend automated visual checks. `generate` now calls `_load_env_file()`.
- **Staged captures (v0.3.3):** `capture_screenshots.gd` now emits nine shots. States 7–10 switch
to The Joke Shop at elapsed 620 s (EVENING has routine spawns; LATE has none), retry the wand
until it alerts, then jump to 760 s after staging for night lighting. The timeline needs
`recorder.close_all_open()`, because `to_dict()` only lists closed incidents. The escalation
HUD mockup is third-person now; `judge` still classes it `review` (no diff).
- **Prop collision (v0.4.0):** `_add_prop_model()` fits a `StaticBody3D` from the model bounds
(cylinder for bollard/bin/hydrant, box otherwise) and adds a `NavigationObstacle3D`; NPC agents
enable avoidance and move with the safe velocity from `velocity_computed`. The navmesh stays a
flat plane, so avoidance (not a baked mesh) routes guests around props. Placements live in
`PROP_PLACEMENTS` with `placement_problems()` validation; variants come from `variant_for(index)`.
`smoke_props.gd` must be windowed because the guard reads captured-mouse input.
- **Blender asset library (v0.6.0, integrated 2026-11-01):**
`tools/blender_assets.py` (`build`/`render` in Blender; `audit`/`sheet`/`list` stdlib) writes
`assets/models/blender/{npc,npc_gear,props}/*.glb`, `manifest.json` (integration source of
truth), sources in `assets/models/blender_src/` (`.gdignore`d), and review sheets
`docs/blender_previews/sheet_*.jpg` (per-asset PNG renders are gitignored). 8 characters, 18
gear, 20 props; notes in `docs/blender-assets.md`. Characters are drop-in for `npc_base`
(same mesh node name, bones at the same rest positions, five tint slots) and stay under the
6000/4000 budget only because of body decimation (0.36) + `smart_project` at 80°: glTF vertex
count includes UV-seam splits, so extra beveled detail quickly breaks 4000.
**Gotchas:** `bisect_plane` and thin bevels leave zero-area triangles (Godot warns "non-finite
normal in LOD generation"); `_clean()` + a weld after bisect fix it, and the audit rejects them.
Fixed-colour detail materials carry a 4×4 texture because `_apply_outfit_materials()` sets
`albedo_color = WHITE` on unknown slots. Cycles CPU render ≈ 3 s/asset; Godot import of the
library is clean.
**Integration:** `NpcAvatar.character_model_for()` selects a variant by role/seed; only the
five contract slots are tinted (detail materials untouched; `npc_vest` keeps its fixed hivis
vest, firefighter/guard get dark uniform tints). Gear is attached at head/back/chest/hand and
falls back to primitives; `npc_hoodie` skips the extra hood gear. `WorldBuilder` prefers
`assets/models/blender/props/` for the six replacements and the new street dressing, fits the
same colliders/obstacles, and collects library emissives for `set_night_mode()`.
`LIBRARY_TRIANGLE_BUDGET` = 60k (current ~27,986). Library props are excluded from
`PROP_PLACEMENTS` only when they need dedicated slots (door/marquee/sedan/handrail/lantern).
- **v0.6.0 environment pass:** `tools/bake_ao.py` bakes 256² AO maps per library asset
(`<name>_ao.png`, red channel) and `Materials.apply_ao()`/`SurfaceMaterials` wire them in;
`tools/make_normal_maps.py` derives tangent normals for the 1024² brick/concrete/asphalt
textures. Forward+ boots on desktop but is rejected for v0.6.0 (project-wide renderer, Web
must stay GL Compatibility). Headless 222/222, Python 69/69.
- **Prop pipeline (done):** audit enforces 400 tris / 600 verts, ground contact, UV range, no
degenerate tris, one material. `capture_prop_gallery.gd` writes `10-prop-gallery.png` (3x2 studio
line-up, back row on a platform) and the `prop_gallery` catalogue entry compares it.
- **NPC character pass (v0.5.0):** Rig is articulated (`Rig/Hip* -> Knee`, `Shoulder -> Elbow ->
Hand`); `outfit_for` adds layer/hair_style/hand_item; `_idle_layer` drives phone/clipboard/crossed
and escalation gestures; `_reaction_tag` shows `!!`, `?!`, `!`, `?`; `apply_lod` swaps to a
billboard impostor at 26 m (hysteresis 1.5 m); GameManager `_refresh_queue` assigns queue offsets.
Perf: 16 avatars = 534 meshes, ~6.9 ms headless.
- **Player movement (v0.5.0):** **W was inverted** (`get_axis(forward, back)` is negative for W and
the code multiplied it directly); now `forward * -input_dir.y`. Step-up uses test_move + a raised
copy (0.32 m). Guard emits footstep/landed/precision_changed; GameManager forwards them to
AudioFeedback and the HUD. Gamepad actions are added at runtime by
`GuardController._ensure_gamepad_bindings`; remaps persist via `Save` `input_bindings` and are
applied by `InputBindings.apply` (key/button events only). Windowed `smoke_movement.gd` guards it.
- **Scheduled TODO pass complete:** only the optional Future ideas remain (live replay, extra
venues, voice audio, image-to-mesh). Grounding facts: the
NPC rig is rigid capsules with a whole-limb swing, and `guard_controller.gd` uses one `accel`
value. Each task should get its own windowed smoke or capture where it changes feel/looks.
- **Backlog complete:** every planned TODO section is done and moved to `DONE.md`; `TODO.md` - **Backlog complete:** every planned TODO section is done and moved to `DONE.md`; `TODO.md`
now only lists optional future ideas (live 3D replay, NPC LOD, more venues, real audio, web now only lists optional future ideas (live 3D replay, NPC LOD, more venues, real audio, prop
export). GUT was consciously not adopted (custom runner covers it without an editor plugin). atlas, AI mockups for the new catalogue entries, image-to-mesh props). GUT was consciously not
adopted (custom runner covers it without an editor plugin).
- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg. - Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
## Current State ## Current State
- **v0.3.0 pass (2026-10-31, uncommitted):** rendering, generated prop models, screen
catalogue, aim-free selection. See ADR-0011 (selection) and ADR-0012 (materials/props).
- `src/game/materials.gd` (`SurfaceMaterials`) is now the single source of surface
recipes + `configure_environment()`. `GameManager.PHASE_LIGHTING` gained
`exposure/glow/fog_color/fog_density/fog_energy/contrast/saturation/ambient_energy`.
Renderer is **GL Compatibility**, so SSAO/SSIL are unavailable; glow+fog+ACES are used
instead and unsupported settings are ignored rather than gated in code.
- World: scaled brick (uv 22,10), framed windows with per-window night emission
(`i % 3 != 2` lit), stone base course, door trim/handles, curb, lane dashes (the old
loop had `Vector3(i * 0.0, …)` and stacked every dash at x=0), street lamps use the
metal profile. The two flat planters that clipped the steps were removed.
- `tools/model_pipeline.py` builds `assets/models/generated/*.glb` (bollard, bench,
trash_bin, planter_box, newspaper_box, fire_hydrant) from box/cylinder specs;
`WorldBuilder._add_prop_model()` loads them with a procedural fallback and records
`loaded_models` / `fallback_props`. **Gotcha:** glTF `baseColorFactor` is LINEAR —
writing sRGB made every prop pastel; `srgb_to_linear()` is applied in `build_glb`.
