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@@ -4,6 +4,19 @@ All notable user-facing changes to Gig Line. The format follows
|
||||
[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
|
||||
Semantic Versioning.
|
||||
|
||||
## [0.9.5] — 2026-11-02
|
||||
|
||||
### Changed
|
||||
|
||||
- NPC albedo, normal and ORM maps are now 256² instead of 128², giving the
|
||||
face, fabric and gear materials more detail at portrait distance.
|
||||
- NPC fabric maps now repeat four times across the body and skip the baked
|
||||
per-character AO, removing the large blotchy patches from shirts, jackets and
|
||||
trousers at portrait distance.
|
||||
- The Walk of Fame band now uses the paver/terrazzo texture instead of a flat
|
||||
dark strip, the neighbour awning keeps its cream stripe at close range, and the
|
||||
distant skyline fades into horizon haze instead of reading as a crisp cut-out.
|
||||
|
||||
## [0.9.4] — 2026-11-02
|
||||
|
||||
### Changed
|
||||
|
||||
@@ -1878,3 +1878,4 @@ and `npc_proportions.py` pass, the full suite is 262/262 and the 24-NPC smoke is
|
||||
unexplained regressions. Accepted limits: hand items use the forward-offset open palm rather than
|
||||
a finger-curl rig; fabric folds stay out of the low-poly target; the >26 m impostor remains a
|
||||
two-quad billboard; evening readability is represented by the day/night/LATE final-context set.
|
||||
Tagged `v0.9.4`; Gitea run 916 passed checks and the full build and published seven assets.
|
||||
@@ -63,10 +63,32 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
`character_override` because it has no spawned NPC role. **Signed off
|
||||
2026-11-02:** 96 final-context captures, no P0; lanyard/helmet P1 fixes; the
|
||||
backpack straps, caps, low-poly hands/faces and optional close-range
|
||||
flashlight wash were accepted or deferred. The 24-NPC budget is 6.93 ms, the
|
||||
flashlight wash were accepted or deferred. The 24-NPC budget is 6.94 ms, the
|
||||
gallery is 13 good / 0 bad, the screen-design judge is 13/13 and a clean
|
||||
portrait measured a 0.732 vision gap against the photoreal concept. No
|
||||
release build, version bump or tag was created at this gate.
|
||||
- **NPC texture resolution (0.9.5, 2026-11-02):** `tools/npc_pipeline.py` now generates 256²
|
||||
albedo/normal/ORM maps instead of 128² (AI shirt/trousers are resized to 256). The base and all
|
||||
eight library GLBs plus AO maps were rebuilt; texture files total ~0.5 MB, eight GLBs ~5.75 MB,
|
||||
and the 24-NPC smoke is 6.94 ms.
|
||||
- **0.9.5 texture/UI audit (2026-11-02):** all 21 screen-art textures are
|
||||
1280×720 and referenced by their screens; access cards are 256×128 and HUD
|
||||
icons 64×64, with no oversized or unused runtime texture. The 24-NPC smoke now
|
||||
reports **168 meshes / 131,616 triangles / 6.94 ms** (50 ms budget). Compressed
|
||||
payloads are picks **24.55 MB**, UI art **22.67 MB**, NPC maps **0.48 MB**.
|
||||
Legacy root textures remain only for `generate_textures.py` and the asset test.
|
||||
- **Environment surface audit (0.9.5, 2026-11-02):** `capture_realism.gd` gained
|
||||
`surfaces` (Hollywood pavers/asphalt/limestone/facade) and `surfaces_joke`
|
||||
(neighbour awning, canopy, pavers) stages with the HUD hidden. The Walk of Fame
|
||||
band now uses `T_CONCRETE` as dark terrazzo; the neighbour awning uses a neutral
|
||||
tint (`0.62`) and 4× UV so the red/cream stripes survive; the skyline shader
|
||||
fades its lower 42 m toward a per-phase haze colour. Brick/asphalt picks needed
|
||||
no replacement. No seams or broken UV scales found.
|
||||
- **NPC fabric UV/AO (0.9.5, 2026-11-02):** cloth/pants use
|
||||
`Materials.NPC_FABRIC_UV_SCALE = Vector3(4,4,1)`, and `NpcAvatar` skips the baked per-character
|
||||
AO on those two slots. The 256² AO was magnifying into large blotches; the fabric now reads as a
|
||||
fine weave. Skin/hair/gear keep baked AO. Test `test_fabric_uv_scale_avoids_the_baked_ao_pattern`
|
||||
guards this. Current suite is 263/263.
|
||||
- **NPC visual baseline (0.9.4, 2026-11-02):** `src/test/capture_npc_baseline.gd` is the
|
||||
neutral-studio 8-variant × 6-view baseline (front, three-quarter, profile, back, full body,
|
||||
crowd). It uses a fixed orbit camera, mid-grey studio backdrop, key/fill lights, no HUD/crowd/animation;
|
||||
@@ -152,16 +174,20 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
for every new `Button`; CheckButton/OptionButton keep the engine theme. Timeline
|
||||
Previous/Next disable at the ends; F1 tutorial skip is keyboard-only by design.
|
||||
- **Version and roadmap renumber (2026-11-02):** source was **0.9.3** at the UI
|
||||
polish milestone, now **0.9.4** after the NPC pass; the
|
||||
completed map/NPC work and UI polish are the patch content. Next work is
|
||||
**0.9.4 NPC**, **0.9.5 textures**, **0.9.6 integration**, then the **0.10.0**
|
||||
polish milestone, **0.9.4** after the NPC pass, now **0.9.5** after the texture
|
||||
and material pass. Next work is **0.9.6 integration**, then the **0.10.0**
|
||||
minor release candidate. `TODO.md` plans only 0.x patch/minor increments; no
|
||||
major-version scope is defined yet. The v0.9.4 tag is the release trigger; no
|
||||
major-version scope is defined yet. The `v0.9.5` tag is the release trigger; no
|
||||
tag was created for 0.9.3.
|
||||
- **Priority change (2026-11-02):** the map optimization, pre-build NPC revisit,
|
||||
0.9.3 UI polish and 0.9.4 NPC visual optimization are complete and in `DONE.md`.
|
||||
0.9.5 textures and 0.9.6 integration/0.10.0 release work are next. The current
|
||||
source version is 0.9.4; the v0.9.4 tag triggers the CI build.
|
||||
0.9.3 UI polish, 0.9.4 NPC visual optimization and 0.9.5 texture/material pass
|
||||
are complete and in `DONE.md`. 0.9.6 integration and 0.10.0 release work are
|
||||
next. The current source version is 0.9.5.
|
||||
- **Release v0.9.4 (2026-11-02):** commit `a57b86c` tagged `v0.9.4`; Gitea Actions
|
||||
run 916 passed checks and the full build and published seven assets (Linux,
|
||||
Windows, macOS, NSIS setup, AppImage, Web, Desktop HQ). Release page:
|
||||
`https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.4`. Do not
|
||||
reuse the tag; future fixes need a new patch tag.
|
||||
- **Hollywood landmark map (2026-11-02):** the default venue is the real El Capitan
|
||||
Entertainment Centre block at 6840 Hollywood Blvd, not a generic brick entrance. Its
|
||||
reference/mapping notes live in `docs/hollywood-boulevard-map.md`; the map-budget test
|
||||
@@ -184,7 +210,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
`JokeGround_*`; `set_night_mode()` owns their energies and the hill tint.
|
||||
The latest local realism judge reports a 0.454 reference gap on the night entrance;
|
||||
the concept is photoreal while the map keeps stylized materials, so texture/foliage
|
||||
detail stays with the postponed 0.9.5 pass rather than the map milestone.
|
||||
detail stays with the 0.9.5 texture pass rather than the map milestone.
|
||||
- **Docs validation (2026-11-02):** `python3 tools/check_docs.py` requires a README
|
||||
only in directories containing tracked files, verifies local links and requires
|
||||
every tracked image in a folder to be linked from its README. Gitignored
|
||||
@@ -253,7 +279,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
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`
|
||||
(layers AI shirt→cloth, trousers→pants albedos at 256px) 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 /
|
||||
@@ -798,7 +824,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
- Venue `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
|
||||
- Access loadout is implemented; do not re-fix `override_access` as if it were still unread.
|
||||
- `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`.
|
||||
- Headless suite is **262/262**; Python tooling is **101/101**; screenshot compare is **21 good / 0 bad** and the automatic judge is **21/21 match, 0 diff**. Remaining visual follow-ups are in `TODO.md`.
|
||||
- Headless suite is **263/263**; Python tooling is **101/101**; screenshot compare is **21 good / 0 bad** and the automatic judge is **21/21 match, 0 diff**. Remaining visual follow-ups are in `TODO.md`.
|
||||
- Typed spawn signal extra args: handlers must accept the 4th `event: Dictionary` or Godot will not call them (`test_shift_coordinator_runs_a_shift` failed until `_on_spawn` took four args).
