# TODO ## 🔧 CI — cache timeout mitigation (from .gitea/logs/ review) `actions/cache@v4` times out against GitHub's cache service on this runner (`/twirp/github.actions.results.api.v1.CacheService/…` — the Gitea host has no local actions-cache configured). Restore/save retry for ~2 min per run. The checks job still passes; this is noise + risk of flaky timeouts. - [x] Remove the `actions/cache@v4` step from `checks` in `.gitea/workflows/build.yml` (Godot import takes ~4s; caching .godot is not worth the timeout risk). - [x] Add `GODOT_SILENCE_ROOT_WARNING=1` to godot steps to quiet container-as-root noise. - [x] Push and confirm the next `.gitea/logs/` run has no `CacheService` timeouts (run 1090: 0 cache lines — previously ~12; 54/54 tests, job succeeded). - [x] Optional (host admin): document in `docs/RELEASING.md` that `actions/cache` needs a Gitea `[cache.actions]` + cache server before it can be reintroduced. ## 🔴 PRIORITY — Ship downloadable builds (so the README Downloads links work) Goal: users hitting the README **Downloads** section can actually download a playable version from `https://git.allucanget.biz/zwitschi/security-game/releases`. - [x] Install Godot 4.3 export templates locally (see `docs/RELEASING.md` step 1). - [x] Run `./tools/build_releases.sh` and confirm the three artifacts appear in `build/`. - [x] Smoke-test the Linux binary launches (`./build/step-line-linux-0.1.0.x86_64 --headless --quit-after 120` → 0 script errors). - [ ] Create a Gitea release `v0.1.0` (tag matching `config/version` in `project.godot`) — **needs `GITEA_TOKEN`**: `GITEA_TOKEN=... ./tools/publish_release.sh 0.1.0`. - [ ] Verify the README Downloads links resolve: visit the release page and download one artifact. - [x] (Local workflow) `tools/publish_release.sh` exists so future releases need only a `GITEA_TOKEN`. ### Follow-ups once the first release is live - [x] CI packaging: Gitea Actions workflow (`.gitea/workflows/build.yml`) builds and uploads artifacts on tags and dispatch. ## Future Systems (design-level backlog) - [ ] Body-camera replay timeline in the shift review. - [ ] Long (10-15 minute) shift lengths and phase-based lighting (darkened evening / late phases). - [ ] Venue selection screen with a proper startup menu (keyboard cycling with `V` is implemented; a menu is the next iteration). - [ ] IDE/editor-based GUT integration when a Godot editor workflow is introduced. - [ ] Reduce RefCounted reference cycles (NPCController <-> FSM) noted in `MEMORY.md`. ## Open Polish - [ ] Add a body/wand cooldown feel: wand screening currently has no reuse penalty; consider a short per-guest scan animation. - [ ] Add an escape-to-circuit handling note: `signals` in `Strings.fmt` are positional; keep `%` placeholders stable when adding keys. ## Detailed Graphics The prototype is entirely procedural `BoxMesh` with flat `StandardMaterial3D` colors (see `src/game/world_builder.gd` and `src/game/npc_avatar.gd`). The items below upgrade it toward a finished look. **When a task needs a texture, sprite, decal, or reference image, use the integrated image-generation function to produce it** (e.g. seamless building facade, sidewalk concrete, asphalt, awning sign, wristband/ID inspection cards, HUD icons). Generated images go under `assets/` and are imported as Godot textures; keep them small (≤1024px) and power-of-two where possible. ### Environment - [x] Replace flat facade boxes with textured materials: brick/concrete facade, glass door, awning with a readable sign (`tools/generate_textures.py` → `assets/textures/`). - [x] Add a sidewalk concrete texture and street asphalt texture with center dashes (seamless PNGs). - [x] Add a sky: `ProceduralSkyMaterial` + generated skyline backdrop planes + soft sun shadows (4-split parallel). - [x] Add props for depth: street lamps (emissive bulbs + omni lights), planters, low-poly trees (bollards/trash can still optional). - [x] Add a night/evening lighting pass: dim ambient, warm street-lamp point lights, marquee glow, flashlight cone (`G`). ### NPCs - [x] Replace capsule bodies with a simple humanoid rig (torso/head/limbs) keeping the archetype color coding as the base. - [x] Add per-archetype visual identity: camera (influencer), delivery box, performer hat, protest sign, tourist backpack. - [x] Add a simple procedural walk animation (body bob + lean) so NPCs don't glide. - [x] Add a facing/attention cue: NPC head turns toward the guard once `perceive_guard` raises awareness. ### UI and feedback - [x] Replace text-only inspection with visual artifact cards (ID/wristband/ticket/credential/guest-list card art + tooltips). - [x] Add HUD icons for wand, flashlight, and door-lock states (small white PNGs); tone-picker icon was removed with the tone system. - [x] Add a screen-space vignette tinted per escalation level. - [x] Add a body-camera frame overlay: corner brackets, REC indicator, and a running shift clock. ### Performance and pipeline - [x] Set up an `assets/` import convention (≤1024px, power-of-two) and document it in `README.md`; assets generated by `tools/generate_textures.py` (deterministic, PIL). - [ ] Profile the crowd: ensure textured materials and props don't hurt the target frame rate around a busy entrance. - [ ] Add LOD or culling for distant NPCs/props if the crowd grows.