**Gotcha:** a new/changed `.glb` needs `godot --headless --path . --import` before
`ResourceLoader.exists()` / `load()` sees it (test_generated_props fails otherwise).
- `model_pipeline.py concept` (OpenRouter, reads repo `.env`) writes per-prop concept
sheets to `assets/models/concepts/`; `dominant_colors()` centre-crops and weights by
saturation (a grey studio backdrop otherwise wins), `assign_roles()` maps colours by
hue/value. Delete a concept file to fall back to the catalogue palette.
- NPC avatars: `outfit_for(type, seed)` (pure) gives shirt/trousers/hair/skin +
accessory (cap, hood, backpack, sunglasses, lanyard) and height scale; `_arms` and
`_legs` now swing (`limb_swing`) while walking. Keep `Rig/Head` named for focus.
- Selection: `NpcFocus.rank_indices` (angle then distance) — `pick_index` = first.
`GuardController.cycle_target(direction)` walks nearest-first `nearby_candidates()` and
sets `target_pinned`, which makes `_update_target()` skip the cone. `clear_target()`
sets `focus_suppress_s = 0.75` so the cone does not instantly re-acquire the person.
New input actions `walk_slow` (Shift), `cycle_target_next` / `cycle_target_prev`
(wheel down / up). Right click with nothing open clears focus (Esc still pauses).
- HUD: `nearby_label` + `set_nearby_hint(count)` show `hud.nearby`; `hud.controls` and
`hud.targeting` mention the wheel and Shift.
- `tools/screen_designs.py`: catalogue now 19 screens (added wand_screening,
joke_shop_queue, studio_arrival, crowd_panic, responder_arrival,
body_camera_timeline, escalation_hud), new `list` command, `generate --only/--force`
(existing designs are kept by default so a draft run cannot clobber AI mockups),
and `judge --dry-run` no longer raises `KeyError: 'class'`.
- Screenshot tool leak: `capture_screenshots.gd` intermittently prints
`ObjectDB instances leaked at exit`. Verified against a `git worktree` of HEAD~ — the
baseline leaks more often (3/3 vs 1/3), so it is a pre-existing quit-timing artifact,
not a regression. Normal boots are clean.
- Access artifacts: `src/core/access_loadout.gd` builds from event `override_access` + venue policy. - Access artifacts: `src/core/access_loadout.gd` builds from event `override_access` + venue policy.
Spawn signal is now `(profile, intent, npc_id, event)`. Recognition is not auto-attached to every Spawn signal is now `(profile, intent, npc_id, event)`. Recognition is not auto-attached to every
guest. `AccessVerifier.verify(..., already_screened=false)` so Joke Shop scoring uses guest. `AccessVerifier.verify(..., already_screened=false)` so Joke Shop scoring uses
@@ -202,7 +399,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
and published — installers/AppImage are on the releases page. Releasing = bump version → tag → push. and published — installers/AppImage are on the releases page. Releasing = bump version → tag → push.
- NSIS gotchas (validated in a local ubuntu:24.04 docker repro): makensis uses `-D` defines - NSIS gotchas (validated in a local ubuntu:24.04 docker repro): makensis uses `-D` defines
(never `/D`), resolves relative `-DICON`/`-DARTIFACT` against the **script directory** so CI (never `/D`), resolves relative `-DICON`/`-DARTIFACT` against the **script directory** so CI
passes `$PWD`-absolute paths; installed exe must be space-free (`step-line.exe`); ICO must be passes `$PWD`-absolute paths; installed exe must be space-free (`gig-line.exe`); ICO must be
classic BMP entries (ImageMagick `icon:auto-resize=48,32,16`; PIL emits PNG-compressed ICOs NSIS classic BMP entries (ImageMagick `icon:auto-resize=48,32,16`; PIL emits PNG-compressed ICOs NSIS
cannot load). cannot load).
- appimagetool runs system `appstreamcli` if present (strict, exit 3 on warnings) — project - appimagetool runs system `appstreamcli` if present (strict, exit 3 on warnings) — project
+36 -2
View File
@@ -1,4 +1,4 @@
# Game Plan: Step Line # Game Plan: Gig Line
## Premise ## Premise
@@ -399,6 +399,27 @@ The studio also has authorized guests and staff. They must either be recognized
- Someone presents a counterfeit wristband or credential. - Someone presents a counterfeit wristband or credential.
- A violent threat appears during a crowded arrival, requiring the player to protect the entrance while calling for assistance. - A violent threat appears during a crowded arrival, requiring the player to protect the entrance while calling for assistance.
---
## Visual Quality Direction
The game prioritizes readable, well-lit, low-poly presentation over realism (GL Compatibility
renderer). The v0.6.0 visual pass moves presentation to a **Blender-authored asset library**:
skinned NPC character variants, head/back/chest/hand gear, and street/venue props, all carrying
baked albedo/normal/AO/ORM maps. A generator (`tools/blender_assets.py`) and manifest
(`assets/models/blender/manifest.json`) keep the assets reproducible; the game selects variants
by NPC role/outfit and keeps the procedural rig and primitive props as offline fallbacks. The
existing AI tools remain the source of art direction for fabric textures, palettes, and the
screen-design compare/judge gate.
The library targets 8 character variants (casual, jacket, coat, vest, dress, hoodie, firefighter,
guard), 18 gear pieces, and 20 props — including replacements for the current generated street
furniture, lamps, trees, doors, marquee, and a venue car. Integration must preserve the
`Rig/Head` focus anchor, seed-driven outfit determinism, collider/navigation footprints, and the
frame budget measured by `smoke_npc_budget.gd`. See
[`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) and
[ADR-0013](docs/adr/0013-blender-authored-npc-characters.md).
The scenario should test the player’s ability to distinguish ordinary Hollywood Boulevard activity from a genuine security problem. The best solution is usually a simple gesture, clear direction, or credential check rather than immediate escalation. The scenario should test the player’s ability to distinguish ordinary Hollywood Boulevard activity from a genuine security problem. The best solution is usually a simple gesture, clear direction, or credential check rather than immediate escalation.
Future venues can reuse this structure while changing the rules, equipment, staff roles, and types of access decisions. Future venues can reuse this structure while changing the rules, equipment, staff roles, and types of access decisions.
@@ -452,7 +473,8 @@ The following commands apply once the Godot project is scaffolded:
## Export Targets ## Export Targets
Desktop is the first target: Windows, Linux, and macOS. Web export is a later option. Desktop is the first target: Windows, Linux, and macOS. A Web export now ships as well
(non-threaded, static hosting); it is published with each release as a zip.
## Player Control, Focus, and Action Menu (next pass) ## Player Control, Focus, and Action Menu (next pass)
@@ -590,6 +612,18 @@ AI textures in `assets/textures/ai/` stay out of this pass unless a specific map
- `src/test/tests/test_focus_and_radial.gd` — cone pick, wrap, cancel emits nothing, `W` is not wand. - `src/test/tests/test_focus_and_radial.gd` — cone pick, wrap, cancel emits nothing, `W` is not wand.
- README controls table and smoke checklist. - README controls table and smoke checklist.
## Rendering, Models, and Selection (v0.3.0 pass)
Decisions: [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md) aim-free selection and precision walk, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md) surface materials and generated props.
The blockout look and the aim-first selection model were the two biggest gaps left by the control pass. This pass closes them without changing the game's rules.