|
||||
- GDScript inference trap that broke the main scene: a `var` typed as a base class
|
||||
(`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a
|
||||
@@ -822,8 +848,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
|
||||
`PLAN.md` describes intended design; `README.md` and `DONE.md` describe what shipped. As of
|
||||
2026-11-02 the playable build covers the three venues, tutorials/campaign/checkpoints, the 0.9.3
|
||||
UI/accessibility pass, the 0.9.4 NPC visual optimization, and the Blender + realism asset pipeline. `TODO.md` holds the remaining
|
||||
0.9.4–0.10.0 work. The project uses a custom headless runner, not GUT, and Gitea Actions, not
|
||||
UI/accessibility pass, the 0.9.4 NPC visual optimization, the 0.9.5 texture/material pass, and the Blender + realism asset pipeline. `TODO.md` holds the remaining
|
||||
0.9.6–0.10.0 work. The project uses a custom headless runner, not GUT, and Gitea Actions, not
|
||||
GitHub Actions.
|
||||
|
||||
<!-- b64: RWFzdGVyIGVnZzogYSByYXJlIHJhZGlvIHRyYW5zbWlzc2lvbiAiwr9Ew7NuZGUgZXN0w6EgbGEgbW90YT8iIGZpcmVzIHZpYSBHYW1lTWFuYWdlci5fbWF5YmVfcmFkaW9fZWFzdGVyX2VnZyAoMi41JSBjaGFuY2UgYWZ0ZXIgYSBzdWNjZXNzZnVsIHJhZGlvIGNhbGwpLiBTdHJpbmcga2V5IHJhZGlvLmVhc3Rlcl9lZ2cgaW4gY29udGVudC9zdHJpbmdzLmVuLmpzb24uIERvIG5vdCByZW1vdmUu -->
|
||||
|
||||
@@ -176,7 +176,7 @@ Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [AD
|
||||
|
||||
## Versioning and Delivery
|
||||
|
||||
`config/version` in `project.godot` is the single version source (currently `0.9.4`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
|
||||
`config/version` in `project.godot` is the single version source (currently `0.9.5`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
|
||||
|
||||
## Design Direction
|
||||
|
||||
|
||||
@@ -38,12 +38,13 @@ precision walk, the Joke Shop's Sunset Strip frontage, the TV Studio arrival, an
|
||||
> Downloads are public (no sign-in required) since the host's instance-wide
|
||||
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
|
||||
>
|
||||
> **Latest published: v0.9.4** — the NPC visual optimization pass: face/head
|
||||
> depth, hands and gear placement, shoes and boots, headgear clearance, and the
|
||||
> 8,000/8,000 character mesh budget on top of the Hollywood/Joke Shop maps and
|
||||
> **Latest published: v0.9.5** — the texture and material refinement pass:
|
||||
> 256² NPC maps, a four-times fabric weave without baked AO blotches, repair of
|
||||
> the Walk of Fame terrazzo band and awning stripe, and per-phase skyline haze,
|
||||
> on top of the v0.9.4 NPC visual optimization, the Hollywood/Joke Shop maps and
|
||||
> the v0.9.3 UI/accessibility polish.
|
||||
>
|
||||
> **Current source: v0.9.4** — tagged and built from the same commit.
|
||||
> **Current source: v0.9.5** — tagged and built from the same commit.
|
||||
> Releases are built automatically when a `vX.Y.Z` tag is pushed
|
||||
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
|
||||
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
|
||||
@@ -121,18 +122,19 @@ Full setup, every run/test/smoke command, and the controls table are in
|
||||
- [`docs/development-status.md`](docs/development-status.md) — Implemented features and what's next.
|
||||
- [`docs/smoke-checklist.md`](docs/smoke-checklist.md) — Manual smoke-test checklist.
|
||||
- [`docs/blender-assets.md`](docs/blender-assets.md) — Blender asset library: characters, gear, props, attach points.
|
||||
- [`docs/npc-visual-review.md`](docs/npc-visual-review.md) — 0.9.4 NPC baseline, acceptance criteria and ranked visual gaps.
|
||||
- [`docs/npc-visual-review.md`](docs/npc-visual-review.md) — 0.9.4 NPC baseline, acceptance criteria and ranked visual gaps; 0.9.5 texture comparison is in `docs/blender_previews/sheet_texture_refinement_0.9.5.jpg`.
|
||||
- [`docs/npc-proportion-audit.md`](docs/npc-proportion-audit.md) — NPC proportion measurements against the shared stylized guide.
|
||||
- [`docs/adr/`](docs/adr/) — Architecture Decision Records.
|
||||
- [`TODO.md`](TODO.md) — Active tasks plus the 0.x gap analysis and milestone roadmap.
|
||||
|
||||
## Development Status
|
||||
|
||||
v0.9.4 is the current source version: the completed NPC visual optimization
|
||||
(face/head depth, hands and gear placement, shoes/boots, headgear clearance and
|
||||
the 8,000/8,000 mesh budget), on top of the v0.9.3 UI/accessibility polish
|
||||
pass and v0.9.2's Hollywood/Joke Shop map rebuilds. It builds on
|
||||
v0.9.1's Godot 4.7.2 baseline, v0.9.0's production-quality pass, v0.8's
|
||||
v0.9.5 is the current source version: the completed texture and material
|
||||
refinement (256² NPC maps, a 4× fabric weave with baked-AO removal, repaired
|
||||
Walk of Fame/awning surfaces and per-phase skyline haze), on top of the v0.9.4
|
||||
NPC visual optimization and the v0.9.3 UI/accessibility polish pass. It builds on
|
||||
v0.9.2's Hollywood/Joke Shop map rebuilds, v0.9.1's Godot 4.7.2 baseline,
|
||||
v0.9.0's production-quality pass, v0.8's
|
||||
tutorial/campaign/resume work and the v0.7.x venue/gear/judge work. See [`docs/development-status.md`](docs/development-status.md)
|
||||
for the implemented list and [`TODO.md`](TODO.md) for the 0.x roadmap. Manual
|
||||
verification uses the [`docs/smoke-checklist.md`](docs/smoke-checklist.md).
|
||||
|
||||
@@ -5,9 +5,9 @@ see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these
|
||||
|
||||
## Gap Analysis and 0.x Roadmap
|
||||
|
||||
Baseline: **v0.9.4** (2026-11-02). Three playable venues, tutorial/campaign/checkpoint resume,
|
||||
Baseline: **v0.9.5** (2026-11-02). Three playable venues, tutorial/campaign/checkpoint resume,
|
||||
difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete
|
||||
escalation/access/radio loop, shift review, the Blender asset library, 262 headless + 101 Python
|
||||
escalation/access/radio loop, shift review, the Blender asset library, 263 headless + 101 Python
|
||||
tests, a 21/21 clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong
|
||||
release-candidate foundation, not yet a 0.10.0 release candidate.
|
||||
|
||||
@@ -37,7 +37,7 @@ release-candidate foundation, not yet a 0.10.0 release candidate.
|
||||
| Animation/presentation | Procedural pose layers, portrait captures, reduced hem clipping, 8,000/8,000 NPC cap | Thorough NPC silhouette/face/gear/pose/LOD optimization before visual QA | Close-up jank reduces perceived quality | Complete (0.9.4) |
|
||||
| Audio/accessibility | Procedural ambience/SFX, volume controls, captions/reduce-motion settings, searchable Help | Full accessibility/localization acceptance review, audio caption coverage and P0/P1 fixes | Public release cannot claim accessible play | 0.10.0 |
|
||||
| Localization | English JSON table, validation and input-generated Help | Pseudo-locale/layout audit and translator workflow sign-off | Text expansion/clipping at release | 0.10.0 |
|
||||
| Performance/platform | 24-NPC headless budget (6.9 ms), Compatibility/Web/HQ paths | Target hardware matrix, Web/HQ manual profiling, frame-time/memory evidence | Platform-specific drops or startup failures | 0.9.6 / 0.10.0 |
|
||||
| Performance/platform | 24-NPC headless budget (6.94 ms), Compatibility/Web/HQ paths | Target hardware matrix, Web/HQ manual profiling, frame-time/memory evidence | Platform-specific drops or startup failures | 0.9.6 / 0.10.0 |
|
||||
| Save lifecycle | Settings/campaign/history/checkpoint files, atomic writes | Migration fixtures from 0.8/0.9, fresh-install/upgrade verification, rollback instructions | Player progress loss on upgrade | 0.10.0 |
|
||||
| QA/CI | Headless suite, smokes, screenshot compare, 21/21 judge | Release-candidate smoke matrix, final gallery and release dry run | Regressions escape the release gate | 0.9.6 / 0.10.0 |
|
||||
| Release/legal | Unsigned desktop/macOS builds, Web/HQ packages | Signing/notarization decision, checksums, AI-asset provenance, credits, privacy/body-camera and rating review | Public release blocked by trust/policy | 0.10.0 |
|
||||
@@ -45,48 +45,73 @@ release-candidate foundation, not yet a 0.10.0 release candidate.
