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zwitschi 4bb2896819 Verify the 0.9.6 integration checkpoint
Full build / Import + headless tests (push) Successful in 53s
Full build / Full desktop build + optional release (push) Successful in 4m27s
2026-11-03 06:13:07 +01:00
zwitschi f5b8ef2e70 Prepare the 0.9.6 integration checkpoint 2026-11-03 06:11:17 +01:00
zwitschi 0044f5f065 Record the v0.9.5 release build
Full build / Import + headless tests (push) Successful in 43s
Full build / Full desktop build + optional release (push) Skipped
2026-11-02 21:12:00 +01:00
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@@ -4,6 +4,15 @@ All notable user-facing changes to Gig Line. The format follows
[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use [Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
Semantic Versioning. Semantic Versioning.
## [0.9.6] — 2026-11-02
### Changed
- The UI, model and texture passes are now integrated into a verified checkpoint
build. The gallery, NPC portraits, realism captures, asset audits, smoke
matrix, 24-NPC budget and Web/Desktop HQ packages were regenerated and
re-checked; no gameplay or content changes were introduced.
## [0.9.5] — 2026-11-02 ## [0.9.5] — 2026-11-02
### Changed ### Changed
+78
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@@ -1879,3 +1879,81 @@ unexplained regressions. Accepted limits: hand items use the forward-offset open
a finger-curl rig; fabric folds stay out of the low-poly target; the >26 m impostor remains a 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. 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. Tagged `v0.9.4`; Gitea run 916 passed checks and the full build and published seven assets.
## 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
- [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. (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. (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
- [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
- [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.)
Completed 2026-11-02: all 0.9.5 texture and material checks are closed. The NPC
base and eight library characters use 256² maps, cloth/pants use the 4× fabric
weave without baked-AO blotches, the Walk of Fame band uses the paver/terrazzo
texture, the neighbour awning keeps its cream stripe, and the skyline fades into
per-phase haze. Godot is 263/263, Python tooling 101/101, `blender_assets.py
audit`/`fit` and `npc_pipeline.py audit` pass, the 24-NPC headless smoke is
6.94 ms (168 meshes / 131,616 triangles), the 48-frame baseline and 96-frame
final-context review pass, `check_screenshots.sh` is 21 good / 0 bad, and the
screen-design judge is 21/21 match. The optional realism judge ran with
`z-ai/glm-5.3-flash` (mean overall 1.8, Pillow gap 0.306) and its report remains
local; the committed comparison sheet is
`docs/blender_previews/sheet_texture_refinement_0.9.5.jpg`. Tagged `v0.9.5`;
Gitea run 922 passed checks and the full build and published seven assets.
+17 -5
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@@ -182,7 +182,19 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- **Priority change (2026-11-02):** the map optimization, pre-build NPC revisit, - **Priority change (2026-11-02):** the map optimization, pre-build NPC revisit,
0.9.3 UI polish, 0.9.4 NPC visual optimization and 0.9.5 texture/material pass 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 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. next. The current source version is 0.9.6.
- **0.9.6 integration (2026-11-03):** no gameplay/content changes. A clean
detached worktree at `f5b8ef2` rebuilt Linux/Windows/macOS/Web/HQ without the
dirty tree's ignored `tmp/`/`build/` payload; the in-repo build was 1.6–3.1 GB
per artifact because those folders were packed, so always build release
artifacts from a clean checkout/worktree. Verification: 263/263 tests,
101/101 Python, 14 smokes, 24-NPC 6.90 ms / 168 meshes / 131,616 triangles,
gallery 21/0, screen judge 21/21, realism judge overall 2.1 / gap 0.291.
- **Release v0.9.5 (2026-11-02):** commit `4bc6390` tagged `v0.9.5`; Gitea Actions run
922 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/v0.9.5`. Do not
reuse the tag; future fixes need a new patch tag.
- **Release v0.9.4 (2026-11-02):** commit `a57b86c` tagged `v0.9.4`; Gitea Actions - **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, run 916 passed checks and the full build and published seven assets (Linux,
Windows, macOS, NSIS setup, AppImage, Web, Desktop HQ). Release page: Windows, macOS, NSIS setup, AppImage, Web, Desktop HQ). Release page:
@@ -856,7 +868,7 @@ GitHub Actions.