**Look.** Surfaces get real profiles instead of stock materials: brick is rough and finely tiled, concrete is rougher still, asphalt is smoother and damp-looking, glass is smooth and slightly metallic. The environment gains ACES tonemapping, soft glow, aerial fog and a mild grade, all driven by the same per-phase configuration that already moves the sun and sky. The facade gains framed windows that light up after dark, a stone base course, door trim and handles. Street furniture becomes real geometry: bollards, benches, bins, planters, newspaper boxes and a hydrant, built as `.glb` props by `tools/model_pipeline.py` with a procedural fallback. NPCs get per-role clothing palettes, small role accessories (cap, hood, backpack, sunglasses, lanyard), hands, shoes, and an arm/leg walk swing. The rule stays: the player judges people from clothes, props and behaviour, never from an archetype label.
**Models.** Prop meshes are deterministic primitives, so the build works offline. An image model can supply the per-prop colour palette from a concept sheet; that is the only AI influence on geometry, and it is optional. Colours are converted from sRGB to linear before they reach glTF, because glTF factors are linear.
**Selection.** The focus cone ranks heads by angle from the crosshair then distance. `Tab` and the mouse wheel cycle nearby people nearest-first and pin the choice, so aim-free play works. Right click clears focus and briefly suppresses re-acquisition. Holding `Shift` walks at half speed for close work at the door. Escape keeps its single meaning (close the top panel, otherwise pause).
## Design Direction ## Design Direction
The game should feel like a tense workplace simulation with occasional crisis moments. The most satisfying outcome is not overpowering an NPC; it is recognizing the situation early and resolving it calmly. The game should feel like a tense workplace simulation with occasional crisis moments. The most satisfying outcome is not overpowering an NPC; it is recognizing the situation early and resolving it calmly.
+183 -18
View File
@@ -1,6 +1,6 @@
# Step Line # Gig Line
Step Line is a workplace security simulation about observation, communication, access verification, and proportionate escalation. The player works security at public-facing venues around Hollywood Boulevard, managing stairs, entrances, crowds, guests, staff, and occasional serious threats. Gig Line is a workplace security simulation about observation, communication, access verification, and proportionate escalation. The player works security at public-facing venues around Hollywood Boulevard, managing stairs, entrances, crowds, guests, staff, and occasional serious threats.
The central design goal is simple: The central design goal is simple:
@@ -13,25 +13,29 @@ The central design goal is simple:
| ![Venue overview: the Hollywood Boulevard entrance with steps, sidewalks, street lamps, and signage](docs/screenshots/01-venue-overview.png) | ![Targeting an approaching NPC with the interaction HUD](docs/screenshots/02-targeting-npc.png) | | ![Venue overview: the Hollywood Boulevard entrance with steps, sidewalks, street lamps, and signage](docs/screenshots/01-venue-overview.png) | ![Targeting an approaching NPC with the interaction HUD](docs/screenshots/02-targeting-npc.png) |
| ![Access inspection: wristband/credential check with allow/deny prompt](docs/screenshots/03-access-inspection.png) | ![Radio report form: emergency dispatch panel](docs/screenshots/04-radio-report.png) | | ![Access inspection: wristband/credential check with allow/deny prompt](docs/screenshots/03-access-inspection.png) | ![Radio report form: emergency dispatch panel](docs/screenshots/04-radio-report.png) |
| ![Late night: street lamps lit, marquee glowing, dark Hollywood Boulevard](docs/screenshots/05-late-night-avenue.png) | ![Night shift: guard flashlight cutting through the dark](docs/screenshots/06-night-flashlight.png) | | ![Late night: street lamps lit, marquee glowing, dark Hollywood Boulevard](docs/screenshots/05-late-night-avenue.png) | ![Night shift: guard flashlight cutting through the dark](docs/screenshots/06-night-flashlight.png) |
| ![Wand screening at The Joke Shop: false alarm on keys](docs/screenshots/07-wand-screening.png) | ![Escalation HUD at L3 with body camera armed and reaction log](docs/screenshots/08-escalation-hud.png) |
| ![Body-camera timeline: formal warning, body camera on, blocking](docs/screenshots/09-body-camera-timeline.png) | ![Prop gallery: the six generated street-furniture models on a studio backdrop](docs/screenshots/10-prop-gallery.png) |
| ![Precision walk at the venue steps with the HUD chip visible](docs/screenshots/11-precision-walk.png) | |
*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) from the current build — day and late-night shifts.* *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, and the prop lineup.*
## ⬇️ Downloads ## ⬇️ Downloads
| Platform | Package | | Platform | Package |
| --- | --- | | --- | --- |
| **Windows — installer** | [`step-line-setup-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · contains all game data, shortcuts + uninstaller | | **Windows — installer** | [`gig-line-setup-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · contains all game data, shortcuts + uninstaller |
| **Windows — portable** | [`step-line-windows-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, no install needed | | **Windows — portable** | [`gig-line-windows-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, no install needed |
| **Linux — AppImage** | [`step-line-<ver>-x86_64.AppImage`](https://git.allucanget.biz/zwitschi/security-game/releases) · single file, `chmod +x` and run | | **Linux — AppImage** | [`gig-line-<ver>-x86_64.AppImage`](https://git.allucanget.biz/zwitschi/security-game/releases) · single file, `chmod +x` and run |
| **Linux — portable** | [`step-line-linux-<ver>.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run | | **Linux — portable** | [`gig-line-linux-<ver>.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run |
| **macOS** | [`step-line-macos-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below | | **macOS** | [`gig-line-macos-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below |
| **Web (browser)** | [`gig-line-web-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unzip and serve the folder from any static host (no special headers) |
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases> **All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
> Downloads are public (no sign-in required) since the host's instance-wide > Downloads are public (no sign-in required) since the host's instance-wide
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31. > `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
> >
> **Latest: v0.2.16** — editor-ready `.tres` venues; the planned backlog is complete. > **Latest: v0.6.0** — Blender-authored character/gear/prop library with baked AO, higher-resolution environment textures, and phase-driven library props.
> Releases are built automatically when a `vX.Y.Z` tag is pushed > Releases are built automatically when a `vX.Y.Z` tag is pushed
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use > (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline > `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
@@ -41,7 +45,7 @@ The central design goal is simple:
> the page and tag URLs are public. > the page and tag URLs are public.
> >
> macOS builds are unsigned: right-click → Open, or clear the quarantine with > macOS builds are unsigned: right-click → Open, or clear the quarantine with
> `xattr -dr com.apple.quarantine step-line-macos.zip`. Build instructions and > `xattr -dr com.apple.quarantine gig-line-macos.zip`. Build instructions and
> the release pipeline live in [`docs/RELEASING.md`](docs/RELEASING.md). > the release pipeline live in [`docs/RELEASING.md`](docs/RELEASING.md).
If you are here to develop or test locally instead of downloading, jump to If you are here to develop or test locally instead of downloading, jump to
@@ -139,8 +143,8 @@ The architecture maps onto Godot 4 nodes, scenes, and custom resources as descri
- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D` - **Navigation:** `NavigationRegion3D` and `NavigationAgent3D`
- **NPC behavior:** Custom lightweight finite state machines driven by `NpcProfile` resources - **NPC behavior:** Custom lightweight finite state machines driven by `NpcProfile` resources
- **UI and audio:** Godot `Control` nodes, themes, audio buses, and `AudioStreamPlayer` nodes - **UI and audio:** Godot `Control` nodes, themes, audio buses, and `AudioStreamPlayer` nodes
- **Art assets:** authored PNGs and the in-game generated set in `assets/textures/ai/game_ready/`; structural geometry stays procedural (`WorldBuilder`). The legacy `tools/generate_textures.py --ai` batch remains available. - **Art assets:** authored PNGs and the in-game generated set in `assets/textures/ai/game_ready/`; street-furniture models in `assets/models/generated/` build from `tools/model_pipeline.py`; structural geometry stays procedural (`WorldBuilder`). The legacy `tools/generate_textures.py --ai` batch remains available.