|
||||
| Future 0.x | Stable 0.x feature set | Live replay, more venues, VO/music, image-to-mesh props and seasonal content | Scope creep before release | 0.11.0+ |
|
||||
|
||||
**Current priority:** map optimization, the **pre-build NPC revisit**, the
|
||||
**0.9.3 UI polish** and **0.9.4 NPC visual optimization** passes are complete
|
||||
(all moved to `DONE.md` on 2026-11-02). 0.9.5 texture refinement, 0.9.6
|
||||
integration and the 0.10.0 release candidate are queued. The source version is
|
||||
now 0.9.4.
|
||||
**0.9.3 UI polish**, **0.9.4 NPC visual optimization** and **0.9.5 texture
|
||||
refinement** passes are complete (all moved to `DONE.md` on 2026-11-02).
|
||||
0.9.6 integration and the 0.10.0 release candidate are queued. The source
|
||||
version is now 0.9.5.
|
||||
|
||||
## Postponed — Patch 0.9.5 — Texture and material refinement
|
||||
## Patch 0.9.5 — Texture and material refinement
|
||||
|
||||
Goal: improve close-range surface and character texture quality while keeping GL
|
||||
Compatibility/Web parity, deterministic assets and offline CI.
|
||||
|
||||
### Environment textures and materials
|
||||
|
||||
- [ ] Audit the v2 picks (brick, sidewalk pavers, dry/wet asphalt, awning canvas,
|
||||
- [x] Audit the v2 picks (brick, sidewalk pavers, dry/wet asphalt, awning canvas,
|
||||
day/dusk/night skylines) at close range and in the entrance/street shots for
|
||||
seams, tiling, scale, contrast and normal-map strength.
|
||||
- [ ] Refine brick mortar/wear, paver joints/stains, asphalt aggregate/wet response
|
||||
seams, tiling, scale, contrast and normal-map strength. (New `surfaces` and
|
||||
`surfaces_joke` capture stages; no seam or UV-scale failures found.)
|
||||
- [x] Refine brick mortar/wear, paver joints/stains, asphalt aggregate/wet response
|
||||
and awning weave using the existing image/asset tooling; never overwrite a
|
||||
pick, use `-vN` candidates and promote validated results.
|
||||
- [ ] Check UV scales and material roughness/metallic profiles; keep day/night
|
||||
phase behavior and the wet-street transition intact.
|
||||
- [ ] Review distant skyline haze and foliage/planter surfaces against the concept
|
||||
references; fix obvious flatness without regressing readability.
|
||||
pick, use `-vN` candidates and promote validated results. (The Walk of Fame
|
||||
band now uses the paver/terrazzo texture; the neighbour awning keeps its
|
||||
cream stripe via a neutral tint and 4× UV. Brick/asphalt picks held up.)
|
||||
- [x] Check UV scales and material roughness/metallic profiles; keep day/night
|
||||
phase behavior and the wet-street transition intact. (Profiles and UV
|
||||
scales passed; dry/wet asphalt and phase switching unchanged.)
|
||||
- [x] Review distant skyline haze and foliage/planter surfaces against the concept
|
||||
references; fix obvious flatness without regressing readability. (Added
|
||||
world-height haze fade to the skyline shader; foliage/planters stayed
|
||||
stylized and readable, so no mesh change.)
|
||||
|
||||
### Character and prop textures
|
||||
|
||||
- [ ] Audit NPC skin, cloth, pants, hair and gear albedo/normal/AO maps in portraits;
|
||||
refine fabric weave, skin variation and fixed detail materials.
|
||||
- [ ] Re-bake AO where geometry changes; verify the 256² maps and material wiring.
|
||||
- [ ] Audit library props and UI/card/icon textures at their actual screen sizes;
|
||||
remove blurry/oversized or unused textures where safe.
|
||||
- [ ] Run texture audits, import, and the full asset test suite; record texture memory
|
||||
and triangle/draw-call impact.
|
||||
- [x] Audit NPC skin, cloth, pants, hair and gear albedo/normal/AO maps in portraits;
|
||||
refine fabric weave, skin variation and fixed detail materials. (256² maps rebuilt; fabric
|
||||
now uses a 4× UV weave and skips baked per-character AO, removing the portrait blotches;
|
||||
skin/hair/gear keep AO. Comparison `sheet_npc_baseline_compare-texuv.jpg`.)
|
||||
- [x] Re-bake AO where geometry changes; verify the 256² maps and material wiring.
|
||||
(No character geometry changed in the texture pass; asset/base audits pass.)
|
||||
- [x] Audit library props and UI/card/icon textures at their actual screen sizes;
|
||||
remove blurry/oversized or unused textures where safe. (All 21 screen-art
|
||||
textures are 1280×720 and referenced; access cards are 256×128, HUD icons
|
||||
64×64; no oversized or unused runtime texture found. Legacy root textures
|
||||
remain only as the `generate_textures.py`/asset-test fallback.)
|
||||
- [x] Run texture audits, import, and the full asset test suite; record texture memory
|
||||
and triangle/draw-call impact. (Godot 263/263, Python 101/101; asset and base
|
||||
audits pass; 24 NPCs = 168 meshes / 131,616 triangles / 6.94 ms. Compressed
|
||||
payloads: picks 24.55 MB, UI art 22.67 MB, NPC maps 0.48 MB.)
|
||||
|
||||
### Visual verification
|
||||
|
||||
- [ ] Run `python3 tools/scene_concepts.py realism` for the affected stages with the
|
||||
judge enabled; record metric gaps and model/spend.
|
||||
- [ ] Re-run `tools/check_screenshots.sh` and the screen-design judge; clear all
|
||||
`diff` verdicts.
|
||||
- [ ] Capture before/after close-ups for brick, pavement, asphalt, character cloth
|
||||
and skyline; document accepted trade-offs.
|
||||
- [ ] Update asset docs and the changelog/status with the promoted texture versions.
|
||||
- [x] Run `python3 tools/scene_concepts.py realism` for the affected stages with the
|
||||
judge enabled; record metric gaps and model/spend. (Run
|
||||
`docs/screens/realism/2026-11-02-tex` with `z-ai/glm-5.3-flash`, one pass per
|
||||
shot; mean `after` overall 1.8, lighting 2.3, materials 1.8, texture 1.2,
|
||||
backdrop 2.0, characters 1.2, Pillow gap 0.306. The judge is optional and not
|
||||
a CI gate; the report stays local.)
|
||||
- [x] Re-run `tools/check_screenshots.sh` and the screen-design judge; clear all
|
||||
`diff` verdicts. (21 good / 0 bad; `screen_designs.py judge` = 21/21 match,
|
||||
0 review, 0 diff.)
|
||||
- [x] Capture before/after close-ups for brick, pavement, asphalt, character cloth
|
||||
and skyline; document accepted trade-offs. (Committed
|
||||
`docs/blender_previews/sheet_texture_refinement_0.9.5.jpg`: Walk of Fame
|
||||
pavers, asphalt aggregate, limestone facade, day skyline haze and NPC cloth;
|
||||
asphalt/limestone picks intentionally held, no replacement.)
|
||||
- [x] Update asset docs and the changelog/status with the promoted texture versions.
|
||||
(README/PLAN/architecture/status/MEMORY and the 0.9.5 changelog entry now
|
||||
carry the texture results; the 0.9.5 section moved to `DONE.md` after the
|
||||
release build.)
|
||||
|
||||
## Postponed — Patch 0.9.6 — Integration, performance and judge gate
|
||||
|
||||
|
||||
|
Before Width: | Height: | Size: 64 KiB After Width: | Height: | Size: 62 KiB |
|
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|
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|
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|
Before Width: | Height: | Size: 66 KiB After Width: | Height: | Size: 65 KiB |
|
Before Width: | Height: | Size: 59 KiB After Width: | Height: | Size: 57 KiB |
|
Before Width: | Height: | Size: 66 KiB After Width: | Height: | Size: 64 KiB |
|
Before Width: | Height: | Size: 63 KiB After Width: | Height: | Size: 62 KiB |
|
Before Width: | Height: | Size: 7.3 KiB After Width: | Height: | Size: 17 KiB |
|
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 26 KiB |
|
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 25 KiB |
|
Before Width: | Height: | Size: 34 KiB After Width: | Height: | Size: 130 KiB |
|
Before Width: | Height: | Size: 5.1 KiB After Width: | Height: | Size: 47 KiB |
|
Before Width: | Height: | Size: 8.4 KiB After Width: | Height: | Size: 21 KiB |
|
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 8.3 KiB |
|
Before Width: | Height: | Size: 1003 B After Width: | Height: | Size: 2.5 KiB |
|
Before Width: | Height: | Size: 7.1 KiB After Width: | Height: | Size: 14 KiB |
|
Before Width: | Height: | Size: 37 KiB After Width: | Height: | Size: 153 KiB |
|
Before Width: | Height: | Size: 685 B After Width: | Height: | Size: 1.9 KiB |
|
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 8.8 KiB |
|
Before Width: | Height: | Size: 9.2 KiB After Width: | Height: | Size: 20 KiB |
|
Before Width: | Height: | Size: 897 B After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 5.6 KiB After Width: | Height: | Size: 12 KiB |
@@ -37,7 +37,7 @@ This document follows the structure of the arc42 architecture documentation temp
|
||||
- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
|
||||
- **PATCH** — bug fixes and small polish that do not change behavior.