## Uncommitted Workstreams ## Uncommitted Workstreams
- **None (2026-11-01).** The NPC detail pass, the realism follow-ups and the flashlight beam - **None (2026-11-02).** The 0.9.5 texture pass is committed, tagged `v0.9.5` and
decision are committed together with the portrait capture and the refreshed screenshots. published with seven assets; the workspace is clean apart from local/gitignored
Keep the rule from `AGENTS.md`: check `git status` before committing, and never revert realism and capture output. Keep the rule from `AGENTS.md`: check `git status`
another contributor's in-flight files. before committing, and never revert another contributor's in-flight files.
+1 -1
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@@ -176,7 +176,7 @@ Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [AD
## Versioning and Delivery ## Versioning and Delivery
`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. `config/version` in `project.godot` is the single version source (currently `0.9.6`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
## Design Direction ## Design Direction
+4 -4
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@@ -44,7 +44,7 @@ precision walk, the Joke Shop's Sunset Strip frontage, the TV Studio arrival, an
> on top of the v0.9.4 NPC visual optimization, the Hollywood/Joke Shop maps and > on top of the v0.9.4 NPC visual optimization, the Hollywood/Joke Shop maps and
> the v0.9.3 UI/accessibility polish. > the v0.9.3 UI/accessibility polish.
> >
> **Current source: v0.9.5** — tagged and built from the same commit. > **Current source: v0.9.6** — tagged and built from the same commit.
> 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
@@ -122,15 +122,15 @@ 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/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/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/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; 0.9.5 texture comparison is in `docs/blender_previews/sheet_texture_refinement_0.9.5.jpg`. - [`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/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/npc-proportion-audit.md`](docs/npc-proportion-audit.md) — NPC proportion measurements against the shared stylized guide.
- [`docs/adr/`](docs/adr/) — Architecture Decision Records. - [`docs/adr/`](docs/adr/) — Architecture Decision Records.
- [`TODO.md`](TODO.md) — Active tasks plus the 0.x gap analysis and milestone roadmap. - [`TODO.md`](TODO.md) — Active tasks plus the 0.x gap analysis and milestone roadmap.
## Development Status ## Development Status
v0.9.5 is the current source version: the completed texture and material v0.9.6 is the current source version: the integrated texture/material and UI
refinement (256² NPC maps, a 4× fabric weave with baked-AO removal, repaired checkpoint on top of the 0.9.5 texture 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 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 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, v0.9.2's Hollywood/Joke Shop map rebuilds, v0.9.1's Godot 4.7.2 baseline,
+50 -87
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@@ -47,106 +47,69 @@ release-candidate foundation, not yet a 0.10.0 release candidate.
**Current priority:** map optimization, the **pre-build NPC revisit**, the **Current priority:** map optimization, the **pre-build NPC revisit**, the
**0.9.3 UI polish**, **0.9.4 NPC visual optimization** and **0.9.5 texture **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). 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 0.9.6 integration and the 0.10.0 release candidate are next. The source version
version is now 0.9.5. is now 0.9.5; the v0.9.5 release is published.
## Patch 0.9.5 — Texture and material refinement ## Patch 0.9.6 — Integration, performance and judge gate
Goal: improve close-range surface and character texture quality while keeping GL
Compatibility/Web parity, deterministic assets and offline CI.
### Environment textures and materials
- [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. (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. (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
- [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
- [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
Goal: integrate the UI/model/texture patches, prove the combined build on the Goal: integrate the UI/model/texture patches, prove the combined build on the
target paths and leave a clean release-candidate handoff. target paths and leave a clean release-candidate handoff.
### Integration and asset rebuild ### Integration and asset rebuild
- [ ] Rebuild all changed Blender/GLB/AO assets, re-import, and verify manifest/fit/ - [x] Rebuild all changed Blender/GLB/AO assets, re-import, and verify manifest/fit/
audit coverage. audit coverage. (The v0.9.5 commit already rebuilt the base, eight characters,
- [ ] Run the complete headless suite, Python tooling and smoke matrix; fix any gear and AO maps; this checkpoint re-imported them and re-ran
regression from the three polish patches. `blender_assets.py audit`/`fit` and `npc_pipeline.py audit`, all exit 0.)
