# TODO Work is grouped by theme. Each item should be small enough to complete and verify on its own; see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these plans. **Priority order:** 3D model re-evaluation → character development → local map development → versioned release milestones (0.10.0) → future/deferred work. See `AGENTS.md` §Priority and Versioning and §Local Blender skills. The MIT Blender skill pack lives locally at `.agents/skills/blender-skills/` (gitignored). Every 3D workstream below names the skills to load; they are guidance only, and the project contract, `blender_assets.py audit`/`fit`/`inspect` and the capture gates stay authoritative. ## 3D model re-evaluation Goal: re-judge every shipped 3D asset against the newly available Blender skill guidance, rank the real gaps, and fix only what the rankings justify. Evidence comes from three separate sources: licensed real-location photos, generated concept boards, and build captures. This is an unversioned development track: it must not change the `npc_base` contract, the renderer or the 0.10.0 release candidate. Reference material is collected first (section A): local, gitignored, development-only photo research may use any source the owner authorises (DuckDuckGo image search, street-view frames, neighbouring properties, buildings across the street) **without the licence gate**. The licence and privacy gates still apply the moment a frame is promoted into `docs/screens/refs/` or any committed asset — local `tmp/research/` is the only licence-free zone. Scope: 8 library characters (`npc_casual`, `npc_jacket`, `npc_coat`, `npc_vest`, `npc_dress`, `npc_hoodie`, `npc_firefighter`, `npc_guard`), the frozen `npc_base` fallback, 18 gear pieces, 20 library props, 6 generated props, and the three venue families. **Exit:** `docs/3d-model-review.md` scores every catalogue asset; every P0/P1 is fixed or explicitly accepted with a measurement; `inspect`/`audit`/`fit`/proportions, the 24-NPC budget and the capture gates are green; no runtime contract, dependency or release artifact changed except the rebuilt assets themselves. ### A. Local reference material collection (development-only, gitignored) *Owner override (2026-11-03):* for local, development-only photo research the licence gate does **not** apply. Anything downloaded for this track stays under `tmp/research/` (gitignored) and is never committed, shipped, or used as a committed asset. The moment a frame is promoted to `docs/screens/refs//` it must pass the sidecar licence + privacy gate; local research is the licence-free zone only. - [ ] Add a DuckDuckGo image-search fetcher to the reference tooling (e.g. `tools/refboard.py --source ddg` or a small `tools/refcollect.py`): query terms per venue, download the top results into `tmp/research//` with a source-URL manifest, no licence filter, spaced requests. This is local tooling only — no CI dependency. - [ ] Collect Hollywood block reference: El Capitan facade (day/night/close-up), the El Capitan Theatre marquee + blade sign neighbour, the east retail neighbour, Ovation Hollywood and other buildings across the boulevard, the Walk of Fame terrazzo and stars, and the premiere staging/arrival area. - [ ] Collect Joke Shop / Comedy Store block reference: the black hall facade and signature canopy, the side parking lot, the neighbouring hotel building and its parking ramp, the hillside houses and palms directly behind the roofline, the buildings across Sunset Boulevard, the entrance recess and door hardware, and any street-level context. - [ ] Collect street-view frames of both blocks (the owner allows street-view captures for local reference): save the street-level facades, corners and opposite frontages into the same `tmp/research//` folders with a note of the capture viewpoint. - [ ] Build a local contact sheet per block (`tmp/research//sheet.jpg`) from the collected frames so the scorecard and the venue review can cite them; keep it in `tmp/` and never commit it. - [ ] Record which local frames actually changed a decision in `docs/3d-model-review.md` or the venue map doc, with the frame filename, but do not commit the image itself. If a frame is promoted to the committed board, it goes through the normal sidecar gate and `CREDITS.md`. ### B. Baseline, scorecard and routing - [x] Load `blender-director` plus the per-family specialists before touching geometry, and record the skill stack and the advice that changed a decision in `docs/3d-model-review.md`. (Routing, QA severity/verdict, texel-density tiers, character loop criteria and budget rules recorded in the review doc; MCP-only steps translated to headless flatpak runs.) - [x] Re-run the neutral NPC baseline (48 frames), the final-context review (96 frames), the prop gallery and the 24-NPC budget on the current build; keep raw frames in `tmp/` and do not replace committed sheets until a fix lands. (48/48 and 96/96 frames captured under `xvfb-run`, none blank; raw sets in `tmp/model-baseline` and `tmp/model-review`; committed sheets untouched. 