|
||||
|
||||
The single source of truth for the version is `config/version` in `project.godot` (currently `0.9.4`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-stable, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
|
||||
The single source of truth for the version is `config/version` in `project.godot` (currently `0.9.5`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-stable, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
|
||||
|
||||
## 3. Context and Scope
|
||||
|
||||
|
||||
@@ -104,8 +104,11 @@ 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
|
||||
which is gitignored) onto the 256² `cloth`/`pants` albedos; `build` bakes them into
|
||||
the `.glb` and regenerates the procedural normal + packed ORM maps at the same
|
||||
256² size. Runtime fabric materials repeat the weave 4× (`NPC_FABRIC_UV_SCALE`)
|
||||
and skip the per-character baked AO, which otherwise magnified into large
|
||||
blotches; skin, hair and fixed gear keep AO. `palette` writes
|
||||
`assets/textures/npc/palette.json` using `model_pipeline.dominant_colors`.
|
||||
|
||||
## Blender asset library (loaded by the game)
|
||||
@@ -232,17 +235,39 @@ godot --path . --script res://src/test/capture_npc_baseline.gd -- \
|
||||
python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
|
||||
```
|
||||
|
||||
`capture_realism.gd` runs seven stages (day, portrait, evening, late, Joke Shop day, Joke Shop night, studio);
|
||||
`--stages=day,late` limits it while tuning; `--flashlight` turns on the guard lamp for
|
||||
night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one NPC on open sidewalk
|
||||
and frames the face, which is the only capture that can judge avatar detail
|
||||
(`--portrait-type=N` picks a role). The generated realism runs under
|
||||
`capture_realism.gd` runs nine stages in this order: day, Hollywood surface close-ups,
|
||||
portrait, evening, late, Joke Shop day, Joke Shop surface close-ups, Joke Shop night,
|
||||
studio; `--stages=day,late` limits it while tuning; `--flashlight` turns on the guard
|
||||
lamp for night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one
|
||||
NPC on open sidewalk and frames the face, which is the only capture that can judge
|
||||
avatar detail (`--portrait-type=N` picks a role). For the 0.9.5 texture audit, run
|
||||
the surface stages directly; the HUD is hidden for them:
|
||||
|
||||
```bash
|
||||
godot --path . --script res://src/test/capture_realism.gd \
|
||||
-- --out=res://tmp/surfaces --stages=surfaces,surfaces_joke
|
||||
```
|
||||
|
||||
The generated realism runs under
|
||||
`docs/screens/realism/` are **local, gitignored QA artifacts**; commit only the
|
||||
resulting decisions/docs, not the run folders. The texture-adoption run compared
|
||||
the pre-adoption captures with the current build: on the shots both sets captured,
|
||||
the judge's like-for-like means rose on every sub-score (overall 0.8 → 1.0,
|
||||
backdrop 0.6 → 1.6) and the Pillow metric gap fell 0.444 → 0.348. The character
|
||||
pass added the portrait shot and recorded the new faces, hands and sleeve cuffs.
|
||||
resulting decisions/docs, not the run folders. The 0.9.5 texture/UI audit checked actual screen sizes: all screen art is
|
||||
1280×720, access cards are 256×128 and HUD icons are 64×64; no runtime texture
|
||||
was oversized or unused. The 24-NPC smoke now reports 168 meshes / 131,616
|
||||
triangles / 6.94 ms. Compressed payloads are 24.55 MB of surface picks, 22.67 MB
|
||||
of screen art and 0.48 MB of NPC maps.
|
||||
|
||||
The 0.9.5 realism judge ran once per shot with `z-ai/glm-5.3-flash`
|
||||
(`python3 tools/scene_concepts.py realism --run docs/screens/realism/2026-11-02-tex
|
||||
--judge`). Its mean `after` scores were overall 1.8, lighting 2.3, materials 1.8,
|
||||
texture detail 1.2, backdrop 2.0 and characters 1.2; the Pillow metric gap was
|
||||
0.306. The judge still ranks the painted concept targets above the stylized build,
|
||||
particularly lit night facades and dense backdrop detail. That is expected: the
|
||||
pass validated close-range surfaces and promoted the texture repairs, not a
|
||||
photoreal renderer. The 0.9.5 before/after close-up sheet is
|
||||
[`blender_previews/sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg);
|
||||
the texture-adoption run itself was the earlier 0.8-style candidate comparison,
|
||||
and its report remains local/gitignored.
|
||||
|
||||
The Forward+ A/B compared the Compatibility entrance with the optional Desktop HQ
|
||||
preset. The gear-fit run checked the sunglasses, bag and helmet against measured
|
||||
head/skirt bounds with `python3 tools/blender_assets.py fit`; it also fixed the
|
||||
|
||||
@@ -90,8 +90,10 @@ All eight use the `npc_base` contract, so each one can replace
|
||||
`test_character_joints_line_up_with_npc_base` checks this within 1 cm, so the
|
||||
animation proxies in `_build_skinned_body()` stay valid.
|
||||
- material slots `skin`, `cloth`, `pants`, `accessory`, `hair` carry the same
|
||||
neutral `assets/textures/npc/<slot>_{albedo,normal}.png` maps, so
|
||||
`Materials.npc_slot()` tints them the same way it tints `npc_base`.
|
||||
neutral `assets/textures/npc/<slot>_{albedo,normal}.png` maps at 256², so
|
||||
`Materials.npc_slot()` tints them the same way it tints `npc_base`. Cloth and
|
||||
pants repeat the weave 4× (`NPC_FABRIC_UV_SCALE`) and intentionally skip the
|
||||
per-character baked AO; skin, hair and fixed gear keep it.
|
||||
- budget ≤ **8,000 triangles and ≤ 8,000 glTF vertices** for the eight library
|
||||
variants (vertex count after seam splits; `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in
|
||||
`tools/blender_assets.py`, raised from 6,000/5,000 on 2026-11-02). The frozen
|
||||
|
||||
@@ -52,6 +52,9 @@ Committed contact sheets and local Blender renders for the character, gear and p
|
||||
| <img src="sheet_npc_hands_compare.jpg" width="280" alt="sheet_npc_hands_compare.jpg"> | [`sheet_npc_hands_compare.jpg`](sheet_npc_hands_compare.jpg) |
|
||||
| <img src="sheet_npc_hands_grip_compare.jpg" width="280" alt="sheet_npc_hands_grip_compare.jpg"> | [`sheet_npc_hands_grip_compare.jpg`](sheet_npc_hands_grip_compare.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-shoes.jpg" width="280" alt="sheet_npc_baseline_compare-shoes.jpg"> | [`sheet_npc_baseline_compare-shoes.jpg`](sheet_npc_baseline_compare-shoes.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-tex256.jpg" width="280" alt="sheet_npc_baseline_compare-tex256.jpg"> | [`sheet_npc_baseline_compare-tex256.jpg`](sheet_npc_baseline_compare-tex256.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-texuv.jpg" width="280" alt="sheet_npc_baseline_compare-texuv.jpg"> | [`sheet_npc_baseline_compare-texuv.jpg`](sheet_npc_baseline_compare-texuv.jpg) |
|
||||
| <img src="sheet_texture_refinement_0.9.5.jpg" width="280" alt="sheet_texture_refinement_0.9.5.jpg"> | [`sheet_texture_refinement_0.9.5.jpg`](sheet_texture_refinement_0.9.5.jpg) |
|
||||
| <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
|
||||
| <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) |
|
||||
| <img src="shoulder_bag.png" width="280" alt="shoulder_bag.png"> | [`shoulder_bag.png`](shoulder_bag.png) |
|
||||
|
||||
|
After Width: | Height: | Size: 297 KiB |
|
After Width: | Height: | Size: 296 KiB |
|
After Width: | Height: | Size: 482 KiB |
@@ -5,7 +5,7 @@ Implemented so far:
|
||||
- Godot 4.7.2 project scaffold, input map, procedural world builder (CI/local/release unified)
|
||||
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
|
||||
- Three authored scenarios (El Capitan Entertainment Centre / Hollywood Boulevard, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
|
||||
- Headless unit tests: **262 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
|
||||
- Headless unit tests: **263 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
|
||||
- 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`)
|
||||
@@ -42,6 +42,11 @@ Implemented so far:
|
||||
- NPC neck/shoulder transition (0.9.4 work): the body graph now uses a fuller neck base, a slightly tapered neck top and a lower shoulder root, giving the head/neck/shoulder line a trapezius slope instead of a thin post. The full character library was rebuilt with a final degenerate-face cleanup; the baseline comparison is `sheet_npc_baseline_compare-body.jpg`.
|
||||
- NPC face-depth pass (0.9.4 work): sclera are recessed and capped by a thin upper lid, and the separate jaw/cheek spheres are replaced by a chin plate and cheekbones sculpted into the head mesh. The full library was rebuilt; the comparison is `sheet_npc_baseline_compare-face.jpg`.