- **Asset tooling:** `tools/asset_pipeline.py` generates role-aware assets through OpenRouter and provides crop, resize, seamless-tile, and image-audit commands, including gameplay screenshot checks. - **Asset tooling:** `tools/asset_pipeline.py` generates role-aware assets through OpenRouter (`--variants N` produces alternative images) and provides crop, resize, seamless-tile, and image-audit commands, including gameplay screenshot checks. `tools/model_pipeline.py` builds and audits the street-prop `.glb` models; `tools/npc_pipeline.py` builds and audits the skinned NPC base model.
- **Testing:** GUT (Godot Unit Test) in headless mode - **Testing:** GUT (Godot Unit Test) in headless mode
- **Source control:** git on a Gitea host with Gitea Actions (`.gitea/workflows/build.yml`) for headless tests and desktop release builds - **Source control:** git on a Gitea host with Gitea Actions (`.gitea/workflows/build.yml`) for headless tests and desktop release builds
- **Targets:** Windows, Linux, and macOS desktop first; web later - **Targets:** Windows, Linux, and macOS desktop first; web later
@@ -182,6 +186,124 @@ python3 -m unittest discover -s 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. 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.
### Prop models
Street furniture (bollards, benches, bins, planters, newspaper boxes, a hydrant)
is real 3D geometry generated by `tools/model_pipeline.py` and written to
`assets/models/generated/*.glb`. Godot imports each file as a `PackedScene`, and
`WorldBuilder` instantiates it with a procedural fallback when the model or its
import is missing, so the world still builds on a fresh checkout.
```bash
# Print the catalogue (parts, triangle count, whether a model/concept exists)
python3 tools/model_pipeline.py list
# Rebuild the models (deterministic, offline) and validate them
python3 tools/model_pipeline.py build
python3 tools/model_pipeline.py audit
# Optional: an image model supplies the colour palette per prop
# (requires OPENROUTER_API_KEY; the repo .env is read automatically)
python3 tools/model_pipeline.py concept
python3 tools/model_pipeline.py concept --only bench --force
```
Each prop is a small list of boxes and cylinders, so `build` needs no network and
the output is byte-identical between runs. `concept` asks an image model for a
studio-style reference; `dominant_colors` and `assign_roles` then map that image's
colours onto material roles (darkest → metal, warm saturated → wood, light grey →
stone, green → foliage). glTF stores colours in linear space, so the tool converts
the sRGB palettes before writing them. Re-run `build` and `godot --headless
--path . --import` after changing a prop. See
[ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md).
Surface materials share one definition in `src/game/materials.gd`: named
roughness/metallic profiles per surface, plus the environment tune-up (ACES
tonemapping, glow, fog, colour grading) that the phase lighting applies.
### NPC character model
NPCs are moving from the procedural capsule rig to a skinned, UV-mapped base
character authored in Blender ([ADR-0013](docs/adr/0013-blender-authored-npc-characters.md)).
`tools/npc_pipeline.py` builds `assets/models/generated/npc_base.glb` plus the
per-slot material maps. `NpcAvatar` instantiates that skinned model, tints its
five material slots from the seed-driven outfit, and drives the bones from the
existing animation code; the procedural rig remains the offline fallback (see
the [graphics plan](docs/plan-graphics-v0.6.md)).
```bash
# Print the frozen contract (slots, bone names, triangle budget)
python3 tools/npc_pipeline.py list
# Rebuild the skinned base mesh + neutral maps in Blender and validate it
flatpak run org.blender.Blender --background --python "$PWD/tools/npc_pipeline.py" -- build
python3 tools/npc_pipeline.py audit
# Layer the AI clothing albedos (shirt/trousers) over the procedural weave, and
# derive per-fabric outfit colours for the avatar palette
python3 tools/npc_pipeline.py prepare
python3 tools/npc_pipeline.py palette
```
`prepare` resizes the AI fabric tiles (kept locally in `assets/textures/npc/ai/`,
which is gitignored) onto the `cloth`/`pants` albedos; `build` bakes them into the
`.glb` and regenerates the procedural normal + packed ORM maps. `palette` writes
`assets/textures/npc/palette.json` using `model_pipeline.dominant_colors`.
### Blender asset library (loaded by the game)
`tools/blender_assets.py` models a larger library procedurally in Blender for the
v0.6.0 integration: **8 skinned NPC characters** (casual, jacket, coat, hi-vis vest,
dress, hoodie, firefighter, guard), each a drop-in for `npc_base.glb` (same bones,
joint positions and tint slots); **18 gear pieces** authored at head/hand/back/chest
attach points (caps, hood, helmet, backpack, SCBA tank, lanyard, phone, cup,
clipboard, umbrella, camera, sign, flashlight, wand, radio, …); and **20 props**
(octagonal bollard and bin, slatted bench, hydrant, news box, planters, street lamp,
street and palm trees, A-frame sign, wall lantern, cone, crowd barrier, stanchion,
handrail, podium, double door, marquee, sedan).
`NpcAvatar` selects a character by role/seed, tints the five contract slots, and
attaches gear at the documented points; `WorldBuilder` loads the library props
with colliders/avoidance and drives their emissive parts from the day/night
cycle. The single `npc_base.glb` and primitive props remain offline fallbacks.
Contract and integration notes: [`docs/blender-assets.md`](docs/blender-assets.md).
| Characters | Props |
| --- | --- |
| ![characters](docs/blender_previews/sheet_npc.jpg) | ![props](docs/blender_previews/sheet_props.jpg) |
```bash
flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- build
flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- render
python3 tools/blender_assets.py sheet # docs/blender_previews/sheet_*.jpg
python3 tools/blender_assets.py audit # no Blender needed
godot --headless --path . --import
```
### Confirmed game assets
Everything below is audited and shipped in the game; development-only outputs
(AI concept sheets, Blender sources, raw AI fabrics) are gitignored.
| | |
| --- | --- |
| ![brick facade](assets/textures/ai/game_ready/brick_facade.png) | ![concrete](assets/textures/ai/game_ready/concrete.png) |
| ![asphalt](assets/textures/ai/game_ready/asphalt.png) | ![awning](assets/textures/ai/game_ready/awning.png) |
| ![skyline](assets/textures/ai/game_ready/skyline.png) | ![vignette](assets/textures/ai/game_ready/vignette.png) |
- **Surface textures:** the six tiles above, loaded by `src/game/materials.gd` and `WorldBuilder`.
- **UI art:** `assets/textures/ai/game_ready/icons/` (flashlight, door lock, wand, REC) and `assets/textures/ai/game_ready/cards/` (ID, wristband, ticket, credential, guest list), loaded by `src/game/ui/hud.gd`.
- **Generated models:** `assets/models/generated/*.glb` — bollard, bench, trash bin, planter, newspaper box, hydrant, and the NPC base — plus their colour atlases.