- [ ] Re-run the 24-NPC budget smoke and record frame time, mesh count and any - [x] Run the complete headless suite, Python tooling and smoke matrix; fix any
texture-memory change; check Web and Desktop HQ if available. regression from the three polish patches. (Godot 263/263, Python 101/101;
- [ ] Verify save/campaign/tutorial behavior is unchanged by the visual/UI patches. 14 smokes green: audio, campaign, crowd, emergency, focus/radial, movement,
NPC budget, PLAN verbs, props, scenario content, session shell, timeline,
tutorial and UI flows. Campaign/tutorial used isolated `XDG_DATA_HOME`.)
- [x] Re-run the 24-NPC budget smoke and record frame time, mesh count and any
texture-memory change; check Web and Desktop HQ if available. (24 avatars,
168 meshes, 131,616 triangles, 6.90 ms of 50 ms headless; NPC maps remain
0.48 MB. A clean detached worktree at `f5b8ef2` built Linux/Windows/macOS/
Web/HQ (`161.5/197.1/148.0/97.8/241.5 MB`); the Web zip has index.html,
wasm and pck, the HQ zip has `override.cfg`, and the HQ binary launches
headless with the Forward+ override.)
- [x] Verify save/campaign/tutorial behavior is unchanged by the visual/UI patches.
(Persistence/session tests remain in the 263-test suite; campaign and tutorial
smokes passed with isolated `XDG_DATA_HOME`.)
### Visual gallery and judge gate ### Visual gallery and judge gate
- [ ] Recapture the full gallery, portraits, venue/realsim stages and Desktop HQ A/B - [x] Recapture the full gallery, portraits, venue/realsim stages and Desktop HQ A/B
as needed; no stale screenshots in the release set. as needed; no stale screenshots in the release set. (Gallery 21/21,
- [ ] Run `tools/check_screenshots.sh`, `screen_designs.py compare` and NPC baseline 48 frames, final-context review 96 frames and a fresh 10-shot
`screen_designs.py judge` on the final captures. realism run were recaptured. No Forward+ code changed since 0.7.1, so the
- [ ] Run the realism judge for the affected concepts with a pinned model; record HQ A/B was not re-staged; the HQ artifact is checked with the release build.)
model, attempt count, spend and verdicts. - [x] Run `tools/check_screenshots.sh`, `screen_designs.py compare` and
- [ ] Review all `review` verdicts manually; convert unexplained layout/composition `screen_designs.py judge` on the final captures. (21 good / 0 bad; compare
mismatches into fixes or explicit known limitations. 21 good / 0 bad; judge 21/21 match, 0 review, 0 diff.)
- [ ] Ensure generated realism folders remain gitignored/local-only and only the - [x] Run the realism judge for the affected concepts with a pinned model; record
durable report decisions/docs are committed. model, attempt count, spend and verdicts. (`z-ai/glm-5.3-flash`, 1 pass per
shot, 10 shots, no fallback/retry: mean overall 2.1, lighting 2.4, materials
2.1, texture 1.7, backdrop 2.3, characters 1.8, Pillow gap 0.291. The local
tool does not expose token spend; the report is gitignored under
`docs/screens/realism/2026-11-02-096/`.)
- [x] Review all `review` verdicts manually; convert unexplained layout/composition
mismatches into fixes or explicit known limitations. (Screen judge has 0
`review` verdicts; the remaining realism comments are the known stylized
gaps already documented, not layout regressions.)
- [x] Ensure generated realism folders remain gitignored/local-only and only the
durable report decisions/docs are committed. (`docs/screens/realism/` stays
ignored; `git status` shows no generated capture files.)
### Release-candidate handoff ### Release-candidate handoff
- [ ] Update README, architecture, development status, changelog and TODO with the - [x] Update README, architecture, development status, changelog and TODO with the
final patch-level results and any remaining gaps. final patch-level results and any remaining gaps. (README/PLAN/architecture
- [ ] Tag/version or otherwise freeze `0.9.6` as the integration checkpoint before now point at 0.9.6; the changelog and development status record the
the `0.10.0` release candidate. integration build, performance numbers, judge results and the clean-worktree
export rule; `docs/RELEASING.md` documents the ignored-folder trap.)
- [-] Tag/version or otherwise freeze `0.9.6` as the integration checkpoint before
the `0.10.0` release candidate. (claimed; committing and tagging)
- [ ] Exit: combined build is functionally green, visually reviewed, performance - [ ] Exit: combined build is functionally green, visually reviewed, performance
measured and ready for the 0.10.0 content-lock/playtest phase. measured and ready for the 0.10.0 content-lock/playtest phase.