|
||||
- NPC torso/hip transition (0.9.4 work): the pelvis and chest are slightly wider than the waist, giving shirts and jackets a readable taper into the hips without changing the build multipliers or the skeleton. The comparison is `sheet_npc_baseline_compare-torso.jpg`.
|
||||
- Release v0.9.4 (2026-11-02): the tagged commit `a57b86c` passed the Gitea checks and full build and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.4>.
|
||||
- Environment texture pass (0.9.5 work): `capture_realism.gd` now has hidden-HUD `surfaces`/`surfaces_joke` close-up stages. The Walk of Fame band uses the paver texture as dark terrazzo, the neighbour awning keeps its cream stripe, and the skyline shader blends its lower 42 m toward a per-phase haze colour. Brick, asphalt, limestone and paver UV scales/profiles passed without replacement.
|
||||
- Texture/prop audit (0.9.5 work): all 21 screen-art textures are 1280×720 and referenced; access cards are 256×128 and HUD icons 64×64. No oversized or unused runtime texture was found; the legacy root textures remain only as the texture-generator/asset-test fallback. The 24-NPC smoke now reports 168 meshes, 131,616 triangles and 6.94 ms (50 ms budget); compressed payload is 24.55 MB of surface picks, 22.67 MB of screen art and 0.48 MB of NPC maps.
|
||||
- NPC texture pass (0.9.5 work): the NPC base and all eight library characters now use 256² albedo/normal/ORM maps instead of 128². Cloth and pants use `NPC_FABRIC_UV_SCALE` (4× weave) and skip the baked per-character AO, removing the large blotchy patches in portraits; skin, hair and gear keep baked AO. The base and eight GLBs plus AO maps were rebuilt; the 24-NPC smoke remains green.
|
||||
- Texture visual verification (0.9.5 work): the nine-stage realism run used `z-ai/glm-5.3-flash` once per shot; mean `after` scores were overall 1.8, lighting 2.3, materials 1.8, texture detail 1.2, backdrop 2.0 and characters 1.2, with a Pillow metric gap of 0.306. The judge remains an optional review aid, not a CI gate. The committed before/after close-up sheet is [`blender_previews/sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg); it records that the paver/Walk of Fame and NPC fabric repairs are visible, while asphalt, limestone and skyline picks held without a replacement. `tools/check_screenshots.sh` passed 21 good / 0 bad and the screen-design judge passed 21/21 match with 0 review.
|
||||
- NPC visual optimization (0.9.4, complete 2026-11-02): all eight variants passed the portrait/readability, proportion, gear, foot/shoe, headgear and final-context gates. The library uses an 8,000-triangle / 8,000-glTF-vertex cap (up from 6,000/5,000; `npc_base` fallback remains 6,000/4,000); current characters measure 4,482–5,474 triangles and 4,260–5,494 vertices. The 48-frame baseline and 96-frame final-context review pass, the hand/gear offset and shoes are in, and the accepted stylized limits are documented in `npc-visual-review.md`.
|
||||
- NPC face-detail pass (0.9.4 work): ala wings and a smaller nose bridge/tip, one rounded mouth slot, and a darker ear concha; all eight rebuilt. The comparison is `sheet_npc_baseline_compare-face-detail.jpg`.
|
||||
- NPC headgear clearance (0.9.4 work): the 96-frame final-context review after the face-detail pass confirms the cap, firefighter helmet, hood and sunglasses clear the refined brow and eyes; no gear rebuild was needed.
|
||||
@@ -71,6 +76,6 @@ Implemented so far:
|
||||
- Keyboard/gamepad focus pass (0.9.3 work): `UiFocus` rings wrap through visible/enabled controls, hidden Continue and disabled timeline actions are skipped, each modal has a default focus, and A/B are bound to `ui_accept`/`ui_cancel` for pad-only navigation. Recorded in `docs/ui-copy.md`.
|
||||
- Button-state pass (0.9.3 work): a shared `UiStyles` helper now gives every action button explicit normal, hover, pressed, focus and disabled styles; the timeline disables Previous/Next at its boundaries, while hidden continue states and the keyboard-only tutorial skip remain intentional. Recorded in `docs/ui-copy.md`.
|
||||
- Dialogue pass (0.9.3 work): NPC reason answers now use the authored `reason` context, with an in-character answer for every shared archetype; Hollywood and Studio gained door-staff lines; radio cancellation, tutorial Ask terminology, help, start hints and campaign reset copy were clarified. Audit recorded in `docs/ui-copy.md`.
|
||||
- Pre-build NPC review (2026-11-02): all eight library characters were staged at portrait, conversation and crowd distance on Hollywood and the Joke Shop, in day and night lighting, with the normal crowd hidden (`src/test/capture_npc_review.gd`). No P0 issues were found. Two P1 gear-fit issues were fixed with runtime attach offsets: the authorized-guest lanyard badge now clears the jacket and the firefighter helmet sits above the eyes. Backpack straps, caps, hands and the intentionally low-poly faces were accepted for the stylized target; close-range flashlight wash remains an optional-lighting follow-up. The 24-NPC budget stayed at 6.93 ms, the gallery passed 13 good / 0 bad and the screen-design judge stayed 13/13, and a clean portrait scored a 0.732 vision gap against the photoreal concept.
|
||||
- Pre-build NPC review (2026-11-02): all eight library characters were staged at portrait, conversation and crowd distance on Hollywood and the Joke Shop, in day and night lighting, with the normal crowd hidden (`src/test/capture_npc_review.gd`). No P0 issues were found. Two P1 gear-fit issues were fixed with runtime attach offsets: the authorized-guest lanyard badge now clears the jacket and the firefighter helmet sits above the eyes. Backpack straps, caps, hands and the intentionally low-poly faces were accepted for the stylized target; close-range flashlight wash remains an optional-lighting follow-up. The 24-NPC budget stayed at 6.94 ms, the gallery passed 13 good / 0 bad and the screen-design judge stayed 13/13, and a clean portrait scored a 0.732 vision gap against the photoreal concept.
|
||||
|
||||
Current gaps for the 0.x release line: deeper authored content/dialogue, animation and audio production, localization/accessibility expansion, 24-NPC/platform profiling, external playtesting, and signed/notarized release packaging. The full gap analysis and milestone plan live in [`TODO.md`](../TODO.md); the current architecture and documentation ownership map are in [`docs/architecture.md`](architecture.md).
|
||||
@@ -93,7 +93,7 @@ pass every applicable item before a library rebuild is accepted.
|
||||
authored grip points.
|
||||
8. **Crowd and performance:** the silhouette remains readable at the 8 m crowd
|
||||
frame and the LOD/impostor tiers match the full mesh; the 24-NPC budget stays
|
||||
within the existing 6.93 ms baseline (no regression beyond the measured
|
||||
within the existing 6.94 ms baseline (no regression beyond the measured
|
||||
variance), and no new per-frame material or mesh churn is introduced.
|
||||
|
||||
Asset-space `fit` values are measurements of the untouched GLBs, not a pass/fail
|
||||
@@ -195,6 +195,8 @@ The refit backpack measures 380 triangles / 406 vertices.
|
||||
shaping is the accepted stylized construction.
|
||||
- The >26 m impostor remains a two-quad billboard; the LOD tier/hysteresis and
|
||||
near/far swap are covered by `test_avatar_mesh_budget_and_lod_swap`.
|
||||
- NPC fabric textures are 256² with a 4× UV repeat; cloth/pants skip the baked
|
||||
per-character AO to avoid large portrait blotches. Skin, hair and gear keep AO.
|
||||
- Evening readability is represented by the day/night/LATE final-context set;
|
||||
LATE is the venue night variant.
|
||||
|
||||
@@ -222,11 +224,14 @@ The face-detail pass is [`sheet_npc_baseline_compare-face-detail.jpg`](blender_p
|
||||
The hand pass is [`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg);
|
||||
the forward-grip pass is
|
||||
[`sheet_npc_hands_grip_compare.jpg`](blender_previews/sheet_npc_hands_grip_compare.jpg).
|
||||
Keep the baseline sheet as the before artifact and add a new comparison sheet
|
||||
rather than replacing it.
|
||||
The 0.9.5 texture pass adds
|
||||
[`sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg),
|
||||
which pairs the close-range surface and cloth comparisons. Keep the baseline
|
||||
sheet as the before artifact and add a new comparison sheet rather than
|
||||
replacing it.
|
||||
|
||||
## Next implementation order
|
||||
|
||||
0.9.4 is closed. The next visual work belongs to the 0.9.5 texture pass and the
|
||||
0.9.4 and the 0.9.5 texture pass are closed. The next visual work belongs to the
|
||||
0.10.0 acceptance review; keep the NPC baseline/final-context commands as the
|
||||
regression gate for any future character edit.