- **NPC material maps:** `assets/textures/npc/*_{albedo,normal,orm}.png` and `palette.json`.
Audit them all:
```bash
python3 tools/asset_pipeline.py audit assets/textures/ai/game_ready
python3 tools/model_pipeline.py audit
python3 tools/npc_pipeline.py audit
```
### Screen design references ### Screen design references
Screen mockups and screenshot comparison use `tools/screen_designs.py`. It turns the Screen mockups and screenshot comparison use `tools/screen_designs.py`. It turns the
@@ -198,13 +320,21 @@ a 3:2 landscape source and crop to the 16:9 capture dimensions.
# Export the built-in scenarios to editor-authorable .tres resources # Export the built-in scenarios to editor-authorable .tres resources
godot --headless --path . --script res://tools/export_venues.gd godot --headless --path . --script res://tools/export_venues.gd
# Deterministic wireframes (offline, no API key) # List the catalogue (name, kind, whether a reference design exists)
python3 tools/screen_designs.py list
# Deterministic wireframes (offline, no API key); existing designs are kept
# unless --force is passed, so an offline run never replaces an AI mockup
python3 tools/screen_designs.py generate --draft python3 tools/screen_designs.py generate --draft
python3 tools/screen_designs.py generate --draft --only wand --force
# Realistic 3D scenes and in-game screen designs via OpenRouter # Realistic 3D scenes and in-game screen designs via OpenRouter
# (requires OPENROUTER_API_KEY) # (requires OPENROUTER_API_KEY)
python3 tools/screen_designs.py generate python3 tools/screen_designs.py generate
# Prop gallery (studio line-up) for close-range prop checks
godot --path . --script res://src/test/capture_prop_gallery.gd
# Compare docs/screenshots/*.png against the designs # Compare docs/screenshots/*.png against the designs
python3 tools/screen_designs.py compare python3 tools/screen_designs.py compare
python3 tools/screen_designs.py compare --json python3 tools/screen_designs.py compare --json
@@ -217,6 +347,13 @@ python3 tools/screen_designs.py judge --only 03- # one capture
python3 tools/screen_designs.py judge --dry-run # build requests, no network python3 tools/screen_designs.py judge --dry-run # build requests, no network
``` ```
The catalogue covers 21 screens: the eleven README captures plus the start menu,
pause overlay, settings, shift review, radial menu, emergency radio, wand
screening, Joke Shop queue, TV Studio arrival, crowd panic, responder arrival,
body-camera timeline, and the escalation HUD. All 19 have an AI reference in
`docs/screens/designs/`; the eleven screens with staged captures are also compared
or judged against the running game.
`compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank `compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank
frame, and large layout/palette/detail distance. It is a regression gate, not a frame, and large layout/palette/detail distance. It is a regression gate, not a
semantic judge — pixel and perceptual metrics cannot decide whether a frame's semantic judge — pixel and perceptual metrics cannot decide whether a frame's
@@ -254,7 +391,7 @@ godot --headless --path . --script res://src/test/test_runner.gd
# Save a screenshot to user:// (windowed) # Save a screenshot to user:// (windowed)
godot --path . --script res://src/test/take_screenshot.gd godot --path . --script res://src/test/take_screenshot.gd
# Windowed control smoke: focus circle + action wheel, saves PNGs, exits 1 on failure # Windowed control smoke: focus circle, action wheel, wheel cycling + right-click clear; saves PNGs, exits 1 on failure
godot --path . --script res://src/test/smoke_focus_radial.gd godot --path . --script res://src/test/smoke_focus_radial.gd
# Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed) # Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed)
@@ -263,6 +400,15 @@ godot --headless --path . --script res://src/test/smoke_session_shell.gd
# PLAN-verb smoke: recognize, request reason, body camera, warning, blocking # PLAN-verb smoke: recognize, request reason, body camera, warning, blocking
godot --headless --path . --script res://src/test/smoke_plan_verbs.gd godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
# Prop-collision smoke (windowed): guard stops at a bench, guest routes around it
godot --path . --script res://src/test/smoke_props.gd
# NPC budget smoke: 16 full-rig avatars against the documented frame budget
godot --headless --path . --script res://src/test/smoke_npc_budget.gd
# Movement smoke (windowed): steps, precision walk, footsteps and landing
godot --path . --script res://src/test/smoke_movement.gd
# Crowd smoke: rubbernecking on aggression, panic clearing the entrance # Crowd smoke: rubbernecking on aggression, panic clearing the entrance
godot --headless --path . --script res://src/test/smoke_crowd.gd godot --headless --path . --script res://src/test/smoke_crowd.gd
@@ -283,6 +429,11 @@ The unit test runner is the project's own lightweight harness (no editor plugin
### Controls ### Controls
Keyboard and mouse are the default; a gamepad works without configuration (left stick moves,
right stick looks, A opens/confirms the wheel, B cancels, X inspects, Y calls the radio, LB walks
slowly, RB uses the wand). Keys and pad buttons can be rebound in Settings, and the remaps persist
in `user://settings.json`. The HUD legend switches to gamepad hints when a pad event arrives.
| Input | Action | | Input | Action |
| --- | --- | | --- | --- |
| W/A/S/D + mouse | Move and look | | W/A/S/D + mouse | Move and look |
@@ -302,7 +453,9 @@ The unit test runner is the project's own lightweight harness (no editor plugin
| C | Handheld wand screening (wand venues only) | | C | Handheld wand screening (wand venues only) |
| A / D | Allow / deny entry during inspection or wand check | | A / D | Allow / deny entry during inspection or wand check |
| V | Cycle venue (debug shortcut; restart via V restarts the current shift) | | V | Cycle venue (debug shortcut; restart via V restarts the current shift) |
| Tab | Cycle target among nearby NPCs (aim-free alternative) | | Tab / mouse wheel ↓ / ↑ | Cycle the target among nearby NPCs, nearest first (aim-free; the target stays selected) |
| Right click (nothing open) | Clear the focused person and return to aim-based focus |
| Shift (hold) | Precision walk at roughly half speed for close work at the door |
| G | Toggle flashlight (widens NPC perception at night) | | G | Toggle flashlight (widens NPC perception at night) |
| B | Toggle the body camera; a formal warning switches it on automatically | | B | Toggle the body camera; a formal warning switches it on automatically |
| L | Lock / unlock the restricted door (thwarts forced entry) | | L | Lock / unlock the restricted door (thwarts forced entry) |
@@ -321,6 +474,8 @@ The full arc42-style architecture documentation lives in [`docs/architecture.md`
- [`MEMORY.md`](MEMORY.md) — Persistent session notes. - [`MEMORY.md`](MEMORY.md) — Persistent session notes.
- [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation. - [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation.
- [`docs/adr/`](docs/adr/) — Architecture Decision Records. - [`docs/adr/`](docs/adr/) — Architecture Decision Records.
- [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) — Graphics-quality plan: Blender-authored NPC characters.
- [`docs/blender-assets.md`](docs/blender-assets.md) — Blender asset library: characters, gear, props, attach points.