24-NPC smoke still 6.94 ms / 168 meshes / 131,616 triangles.) - [x] Create `docs/3d-model-review.md` with a per-asset scorecard: silhouette, anatomy/proportion, topology/edge flow, UV/texel density, textures/materials, rig/weights, LOD/impostor, collision/grounding, export contract, provenance, skill route, verdict (P0/P1/P2/accept). (Doc created with character/gear/prop/venue tables, verdict columns and a ranked candidate list; unmeasured cells are marked `—` instead of being guessed.) - [x] Collect the baseline measurements in one table: `blender_assets.py inspect`, `audit`, `fit`, `npc_proportions.py`, texel density, triangles/meshes, 24-NPC frame time. (All seven captured; `texels` and `inspect --json --out` were added to make the measurements repeatable. All 46 assets audit/inspect clean; texel density 64–122 px/m authored, 287–440 effective fabric.) - [ ] Review the scorecard with the project owner, rank the P0/P1 gaps and decide fix vs accept per item; record the decision and the reason in the review document. ### C. Character re-evaluation (8 variants + fallback) *Skill route: `character-artist`, `retopology`, `rigging`, `uv-workflow`, `texture-workflow`, `materials`, `hair-groom`, `asset-optimization`, `lookdev`, `qa-review`.* - [ ] Face/head: review eye/mouth loops, cheek/brow/chin transitions and faceting at the 2 m portrait distance against `character-artist` and `retopology`; write the concrete edits. - [ ] Hands/grip: re-check palm, finger segments, thumb and gear contact; decide between a finger-curl rig or the current open hand plus `HAND_ITEM_FORWARD`, and record the limit. - [ ] Weights/pose: capture idle, walk, sit and wave; inspect shoulder, hip and neck collapse; fix the worst offenders using `rigging` practice without changing the 13-bone contract. **Blocked:** the new `capture_npc_pose.gd` reports the seated/walking pose while the saved frames still show the rest pose; direct bone writes deform the mesh, so this is a staging/ capture discrepancy that may also affect live venue frames. See `docs/3d-model-review.md` §"Pose evidence is blocked". - [ ] Rebuild the pose harness from the verified recipe. Established: the pose reaches proxies and bones (headless test, 273/273), direct bone rotations deform the mesh, and both window probes and a `SubViewport` + `RenderingServer.force_draw()` probe render the crouch (offscreen diff 602 at +2/+6/+12 frames, including a re-created avatar). The current harness still saves rest frames, so its phase/camera/force-draw ordering is the remaining defect. Rebuild one pose at a time using the recipe in `docs/3d-model-review.md`, verify each pose visually, then wire the sheets and fill the weights/pose column. - [ ] UV/texel density: measure the 256² slot maps; decide whether atlas, UDIM or a resolution change is justified. Do not change `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` without re-running the budget smoke and the Web/Compatibility path. - [ ] Cloth and hair: re-check coat/dress hem clipping and the hair/beard/headgear meshes against `hair-groom` guidance; decide explicitly whether cloth simulation stays out of scope. - [ ] Fix only the ranked P0/P1s, one asset family per commit; refresh the comparison sheet and re-run `inspect`, `audit`, `fit` and `npc_proportions.py` after each fix. - [ ] Build a licensed real-photo reference board for crowd variety (ages, builds, hair, outer layers) and record what was adopted; reference only, never traced or repainted. - [ ] Generate a face/hand concept board for the highest-ranked P1 and compare it with the 0.9.4 baseline before rebuilding anything; keep it development-only and record model and prompt. - [ ] After each accepted fix, capture front/three-quarter/profile comparisons, add them to the review sheet, and refresh the README character row. - [ ] `qa-review` sign-off: a ship/no-ship verdict per variant with accepted limits recorded. ### D. Gear and prop re-evaluation *Skill route: `prop-artist`, `hard-surface`, `vegetation-artist`, `materials`, `collision-proxy`, `lod-pipeline`, `qa-review`.* - [ ] Gear: review the 18 pieces for silhouette, straps/buckles, helmet and lanyard readability; verify attach space and body clearance with `fit`; rebuild only what fails the scorecard. - [ ] Props: review the 20 library props plus the 6 generated props for bevels, chamfers, silhouette, ground contact and shared material language (`prop-artist`, `hard-surface`); list the rebuilds that are actually worth the triangle budget. - [ ] Foliage: replace the flat-shaded `_shrub()`/`_tree()` clumps with `vegetation-artist`-style carded clusters; measure triangles and keep the 60k `LIBRARY_TRIANGLE_BUDGET`. - [ ] Materials and emissives: `lookdev` pass on bulbs, signs, lanterns, the marquee and the sedan at day and late; confirm the flashlight stays a tight spot with no beam geometry. - [ ] Collision: verify every prop collider and navigation obstacle matches its silhouette and add the missing `collision-proxy` shapes where walking is blocked. - [ ] Build a real-photo comparison for street furniture (bollard, bench, bin, hydrant, planter, lamp) and rank the silhouette and proportion mismatches. - [ ] Rebuild only the mismatched pieces through the assisted Blender pipeline (`blender_assets.py inspect` → scripted retopo/UV assist → atlas → `audit`/`fit`); document the exact commands in `docs/asset-tooling.md`. - [ ] Refresh `sheet_props.jpg`/`sheet_npc_gear.jpg`, the README asset rows and `docs/blender_previews/README.md` after the rebuilds. - [ ] Exit: a prop/gear capture sheet, budgets and collision checks pass with no unreviewed asset. ### E. Venue and camera re-evaluation *Skill route: `environment-artist`, `archviz`, `set-dressing`, `lighting`, `camera-cinematography`, `lookdev`, `rendering`, `qa-review`.