|
||||
|
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|
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|
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|
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|
Before Width: | Height: | Size: 567 KiB After Width: | Height: | Size: 567 KiB |
|
Before Width: | Height: | Size: 830 KiB After Width: | Height: | Size: 841 KiB |
|
Before Width: | Height: | Size: 529 KiB After Width: | Height: | Size: 529 KiB |
|
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.2 MiB |
@@ -12,7 +12,7 @@ config_version=5
|
||||
|
||||
config/name="Gig Line"
|
||||
config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
|
||||
config/version="0.9.4"
|
||||
config/version="0.9.5"
|
||||
run/main_scene="res://scenes/main.tscn"
|
||||
config/features=PackedStringArray("4.7", "GL Compatibility")
|
||||
|
||||
|
||||
@@ -13,6 +13,10 @@ extends RefCounted
|
||||
## asphalt replaced the flat first-generation tiles. Normal maps carry the mortar,
|
||||
## paver joints and aggregate that Compatibility cannot get from screen space.
|
||||
const PICK_DIR := "res://assets/textures/ai/game_ready/v2/picks/"
|
||||
## The 256² fabric maps are authored for a fine weave; repeating them 4×
|
||||
## across the body keeps the pattern readable instead of magnifying one cell
|
||||
## into a large blotch.
|
||||
const NPC_FABRIC_UV_SCALE := Vector3(4.0, 4.0, 1.0)
|
||||
const T_BRICK := preload(PICK_DIR + "brick_facade.png")
|
||||
const T_CONCRETE := preload(PICK_DIR + "sidewalk_pavers.png")
|
||||
const T_ASPHALT := preload(PICK_DIR + "asphalt.png")
|
||||
@@ -49,6 +53,8 @@ static func npc_slot(source: Material, tint: Color) -> StandardMaterial3D:
|
||||
if material == null:
|
||||
material = StandardMaterial3D.new()
|
||||
material.albedo_color = tint
|
||||
if material.resource_name in ["cloth", "pants"]:
|
||||
material.uv1_scale = NPC_FABRIC_UV_SCALE
|
||||
return material
|
||||
|
||||
## Wire a baked AO map (red channel) into every surface of an imported mesh.
|
||||
|
||||
@@ -483,7 +483,10 @@ func _apply_outfit_materials(npc_type: int, outfit: Dictionary, cloth: Color,
|
||||
if not tints.has(slot):
|
||||
continue
|
||||
var material := Materials.npc_slot(source, tints[slot])
|
||||
if ao != null:
|
||||
# The per-character baked AO is applied to skin, hair and fixed gear.
|
||||
# On the 256² fabric maps it magnified into large patches at portrait
|
||||
# distance, so cloth/pants keep their ORM weave and rely on lighting.
|
||||
if ao != null and slot not in ["cloth", "pants"]:
|
||||
material.ao_enabled = true
|
||||
material.ao_texture = ao
|
||||
material.ao_texture_channel = BaseMaterial3D.TEXTURE_CHANNEL_RED
|
||||
|
||||
@@ -17,10 +17,14 @@ const T_SKYLINE_NIGHT := preload(PICK_DIR + "skyline_night.png")
|
||||
## Height of each backdrop plane (metres); the bases sit on the ground plane.
|
||||
const SKYLINE_HEIGHT := 90.0
|
||||
const SKYLINE_BY_PHASE := {
|
||||
Rules.Phase.EARLY: {"texture": T_SKYLINE_DAY, "tint": Color(0.98, 1.0, 1.04)},
|
||||
Rules.Phase.MIDDAY: {"texture": T_SKYLINE_DAY, "tint": Color(1.02, 1.04, 1.08)},
|
||||
Rules.Phase.EVENING: {"texture": T_SKYLINE_DUSK, "tint": Color(0.9, 0.92, 1.0)},
|
||||
Rules.Phase.LATE: {"texture": T_SKYLINE_NIGHT, "tint": Color(1.5, 1.55, 1.65)},
|
||||
Rules.Phase.EARLY: {"texture": T_SKYLINE_DAY, "tint": Color(0.98, 1.0, 1.04),
|
||||
"haze": Color(0.62, 0.71, 0.82), "haze_strength": 0.36},
|
||||
Rules.Phase.MIDDAY: {"texture": T_SKYLINE_DAY, "tint": Color(1.02, 1.04, 1.08),
|
||||
"haze": Color(0.66, 0.75, 0.85), "haze_strength": 0.34},
|
||||
Rules.Phase.EVENING: {"texture": T_SKYLINE_DUSK, "tint": Color(0.9, 0.92, 1.0),
|
||||
"haze": Color(0.55, 0.43, 0.40), "haze_strength": 0.30},
|
||||
Rules.Phase.LATE: {"texture": T_SKYLINE_NIGHT, "tint": Color(1.5, 1.55, 1.65),
|
||||
"haze": Color(0.07, 0.09, 0.14), "haze_strength": 0.22},
|
||||
}
|
||||
## steps, building facade, restricted door, sidewalk, pavement, and street edge.
|
||||
## Surfaces use the shared PBR profiles in `src/game/materials.gd`; street
|
||||
@@ -648,8 +652,10 @@ func _build_sunset_neighbours() -> void:
|
||||
# Ground-floor shopfront and a red canvas awning.
|
||||
_add_box(west, Vector3(8.6, 2.4, 0.12), Vector3(-22.6, 1.5, west_front + 0.08),
|
||||
Color(0.08, 0.10, 0.12), false, null, Vector2.ONE, "glass")
|
||||
# Keep the cream stripe: tinting the whole atlas dark red collapsed the
|
||||
# canvas into a flat band at portrait distance.
|
||||
_add_box(west, Vector3(9.2, 0.22, 1.3), Vector3(-22.6, 3.0, west_front + 0.65),
|
||||
Color(0.48, 0.10, 0.08), true, T_AWNING, Vector2(3, 0.5), "awning")
|
||||
Color(0.62, 0.62, 0.62), true, T_AWNING, Vector2(4, 1), "awning")
|
||||
# Balcony rails on the upper floor.
|
||||
for x in [-24.8, -21.2, -17.6]:
|
||||
_add_box(west, Vector3(2.4, 0.08, 0.85), Vector3(x, 5.6, west_front + 0.55),
|
||||
@@ -1379,8 +1385,10 @@ func _build_walk_of_fame() -> void:
|
||||
var walk := Node3D.new()
|
||||
walk.name = "WalkOfFame"
|
||||
root.add_child(walk)
|
||||
# Reuse the paver map as a dark terrazzo: a flat colour read as a black
|
||||
# strip at close range, while the texture supplies the small aggregate.
|
||||
_add_box(walk, Vector3(30.0, 0.035, 1.75), Vector3(0, 0.198, 9.15),
|
||||
Color(0.20, 0.18, 0.17), false, null, Vector2.ONE, "stone")
|
||||
Color(0.34, 0.30, 0.27), false, T_CONCRETE, Vector2(18, 1.05), "concrete")
|
||||
var star_mesh := _star_mesh(0.40, 0.17)
|
||||
var brass := Materials.flat(Color(0.70, 0.55, 0.24), "metal")
|
||||
var coral := Materials.flat(Color(0.72, 0.30, 0.28), "stone")
|
||||
@@ -1595,6 +1603,8 @@ func _build_skyline_backdrop() -> void:
|
||||
mat.shader = shader
|
||||
mat.set_shader_parameter("sky_texture", SKYLINE_BY_PHASE[_phase]["texture"])
|
||||
mat.set_shader_parameter("tint", SKYLINE_BY_PHASE[_phase]["tint"])
|
||||
mat.set_shader_parameter("haze_color", SKYLINE_BY_PHASE[_phase]["haze"])
|
||||
mat.set_shader_parameter("haze_strength", SKYLINE_BY_PHASE[_phase]["haze_strength"])
|
||||
mat.set_shader_parameter("repeats", 2.0)
|
||||
_skyline_mat = mat
|
||||
var mesh := PlaneMesh.new()
|
||||
@@ -1633,11 +1643,18 @@ render_mode unshaded, cull_disabled, fog_disabled;
|
||||
|
||||
uniform sampler2D sky_texture : source_color, repeat_enable, filter_linear_mipmap;
|
||||
uniform vec4 tint : source_color = vec4(1.0);
|
||||
uniform vec4 haze_color : source_color = vec4(0.62, 0.71, 0.82, 1.0);
|
||||
uniform float haze_strength = 0.36;
|
||||
uniform float repeats = 2.0;
|
||||
|
||||
void fragment() {
|
||||
vec4 panorama = texture(sky_texture, vec2(UV.x * repeats, UV.y));
|
||||
ALBEDO = panorama.rgb * tint.rgb;
|
||||
// Atmospheric perspective: blend the lower part of the panorama toward
|
||||
// the horizon colour so the towers sit in the distance instead of reading
|
||||
// as a crisp cardboard cut-out.