## Development Status ## Development Status
@@ -329,7 +484,7 @@ Implemented so far:
- Godot 4.3 project scaffold, input map, procedural world builder - Godot 4.3 project scaffold, input map, procedural world builder
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem` - Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools - Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: **157 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, 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) - Headless unit tests: **208 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)
- 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 - 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 - 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`) - 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`)
@@ -351,8 +506,18 @@ Implemented so far:
- Authored scenario content: Joke Shop reservation-without-ID, borrowed/mismatched ID, a guest who refuses the wand screen, and a late arrival during a performance; Studio filming-boundary repeats and a celebrity arrival that draws a small crowd; Building events that point the player at the body camera and request-reason verbs - Authored scenario content: Joke Shop reservation-without-ID, borrowed/mismatched ID, a guest who refuses the wand screen, and a late arrival during a performance; Studio filming-boundary repeats and a celebrity arrival that draws a small crowd; Building events that point the player at the body camera and request-reason verbs
- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets - Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock) - Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
- Rendering pass (v0.3.0 work, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md)): one material module with roughness/metallic profiles per surface, ACES tonemapping, glow, aerial fog and colour grading driven by the shift phase, correctly scaled brick, framed facade windows that light up at night, door trim and handles, a curb and lane dashes, and the glowing marquee/lamp bulbs. NPCs gained per-role clothing palettes, caps/hoods/backpacks/sunglasses/lanyards, hands and shoes, and an arm/leg walk swing
- NPC characters (v0.5.0): articulated limb rigs, layered outfits, hand items, face/hair variety, idle behaviour (phone, clipboard, crossed arms, look-around), escalation gestures, readable reaction symbols, door-queue offsets, and three LOD tiers with a billboard impostor
- Player movement (v0.5.0): separate acceleration/braking, step-up assist, head bob and landing dip (toggleable), precision-walk FOV/chip/tick, surface-aware footsteps, gamepad support, and persistent key/button remapping in settings
- Prop collision and placement (v0.4.0): every prop fits a static collider from its mesh bounds and publishes a navigation obstacle, so the guard and guests cannot walk through benches, bins, or bollards; placements are grouped into zones with a validator, and deterministic variants add rotation, scale, and small clutter
- Prop atlas (v0.3.1): `tools/model_pipeline.py` packs each prop's palette into one power-of-two colour atlas plus a metallic/roughness atlas and emits a single material with per-vertex UVs, so a prop is one draw material rather than one per part; `audit` enforces the contract
- Generated prop models (v0.3.0 work): `tools/model_pipeline.py` builds bollards, benches, bins, planters, newspaper boxes and a hydrant as `.glb` props with per-part materials, loaded by `WorldBuilder` with a procedural fallback; the optional AI concept step (`model_pipeline.py concept`) supplies per-prop colour palettes
- Environment pass (v0.6.0): 1024² brick/concrete/asphalt with derived tangent normal maps, 256² baked AO maps for every Blender character/gear/prop, and library props whose bulbs/LEDs/sign faces follow the day/night phase
- NPC characters + library (v0.6.0): `NpcAvatar` loads one of 8 Blender-authored skinned variants (role/seed selected) with five tintable material slots, `Rig/Head` focus anchor, and attach-point gear; `npc_base.glb` and the procedural rig remain fallbacks. `tools/blender_assets.py` builds/audits the character, gear, and 20-prop library; `WorldBuilder` loads the replacements and new street dressing (lamp, trees, palms, planters, barriers, podium, doors, marquee, sedan, handrail) with colliders, navigation obstacles, and phase-driven emissives
- Web build: `build/gig-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host
- Aim-free selection pass (v0.3.0 work, [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md)): the focus cone ranks candidates by angle then distance, `Tab` and the mouse wheel cycle nearby people nearest-first and pin the selection, right click clears focus with a short re-acquire grace, the HUD reports how many people are in the ring, and holding `Shift` walks at half speed for close work
Not yet implemented: live 3D body-camera replay, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`). Not yet implemented: a desktop-only Forward+ preset (the renderer stays GL Compatibility for Web parity), live 3D body-camera replay, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
### Smoke Test Checklist ### Smoke Test Checklist
@@ -362,7 +527,7 @@ Not yet implemented: live 3D body-camera replay, editor-based GUT integration, a
4. The guard's camera sits at eye height and the guard stands on the landing, not inside the building. 4. The guard's camera sits at eye height and the guard stands on the landing, not inside the building.
5. Walking into the steps carries the guard up onto the landing (steps have colliders). 5. Walking into the steps carries the guard up onto the landing (steps have colliders).
6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab. 6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab.
7. The `STEP LINE` marquee is readable from the sidewalk. 7. The `GIG LINE` marquee is readable from the sidewalk.
8. NPCs spawn and approach the entrance during the first minutes. 8. NPCs spawn and approach the entrance during the first minutes.
9. Looking at an NPC inside the focus cone shows a blue focus circle in front of the face, the person's name, and the HUD target line. 9. Looking at an NPC inside the focus cone shows a blue focus circle in front of the face, the person's name, and the HUD target line.
10. `Space` or left click opens the action wheel; `A`/`D` highlight a slice, `Space` confirms it, `Esc`/right click cancels without a log entry. 10. `Space` or left click opens the action wheel; `A`/`D` highlight a slice, `Space` confirms it, `Esc`/right click cancels without a log entry.
+224 -6
View File
@@ -1,15 +1,233 @@
# TODO # TODO
Godot 4.3 prototype. Latest release **v0.2.16**. Headless suite **157/157** plus 30 Python Godot 4.3 prototype. Latest release **v0.5.0** (NPC characters and player movement). Headless
tooling tests; the session, PLAN-verb, crowd, emergency, timeline, audio, scenario-content, and suite **222/222** plus **68** Python tooling tests; the session, PLAN-verb, crowd, emergency,
windowed focus/radial smokes pass. Anonymous downloads are enabled on the host. timeline, audio, scenario-content, props, NPC-budget, movement, and windowed focus/radial smokes
pass. Anonymous downloads are enabled on the host.
All planned backlog sections are complete (see `DONE.md`). Optional future ideas live below. The scheduled presentation pass is complete (see `DONE.md`). The next scheduled pass is the
graphics-quality work in [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md).
> **Blender asset library integrated (2026-11-01):** 8 NPC character variants, 18 gear pieces,
> and 20 street/venue props are now loaded by `NpcAvatar` and `WorldBuilder` from
> `assets/models/blender/` (manifest as source of truth, see
> [`docs/blender-assets.md`](docs/blender-assets.md)). The procedural rig and primitive props
> remain offline fallbacks; AO/ORM baking is the remaining Phase 4 follow-up.
## Graphics quality — Blender-authored NPC characters (v0.6.0)
Detailed plan: [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) · [ADR-0013](docs/adr/0013-blender-authored-npc-characters.md)
### Phase 0 — Toolchain spike and contract freeze
- [x] Verify `flatpak run org.blender.Blender --version` reports Blender 5.2.x and runs headless in this shell.
- [x] Run a minimal headless Blender export using an absolute `--python` path (sandbox cwd is `/app/blender`); confirm the output file lands where expected.
- [x] Record the exact working invocation (flatpak + absolute paths) in `MEMORY.md`.
- [x] Freeze the NPC asset contract in `docs/plan-graphics-v0.6.md` and ADR-0013: file paths, bone names, material slots, triangle budget.
- [x] Fix the material-slot set (`skin` / `cloth` / `pants` / `accessory` / `hair`) and the ORM packing (R=occlusion, G=roughness, B=metallic).
- [x] Choose and record the initial tier-0 triangle/vertex budget (≤ ~6000 tris / ~4000 verts) in the plan.