+5
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@@ -103,6 +103,11 @@ The optional Desktop HQ zip is assembled by `tools/build_releases.sh` from
`packaging/desktop_hq/`; keep `override.cfg` next to the extracted executable. `packaging/desktop_hq/`; keep `override.cfg` next to the extracted executable.
It is not part of the default Compatibility/Web build. It is not part of the default Compatibility/Web build.
Always run the release build from a clean checkout or detached worktree. Godot
can pack files from ignored `tmp/` and old `build/` folders into the PCK; the
0.9.6 dirty-tree build produced 1.6–3.1 GB artifacts, while the clean worktree
produced the expected ~160–240 MB packages.
Locally you can build the AppImage with `bash packaging/linux/build_appimage.sh <version>`; Locally you can build the AppImage with `bash packaging/linux/build_appimage.sh <version>`;
the NSIS installer requires `makensis` (covered by CI). the NSIS installer requires `makensis` (covered by CI).
+1 -1
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@@ -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. - **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
- **PATCH** — bug fixes and small polish that do not change behavior. - **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 `0.9.5`). 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). The single source of truth for the version is `config/version` in `project.godot` (currently `0.9.6`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-stable, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
## 3. Context and Scope ## 3. Context and Scope
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@@ -268,6 +268,19 @@ photoreal renderer. The 0.9.5 before/after close-up sheet is
the texture-adoption run itself was the earlier 0.8-style candidate comparison, the texture-adoption run itself was the earlier 0.8-style candidate comparison,
and its report remains local/gitignored. and its report remains local/gitignored.
For the 0.9.6 integration checkpoint the same judge was pinned to
`z-ai/glm-5.3-flash` and run once per shot on the 10-shot set: mean overall 2.1,
lighting 2.4, materials 2.1, texture 1.7, backdrop 2.3, characters 1.8, Pillow
gap 0.291. No `review` verdicts were produced by the screen judge, so there was
no manual layout verdict to convert into a fix; the remaining realism comments
are the accepted stylized gaps.
Build release artifacts from a clean checkout or detached worktree. A normal
working tree may contain ignored `tmp/` captures and old `build/` artifacts, and
Godot can pack enough of those into exports to inflate a 0.9.6 package from
~160 MB to 1.6–3.1 GB. The 0.9.6 clean worktree produced 161.5 MB Linux,
197.1 MB Windows, 148.0 MB macOS, 97.8 MB Web and 241.5 MB Desktop HQ.
The Forward+ A/B compared the Compatibility entrance with the optional Desktop HQ 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 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 head/skirt bounds with `python3 tools/blender_assets.py fit`; it also fixed the
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@@ -42,6 +42,8 @@ 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 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 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`. - 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`.
- Integration checkpoint (0.9.6 work): the clean worktree at `f5b8ef2` rebuilt all five release packages and the Desktop HQ zip without ignored `tmp/`/`build/` content (Linux 161.5 MB, Windows 197.1 MB, macOS 148.0 MB, Web 97.8 MB, HQ 241.5 MB). The Web zip contains `index.html`, `index.wasm` and `index.pck`; the HQ zip contains `override.cfg` and launches headless with the Forward+ override. Current verification: Godot 263/263, Python 101/101, 14 smokes green, 24-NPC budget 6.90 ms / 168 meshes / 131,616 triangles, gallery 21 good / 0 bad, screen judge 21/21 match with 0 review/diff, and a pinned realism judge (`z-ai/glm-5.3-flash`, one pass per shot) at mean overall 2.1 and Pillow gap 0.291. No new gameplay or content changes.
- Release v0.9.5 (2026-11-02): the tagged commit `4bc6390` passed Gitea Actions run 922 (checks + full build) and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.5>.
- Release v0.9.4 (2026-11-02): the tagged commit `a57b86c` passed the Gitea checks and full build and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.4>. - 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. - 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. - 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.
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@@ -12,7 +12,7 @@ config_version=5
config/name="Gig Line" config/name="Gig Line"
config/description="Workplace security simulation about observation, access verification, and proportionate escalation." config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
config/version="0.9.5" config/version="0.9.6"
run/main_scene="res://scenes/main.tscn" run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.7", "GL Compatibility") config/features=PackedStringArray("4.7", "GL Compatibility")