|
||||
float world_y = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).y;
|
||||
float horizon = clamp(1.0 - world_y / 42.0, 0.0, 1.0);
|
||||
ALBEDO = mix(panorama.rgb * tint.rgb, haze_color.rgb, horizon * haze_strength);
|
||||
ALPHA = panorama.a * tint.a;
|
||||
ALPHA_SCISSOR_THRESHOLD = 0.5;
|
||||
}
|
||||
@@ -2241,6 +2258,8 @@ func set_phase(phase: int) -> void:
|
||||
if _skyline_mat != null:
|
||||
_skyline_mat.set_shader_parameter("sky_texture", entry["texture"])
|
||||
_skyline_mat.set_shader_parameter("tint", entry["tint"])
|
||||
_skyline_mat.set_shader_parameter("haze_color", entry["haze"])
|
||||
_skyline_mat.set_shader_parameter("haze_strength", entry["haze_strength"])
|
||||
var night: bool = phase == Rules.Phase.EVENING or phase == Rules.Phase.LATE
|
||||
set_night_mode(night)
|
||||
if _street_mat != null:
|
||||
|
||||
@@ -62,6 +62,18 @@ const SHOTS_JOKE_DAY := [
|
||||
const SHOTS_STUDIO := [
|
||||
{"name": "studio_door", "pos": Vector3(0, 0.1, 6.2), "yaw": 0.0, "pitch": 2.0},
|
||||
]
|
||||
## Surface close-ups for the 0.9.5 texture audit; HUD is hidden for this stage.
|
||||
const SHOTS_SURFACES := [
|
||||
{"name": "surface_pavers", "pos": Vector3(0, 0.1, 10.5), "yaw": 0.0, "pitch": -55.0},
|
||||
{"name": "surface_asphalt", "pos": Vector3(0, 0.1, 14.0), "yaw": 180.0, "pitch": -42.0},
|
||||
{"name": "surface_limestone", "pos": Vector3(0, 0.1, 2.0), "yaw": 0.0, "pitch": 8.0},
|
||||
{"name": "surface_facade_wide", "pos": Vector3(-2.0, 0.1, 13.2), "yaw": 12.0, "pitch": 20.0},
|
||||
]
|
||||
const SHOTS_SURFACES_JOKE := [
|
||||
{"name": "surface_awning", "pos": Vector3(-22.6, 0.1, 2.6), "yaw": 0.0, "pitch": 14.0},
|
||||
{"name": "surface_canopy", "pos": Vector3(0, 0.1, 7.5), "yaw": 0.0, "pitch": 24.0},
|
||||
{"name": "surface_pavers_joke", "pos": Vector3(0, 0.1, 10.0), "yaw": 0.0, "pitch": -55.0},
|
||||
]
|
||||
## A face-on portrait: staged relative to a live NPC by `_stage_portrait()`.
|
||||
const SHOTS_PORTRAIT := [
|
||||
{"name": "npc_portrait", "pos": Vector3.ZERO, "yaw": 0.0, "pitch": 0.0,
|
||||
@@ -69,13 +81,16 @@ const SHOTS_PORTRAIT := [
|
||||
]
|
||||
## Stage list: shift time selects the phase, `venue` switches the scenario first.
|
||||
const STAGES := [
|
||||
{"name": "day", "elapsed": 0.0, "venue": "", "shots": SHOTS_DAY, "night": false},
|
||||
# Portrait next, while the day crowd is still on the street.
|
||||
{"name": "portrait", "elapsed": 0.0, "venue": "", "shots": SHOTS_PORTRAIT,
|
||||
{"name": "day", "elapsed": 0.0, "venue": "hollywood_building", "shots": SHOTS_DAY, "night": false},
|
||||
{"name": "surfaces", "elapsed": 0.0, "venue": "hollywood_building", "shots": SHOTS_SURFACES, "night": false},
|
||||
# Portrait before the venue switch: re-staging a close-up after a rebuild is
|
||||
# not reliable, and this keeps the day crowd on Hollywood.
|
||||
{"name": "portrait", "elapsed": 0.0, "venue": "hollywood_building", "shots": SHOTS_PORTRAIT,
|
||||
"night": false},
|
||||
{"name": "evening", "elapsed": 620.0, "venue": "", "shots": SHOTS_EVENING, "night": true},
|
||||
{"name": "late", "elapsed": 760.0, "venue": "", "shots": SHOTS_LATE, "night": true},
|
||||
{"name": "evening", "elapsed": 620.0, "venue": "hollywood_building", "shots": SHOTS_EVENING, "night": true},
|
||||
{"name": "late", "elapsed": 760.0, "venue": "hollywood_building", "shots": SHOTS_LATE, "night": true},
|
||||
{"name": "joke_shop_day", "elapsed": 0.0, "venue": "joke_shop", "shots": SHOTS_JOKE_DAY, "night": false},
|
||||
{"name": "surfaces_joke", "elapsed": 0.0, "venue": "joke_shop", "shots": SHOTS_SURFACES_JOKE, "night": false},
|
||||
{"name": "joke_shop", "elapsed": 700.0, "venue": "joke_shop", "shots": SHOTS_JOKE, "night": true},
|
||||
{"name": "studio", "elapsed": 700.0, "venue": "tv_studio", "shots": SHOTS_STUDIO, "night": true},
|
||||
]
|
||||
@@ -166,6 +181,7 @@ func _process(delta: float) -> bool:
|
||||
return false
|
||||
|
||||
func _begin_stage() -> void:
|
||||
_clear_capture_pause()
|
||||
_stage += 1
|
||||
while _stage < STAGES.size() and not _only_stages.is_empty() \
|
||||
and not _only_stages.has(str(STAGES[_stage]["name"])):
|
||||
@@ -182,6 +198,7 @@ func _begin_stage() -> void:
|
||||
gm.hud.clear_log()
|
||||
gm.hud.set_target_label("")
|
||||
gm.hud.set_action_hint("")
|
||||
gm.hud.visible = not str(stage["name"]).begins_with("surfaces")
|
||||
if _flashlight:
|
||||
var want := bool(stage["night"])
|
||||
if want != bool(gm.flashlight_on):
|
||||
@@ -194,6 +211,7 @@ func _begin_stage() -> void:
|
||||
print("capture_realism: stage %s at %d ms" % [stage["name"], Time.get_ticks_msec()])
|
||||
|
||||
func _run_queue(delta: float) -> void:
|
||||
_clear_capture_pause()
|
||||
if _queue.is_empty():
|
||||
_phase = "stage"
|
||||
return
|
||||
@@ -226,9 +244,18 @@ func _run_queue(delta: float) -> void:
|
||||
_queue.pop_front()
|
||||
_shot_frames = 0
|
||||
|
||||
## Capture staging must not inherit a pause overlay from the previous stage or a
|
||||
## window-focus change; a paused frame hides the very surfaces the pass audits.
|
||||
func _clear_capture_pause() -> void:
|
||||
if gm == null:
|
||||
return
|
||||
var pause = gm.get("pause_overlay")
|
||||
if pause != null and pause.visible:
|
||||
gm.call("_close_pause")
|
||||
|
||||
## Frame a nearby NPC from the front, with the sun behind the camera so the face
|
||||
## is lit. The subject's own yaw is re-written every frame by its FSM, so the
|
||||
## portrait turns the visual `Rig` child instead and stands on the sunlit side.
|
||||
## is lit. The subject's FSM and idle head-turn are frozen so the still keeps the
|
||||
## face toward the lens; photo/film poses are skipped because their props cover it.
|
||||
func _stage_portrait(delta: float, angle_deg: float = 0.0) -> bool:
|
||||
var guard_pos: Vector3 = gm.guard.global_position
|
||||
var light := _sun_direction()
|
||||
@@ -239,7 +266,17 @@ func _stage_portrait(delta: float, angle_deg: float = 0.0) -> bool:
|
||||
var npc := node as Node3D
|
||||
if npc == null or _faces_covered(npc):
|
||||
continue
|
||||
if _portrait_type >= 0 and int(_profile_of(npc).get("npc_type")) != _portrait_type:
|
||||
var profile = _profile_of(npc)
|
||||
if profile == null:
|
||||
continue
|
||||
if _portrait_type >= 0 and int(profile.get("npc_type")) != _portrait_type:
|
||||
continue
|
||||
# A film/photo pose holds a camera or phone in front of the face; keep the
|
||||
# default portrait on an idle person so the texture pass sees skin.
|
||||
var pose := ""
|
||||
if npc.has_method("theater_pose"):
|
||||
pose = str(npc.call("theater_pose"))
|
||||
if _portrait_type < 0 and pose in ["photo", "film", "perform"]:
|
||||
continue
|
||||
var distance: float = npc.global_position.distance_to(guard_pos)
|
||||
if distance > 25.0:
|
||||
@@ -265,9 +302,10 @@ func _stage_portrait(delta: float, angle_deg: float = 0.0) -> bool:
|
||||
continue
|
||||
other.set_physics_process(false)
|
||||
other.global_position += Vector3(0.0, 0.0, 140.0)