- [x] Spike: Godot 4.3 imports the `.glb` as a `PackedScene` with a `Skeleton3D`; no clips are needed because `_animate()` drives the bones at runtime.
### Phase 1 — Blender authoring + export pipeline
- [x] Author the low-poly base humanoid in Blender: torso, articulated arms/legs, head with a face front, hands, shoes.
- [x] Rig with an armature whose bones mirror the node contract (`Head`, `HipL/R`, `KneeL/R`, `ShoulderL/R`, `ElbowL/R`, `HandL/R`); origin at the feet, +Y up.
- [x] UV-unwrap the mesh into a power-of-two layout, one region per material slot.
- [x] Save the editable source as `assets/models/npc/npc_base.blend` (committed).
- [x] Add `tools/npc_pipeline.py` with `list` / `build` / `audit` subcommands, run through the Blender flatpak.
- [x] `build` exports `assets/models/generated/npc_base.glb` plus the material textures.
- [x] Bake neutral albedo per slot, normal maps (fabric weave, denim, knit), and the packed ORM map.
- [x] Bake ambient occlusion into the albedo or the ORM R channel (the Compatibility renderer has no SSAO).
- [x] `audit` enforces UVs in [0,1], expected bone names, triangle/vertex budget, feet at y≈0, and material-slot presence.
- [x] Reuse the `model_pipeline.py` colour-space discipline (linear factors vs sRGB textures) in the exporter.
- [x] Run `godot --headless --path . --import` and confirm `npc_base.glb` imports without errors.
### Phase 2 — AI-assisted texturing
- [x] Generate seamless clothing albedos (shirt, trousers, jacket, hi-vis vest, coat, dress) with `tools/asset_pipeline.py generate` (OpenRouter, `openai/gpt-5-image-mini`) — written to `assets/textures/npc/ai/` (512×512).
- [x] Tile-edge blending on each fabric — applied automatically by `generate --role tile` (`make_seamless`); the `tile` audit's edge check confirms continuity.
- [x] Run `asset_pipeline.py audit` on the outputs — 6 good, 0 bad (role `tile`).
- [x] Commit the validated textures under `assets/textures/npc/ai/` (tracked in the v0.6.0 asset commit).
- [x] Derive per-role outfit palettes via `model_pipeline.dominant_colors` — written to `assets/textures/npc/palette.json` (`npc_pipeline.py palette`).
- [x] Bake normal/roughness procedurally and layer the AI albedos on top — `npc_pipeline.py prepare` + Blender `build` keeps the AI albedo for `cloth`/`pants` and regenerates normal/ORM; GLB audit ok (1204 tris / 2488 verts).
- [x] Regenerate the staged captures and run `screen_designs.py judge` after the Phase 3 integration (11 good / 0 bad in `compare`; judge: no diff).
### Phase 3 — Godot integration
- [x] Add `NpcAvatar._load_model()` that instantiates the imported `npc_base.glb` `PackedScene`.
- [x] Keep `_build_body()` as the offline fallback; choose per-avatar and record `loaded_model` / `fallback_avatar` for tests.
- [x] Map `outfit_for()` onto the model's material slots so seed variety, `layer_for`, `hand_item_for`, and archetype colors survive.
- [x] Keep accessory attachments (cap / hood / backpack / sunglasses / lanyard) under `Rig` / `Head`.
- [x] Add `SurfaceMaterials` baked-map recipes (`npc()` / `skin()` / `cloth()`); stop calling `Materials.flat()` for the body.
- [x] Add `_set_limb_rotation()` so `_animate()` / `_idle_layer()` write to bones or pivots; keep `Rig/Head` findable by the focus cone.
- [x] Update `test_npc_character`, `test_npc_theater`, and `test_target_cycle` for the skinned path (or document why they stay on the fallback).
- [x] Re-measure `smoke_npc_budget.gd`; tune `LOD_TIERS` if the skinned rig is heavier up close.
- [x] Re-verify the focus-cone smoke (`smoke_focus_radial.gd`) and the movement smoke.
### Phase 4 — Environment and lighting lift ✅
- [x] Bake AO for the prop set through the Blender library (replacements above) or into the ORM/albedo maps behind the existing `WorldBuilder` contract; keep the procedural fallback.
- [x] Regenerate higher-resolution brick / concrete / asphalt textures via `asset_pipeline.py` with normal maps, keeping the current UV scales; apply the same map discipline to the library's street materials.
- [x] Evaluate a desktop-only Forward+ export preset (SSAO/SSIL/volumetrics); keep the Web preset on GL Compatibility with `thread_support=false`.
- [x] Record the renderer decision in an ADR addendum or `MEMORY.md`.
- [x] Regenerate `docs/screenshots/` with `capture_screenshots.gd` and run `screen_designs.py compare`.
### Phase 5 — Verification and release
- [x] Headless suite green: fallback build, outfit determinism, `Rig/Head` presence, material recipe assertions, `npc_pipeline.py audit`, and `blender_assets.py audit` + manifest tests (skip Blender builds with a reason when Blender is absent).
- [x] Windowed smokes pass: `smoke_npc_budget.gd`, `smoke_movement.gd`, `smoke_focus_radial.gd`, `smoke_props.gd`.
- [x] `screen_designs.py compare` and `judge` show no regressions; `blender_assets.py sheet` contact sheets reviewed for the character/gear/prop library.
- [ ] Bump `config/version` to `0.6.0`.
- [ ] Update `README.md`, `docs/architecture.md` (Level 2 gains `tools/npc_pipeline.py`), and mark ADR-0013 Accepted.
- [ ] Publish the release per `docs/RELEASING.md`.
## Visual alignment with rendered mockups
The AI-rendered references in `docs/screens/designs/` (start menu, pause, settings,
shift review, radial menu, HUD, scene views) describe the intended look of every
screen. This pass reorganizes how generated images are stored, makes the game load
the proposed interface/scene art from disk, and aligns the selection screens, HUD,
and scene visuals with those mockups — verified with
`tools/screen_designs.py compare` + `judge`.
### Storage restructure
- [ ] Decide the canonical runtime image root (e.g. `assets/images/` for UI/scene art) and record it in `MEMORY.md` and an ADR.
- [ ] Move the reference mockups from `docs/screens/designs/` into the runtime root (keep `docs/screens/designs/` as a docs-only copy or replace it with the new path).
- [ ] Document one convention for game vs reference vs development images across `assets/textures/`, `assets/images/`, `assets/models/generated/`, `docs/screenshots/`, and `docs/screens/designs/`.
- [ ] Re-run `godot --headless --path . --import` to regenerate `.import` sidecars after any move.
- [ ] Confirm `.gitignore` still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout.
### Documentation path updates
- [ ] Update `README.md` paths (screen-designs section, confirmed-assets links, the `assets/images/backgrounds` resize example).
- [ ] Update `docs/architecture.md`, `PLAN.md`, and ADR-0010/0011/0012/0013 references to `docs/screens/designs/`.
- [ ] Update `tools/screen_designs.py` docstrings and mark the old paths in `DONE.md` as historical.
### Code path updates
- [ ] Point `tools/screen_designs.py generate` at the new design output path and keep `compare`/`judge` reading the right locations.
- [ ] Update GDScript `preload()` paths (`materials.gd`, `hud.gd`, `world_builder.gd`) if the game textures move.
- [ ] Update `capture_screenshots.gd` / `capture_prop_gallery.gd` output directories if captures relocate.
### Load proposed interfaces + scene art from disk
- [ ] 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.
- [ ] Wire the start menu and venue selection screen to use the `start_menu` scene art.
- [ ] Wire the pause overlay, settings, shift review, radial menu, and HUD chrome to their reference images.
### Align in-game visuals
- [ ] Make the venue selection screen match the `start_menu` mockup (layout, palette, background).
- [ ] Make the HUD match the `targeting_npc` / `escalation_hud` mockups (focus ring, escalation meter, log, hints).
- [ ] Align the remaining panels (pause, settings, shift review, radio, wand, timeline) to their mockups.
- [ ] Align scene lighting, fog, and post-processing for `venue_overview` and `late_night_avenue`.
### Verify against the mockups
- [ ] Regenerate the staged captures and run `screen_designs.py compare` (no gross drift).
- [ ] Run `screen_designs.py judge` and clear every `diff` verdict (target `match`/`review`).
- [ ] Add the capture + compare step to CI or a repeatable smoke so drift is caught early.
## Improve in-game pop-ups
- [ ] Improve the visual appearance of in-game pop-ups (layout, button style, palette, icons, and text styling).
## Realistic backgrounds, textures and scene references
Goal: replace the outdated flat skyline backdrop (`assets/textures/skyline.png`, black boxes
with dot windows) and the flat-looking surface tiles with AI-generated, more realistic
backgrounds and textures. Add a larger set of example 3D scene images as art direction, and
measure the in-game result against that target with the screenshot tools. Plan:
[`PLAN.md` → Visual Quality Direction → Realism pass](PLAN.md#realism-pass).
**Rule for every step: never overwrite an existing image.** New outputs get new paths. When a
path is taken, the tools pick the next free `-vN` suffix. Raw AI output stays on disk under
`assets/textures/ai/v2/raw/` (gitignored like the other raw AI folders). Processed game-ready
candidates go to `assets/textures/ai/game_ready/v2/`, scene references to `docs/screens/concepts/`,
and trial captures and reports to `docs/screens/realism/<run>/`.
### Step 1 — Tooling (`tools/scene_concepts.py`)
- [ ] Add a catalogue of prompts in three groups: `scene` (16:9 example 3D game frames),
`backdrop` (4:1 skyline panoramas with transparent sky), and `texture` (seamless PBR
surface tiles). Each entry has a name, prompt, role and target path.
- [ ] `generate [--group] [--only] [--variants N]`: call the OpenRouter image API through
`generate_textures.generate_image` (key from the repo `.env`), save raw output, and never
overwrite (`next_free_path`). Print every file written.
- [ ] `process`: turn raw backdrops into 2048×512 RGBA strips that tile horizontally (edge
crossfade, sky made fully transparent, hard alpha for the alpha-scissor material). Turn raw
textures into seamless 1024² tiles (`asset_pipeline.make_seamless`) plus a normal map
(`make_normal_maps.normal_map`). Skip outputs that already exist.
- [ ] `audit`: run `asset_pipeline.audit_image` on the processed candidates (`backdrop` /
`tile` roles) and fail on any bad result.
- [ ] `realism`: for each trial capture, report the Pillow detail metrics (edge density,
contrast, colour spread, saturation) next to the matching concept image. Optionally ask a
vision model (`google/gemini-2.5-flash-lite`) for 0–10 realism scores (lighting,
materials, texture detail, backdrop, overall) with concrete fixes. Write a new JSON +
Markdown report per run.
- [ ] Unit tests (`tools/test_scene_concepts.py`): catalogue shape, the no-overwrite path
picker, backdrop/tile processing on synthetic images, metrics, and the judge payload/parse
(offline, no network).
### Step 2 — Example 3D scene images
- [ ] Generate 3D-game-style example frames for every venue and time of day: Hollywood entrance
(morning, golden hour, rainy night), boulevard skyline view (day, dusk), Joke Shop alley
(evening, close-up of the door), studio stage door (night arrival), sidewalk material
close-up, entrance steps and podium, crowd-control barrier line, and a responder arrival
wide shot.
- [ ] Review the set and record the visual targets each frame sets (sky, haze, material detail,
backdrop depth) in the report.
### Step 3 — Backgrounds (replace the outdated skyline)
- [ ] Generate skyline panoramas for day, dusk and night (lit windows): Hollywood/Los Angeles
mid-rise blocks, palm silhouettes, the hills on the horizon, a transparent sky, and a
straight-on view, in several variants each.
- [ ] Process them into `assets/textures/ai/game_ready/v2/skyline_{day,dusk,night}.png`,
seamless horizontally for the 3× UV repeat around the backdrop ring.
### Step 4 — Textures
- [ ] Generate higher-detail seamless tiles: red brick facade, granite/limestone facade
(studio), sidewalk concrete pavers with joints, asphalt with aggregate, wet night asphalt,
stone steps, striped awning canvas, and stucco wall.
- [ ] Process them into 1024² game-ready tiles plus normal maps in
`assets/textures/ai/game_ready/v2/` and audit them.
### Step 5 — In-game trial captures (no game-code change)
- [ ] Add `src/test/capture_realism.gd`. It boots the Hollywood venue, captures a fixed shot
list (entrance day, boulevard/skyline day, boulevard night), and can swap textures at
runtime from `--skyline=` / `--brick=` / `--concrete=` / `--asphalt=` user arguments. The
swap finds materials by their current texture, so baseline and candidate frames use the
same camera. Writes to `user://screenshots/realism/<tag>/`.
- [ ] Capture the baseline (current assets) and the candidate set (v2 skyline + textures), and
copy them into `docs/screens/realism/<run>/{baseline,candidate}/`.
### Step 6 — Compare against the realistic target
- [ ] Run `scene_concepts.py realism` on baseline and candidate. Record the metric deltas and the
vision scores, and note which candidate textures/backdrops win.
- [ ] Note the remaining realism gaps (sky/fog, lighting, building geometry, NPC fidelity) as
follow-up tasks below.
### Step 7 — Adopt the winners (after the in-flight normal-map/AO work is committed)
- [ ] Point `WorldBuilder.T_SKYLINE` at the chosen v2 skyline (separate day/night textures through
`set_night_mode`), and retune `albedo_color` for the realistic strip.
- [ ] Switch `materials.gd` / `world_builder.gd` surface preloads to the chosen v2 tiles + normal
maps, keeping the current UV scales. Update `test_materials.gd` / `test_world.gd`.
- [ ] Regenerate `docs/screenshots/` with `capture_screenshots.gd`, then run
`screen_designs.py compare` + `judge` and `scene_concepts.py realism`. There must be no
`diff` verdict regressions, and realism scores must not drop.
- [ ] Update `README.md` (tool usage + gallery), `MEMORY.md` and `docs/architecture.md`.
## Future ideas (optional, not scheduled) ## Future ideas (optional, not scheduled)
- [ ] Live 3D body-camera replay (the timeline is text-only today). - [ ] Live 3D body-camera replay (the timeline is text-only today).
- [ ] LOD/culling for NPCs if `MAX_LIVE_NPCS` grows past the measured 16-avatar budget.
- [ ] Additional venues or seasonal events authored from the new `.tres` files. - [ ] Additional venues or seasonal events authored from the new `.tres` files.
- [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural). - [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
- [ ] Web export build target. - [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same
`assets/models/generated/<prop>.glb` contract.
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