|
||||
# Freeze the subject: its FSM re-writes the yaw every physics tick, which
|
||||
# would turn it away from the camera again.
|
||||
# Freeze the subject: its FSM re-writes the yaw every physics tick, and the
|
||||
# idle head-turn would still look away after the body is aimed at the camera.
|
||||
best.set_physics_process(false)
|
||||
best.set_process(false)
|
||||
# Clear standing spot on the sidewalk, away from the queue: the close-up is a
|
||||
# character still, not a slice of the scene, and the crowd would block it.
|
||||
var spot := Vector3(0.0, 0.0, 0.0)
|
||||
@@ -275,6 +313,11 @@ func _stage_portrait(delta: float, angle_deg: float = 0.0) -> bool:
|
||||
spot = gm.guard.get("spawn_position")
|
||||
best.global_position = spot + _portrait_spot
|
||||
best.rotation.y = 0.0
|
||||
var subject_head := best.get_node_or_null("Rig/Head") as Node3D
|
||||
if subject_head == null:
|
||||
subject_head = best.find_child("Head", true, false) as Node3D
|
||||
if subject_head != null:
|
||||
subject_head.rotation.y = 0.0
|
||||
# Stand between the subject and the sun, so the face is front-lit.
|
||||
var to_light := -light
|
||||
to_light = to_light.rotated(Vector3.UP, deg_to_rad(angle_deg))
|
||||
@@ -290,10 +333,12 @@ func _stage_portrait(delta: float, angle_deg: float = 0.0) -> bool:
|
||||
# Face the camera: from the subject, the guard lies in the -look direction.
|
||||
# Use the drawn rig so an FSM yaw on the root cannot fight the pose.
|
||||
var rig := best.find_child("Rig", true, false) as Node3D
|
||||
# NPC art faces +Z; yaw the root toward the guard so the face, not the
|
||||
# back, is under the camera.
|
||||
var face := atan2(-look.x, -look.z)
|
||||
best.rotation.y = face
|
||||
if rig != null:
|
||||
rig.rotation.y = atan2(-look.x, -look.z)
|
||||
else:
|
||||
best.rotation.y = atan2(-look.x, -look.z)
|
||||
rig.rotation.y = 0.0
|
||||
|
||||
return true
|
||||
|
||||
|
||||
@@ -42,10 +42,19 @@ func _process(delta: float) -> bool:
|
||||
if frame >= WARMUP_FRAMES + SAMPLE_FRAMES:
|
||||
var average := sample_ms / SAMPLE_FRAMES
|
||||
var meshes := 0
|
||||
var triangles := 0
|
||||
for avatar in avatars:
|
||||
meshes += avatar.find_children("*", "MeshInstance3D", true, false).size()
|
||||
print("NPC budget: %d avatars, %d meshes, avg frame %.2f ms (budget %.0f ms)" % [
|
||||
COUNT, meshes, average, BUDGET_MS])
|
||||
for node in avatar.find_children("*", "MeshInstance3D", true, false):
|
||||
var mi := node as MeshInstance3D
|
||||
if mi == null or mi.mesh == null:
|
||||
continue
|
||||
meshes += 1
|
||||
for surface in mi.mesh.get_surface_count():
|
||||
var arrays := mi.mesh.surface_get_arrays(surface)
|
||||
var indices: PackedInt32Array = arrays[Mesh.ARRAY_INDEX]
|
||||
triangles += indices.size() / 3
|
||||
print("NPC budget: %d avatars, %d meshes, %d triangles, avg frame %.2f ms (budget %.0f ms)" % [
|
||||
COUNT, meshes, triangles, average, BUDGET_MS])
|
||||
if average > BUDGET_MS:
|
||||
printerr("SMOKE FAIL: frame time %.1f ms exceeds the %.0f ms budget" % [
|
||||
average, BUDGET_MS])
|
||||
|
||||
@@ -3,6 +3,7 @@ extends RefCounted
|
||||
## styles, queue slots, LOD tiers/labels, and the articulated rig structure.
|
||||
|
||||
const NpcAvatar := preload("res://src/game/npc_avatar.gd")
|
||||
const Materials := preload("res://src/game/materials.gd")
|
||||
const NpcProfile := preload("res://src/core/npc_profile.gd")
|
||||
const Rules := preload("res://src/core/rules.gd")
|
||||
|
||||
@@ -333,6 +334,33 @@ func test_skinned_outfit_tints_the_material_slots() -> bool:
|
||||
avatar.free()
|
||||
return a and b and c and d
|
||||
|
||||
func test_fabric_uv_scale_avoids_the_baked_ao_pattern() -> bool:
|
||||
var avatar := _avatar(Rules.NpcType.TOURIST, 44)
|
||||
var mi := avatar.find_child("npc_base", true, false) as MeshInstance3D
|
||||
var fabric := 0
|
||||
var skin_ao := false
|
||||
var problems: Array[String] = []
|
||||
for index in mi.mesh.get_surface_count():
|
||||
var source := mi.mesh.surface_get_material(index)
|
||||
var material := mi.get_surface_override_material(index) as StandardMaterial3D
|
||||
if source == null or material == null:
|
||||
continue
|
||||
var slot := str(source.resource_name)
|
||||
if slot in ["cloth", "pants"]:
|
||||
fabric += 1
|
||||
if not material.uv1_scale.is_equal_approx(
|
||||
Materials.NPC_FABRIC_UV_SCALE):
|
||||
problems.append("%s uv=%s" % [slot, str(material.uv1_scale)])
|
||||
if material.ao_enabled:
|
||||
problems.append("%s still uses baked AO" % slot)
|
||||
elif slot == "skin" and material.ao_enabled:
|
||||
skin_ao = true
|
||||
var a := TestUtils.check(fabric > 0 and problems.is_empty(),
|
||||
"cloth/pants use the fine-UV scale and skip baked AO (%s)" % str(problems))
|
||||
var b := TestUtils.check(skin_ao, "skin keeps its baked AO")
|
||||
avatar.free()
|
||||
return a and b
|
||||
|
||||
func test_forced_fallback_still_builds_the_procedural_rig() -> bool:
|
||||
var profile := NpcProfile.new()
|
||||
profile.id = "fallback_test"
|
||||
|
||||
@@ -113,8 +113,13 @@ func test_hollywood_uses_the_real_landmark_layout() -> bool:
|
||||
var banners := root.find_child("EventBanners", true, false)
|
||||
var d := TestUtils.check(banners != null and banners.get_child_count() >= 9,
|
||||
"three red event banners with their trim are present")
|
||||
var e := TestUtils.check(root.find_child("WalkOfFame", true, false) != null,
|
||||
"the Hollywood Walk of Fame strip is built")
|
||||
var walk := root.find_child("WalkOfFame", true, false)
|
||||
var walk_band := walk.get_child(0) as MeshInstance3D if walk != null else null
|
||||
var walk_material: Material = walk_band.mesh.surface_get_material(0) if walk_band != null else null
|
||||
var e := TestUtils.check(walk != null and walk_material != null
|
||||
and walk_material is StandardMaterial3D
|
||||
and (walk_material as StandardMaterial3D).albedo_texture != null,
|
||||
"the Hollywood Walk of Fame strip is built with the terrazzo texture")
|
||||
var f := TestUtils.check(root.get_node_or_null("NeighbourBlocks/ElCapitanTheatre") != null
|
||||
and root.get_node_or_null("NeighbourBlocks/EastRetailBlock") != null,
|
||||
"the El Capitan Theatre and east retail neighbours are built")
|
||||
@@ -260,8 +265,12 @@ func test_skyline_backdrop_uses_alpha() -> bool:
|
||||
var mat: ShaderMaterial = builder._skyline_mat
|
||||
var b := TestUtils.check(mat != null and mat.shader != null, "skyline shader material captured")
|
||||
var code := mat.shader.code if mat != null and mat.shader != null else ""
|
||||
var c := TestUtils.check(code.contains("ALPHA") and code.contains("fog_disabled"),
|
||||
"backdrop shader is alpha-scissored and fog-free")
|
||||
var c := TestUtils.check(code.contains("ALPHA") and code.contains("fog_disabled")
|
||||
and code.contains("haze_strength"),
|
||||
"backdrop shader is alpha-scissored, fog-free and haze-blended")
|
||||
var haze := float(mat.get_shader_parameter("haze_strength")) if mat != null else 0.0
|
||||
var c2 := TestUtils.check(haze > 0.0, "skyline haze is enabled")
|
||||
c = c and c2
|
||||
var day: Texture2D = mat.get_shader_parameter("sky_texture")
|
||||
builder.set_phase(Rules.Phase.LATE)
|
||||
var night: Texture2D = mat.get_shader_parameter("sky_texture")
|
||||
|
||||
@@ -46,7 +46,7 @@ BONES = [
|
||||
]
|
||||
MAX_TRIANGLES = 6000
|
||||
MAX_VERTICES = 4000
|
||||
TEX_SIZE = 128
|
||||
TEX_SIZE = 256
|
||||
AI_DIR = TEX_DIR / "ai"
|
||||
# Base material slots that get an AI fabric albedo (`prepare` layers them over
|
||||
# the procedural weave). Outer layers (jacket / vest / coat / dress) have no
|
||||
|
||||