* - [ ] Facade/venue review: rank the top five shape-language fixes for Hollywood, the Joke Shop and the TV Studio (`environment-artist`, `archviz`) and check them against the map-budget tests. - [ ] Lighting: `lighting`/`lookdev` pass on sconces, canopy, marquee and street lamps with day/late captures; verify local attenuation stays at 1.0 and no constant-falloff light returns. - [ ] Set dressing: review entrance and sidewalk prop clusters (`set-dressing`) for occlusion, navigation obstacles and readable storytelling clusters. - [ ] Camera height: decide 1.7 m gameplay framing vs the ~1.55 m concept frames using `camera-cinematography`, and record the decision instead of leaving the mismatch open. - [x] Build the venue three-up boards (real photo | generated concept | current capture): `tools/three_up.py compose` renders labelled strips into `docs/screens/boards/` (caption sidecar per board, `rows` emits README rows). Boards committed: El Capitan day, El Capitan night, Joke Shop day. Tests in `tools/test_three_up.py`. - [x] Link each committed board from `docs/hollywood-boulevard-map.md` and `docs/joke-shop-map.md`. - [ ] Use the generated concept lighting and palette as the target for the `lighting`/`lookdev` pass, and record the deviations that stay accepted. - [ ] After the pass, regenerate the venue captures and update README plus both venue documents. - [ ] Hooded/winter portrait: close the deferred close-up by staging a types 5–7 capture (`--portrait-type`) or adding a scenario spawn that provides one. ### F. Reference images, concept boards and screenshots *Skill route: `lookdev`, `lighting`, `environment-artist`, `qa-review`; tooling: `tools/scene_concepts.py`, `tools/screen_designs.py`, `tools/asset_pipeline.py`.* Licensed photos are evidence of what a place looks like, generated boards are art-direction proposals, and captures are proof that the build matches. Keep the three labelled and separate, and never ship a generated or downloaded image without provenance. - [x] Create `docs/screens/refs/` with a README and a sidecar template: source URL, author, licence/attribution, capture or generation date, what it is evidence for, and whether it is shipped or development-only. (`docs/screens/refs/README.md` defines the layout, naming, licence and privacy gates and the three-way separation from concepts and captures; `SIDECAR-TEMPLATE.md` carries the photo table, redaction/permission notes, derived-decision log and the generated-board reference table. Linked from `docs/screens/README.md`.) - [x] Hollywood board: five licence-cleared photos (facade day, blade sign, 1922 elevation, Ovation across street, premiere staging) with a sidecar and per-image purpose, linked from `docs/hollywood-boulevard-map.md` and credited in `CREDITS.md`. Cropped the foreground crowd out of the facade shot; EXIF stripped. (`docs/screens/refs/hollywood/`.) - [x] Joke Shop board: three licence-cleared photos (hillside/canopy block, frontage with palms, canopy signature band) with a sidecar, linked from `docs/joke-shop-map.md` and credited in `CREDITS.md`. The CC BY-SA `The Comedy Store.jpg` from the old link list was deliberately not used; the public-domain frames cover the same evidence. (`docs/screens/refs/joke-shop/`.) - [ ] Find more pictures from the Comedy Store, the Sunset Boulevard block, collect at least five additional shots for reference; do not care about licensing, these images are only stored locally for reference and inference during development. Find pictures from the neighboring hotel building and the street surroundings. - [ ] Fill the Joke Shop gaps: better visual representation of actual facade, parking lot to the side, neighboring hotel parking ramp and building, night canopy/sign, entrance recess, south-side neighbours, buildings across the street, hillside behind the building, hill detail. house detail, neighbouring buildings, and any relevant street-level context. - [x] TV Studio: no separate board — the venue is the same El Capitan Entertainment Centre block as the Hollywood day shift, restaged for a late-night arrival. The Hollywood board covers both venues and the premiere-staging photo is the arrival evidence; the reuse is now stated in `docs/hollywood-boulevard-map.md`, `docs/gameplay.md`, `PLAN.md` and `docs/development-status.md`. - [x] Fill the Hollywood gaps that have a clean licence: El Capitan Theatre neighbour and marquee, Walk of Fame terrazzo band, star close-up, and a night street-lighting context frame (cropped to remove people and a plate). The board now has nine photos. (CC BY-SA night frame is redistributed unmodified for study only; the review is recorded in the sidecar.) - [ ] Remaining Hollywood gap: a licensed **night photograph of the hero facade and blade sign** (the night frame on the board is a different block, near Vine), plus a sidewalk-level shot of the steps/door recess and the east retail neighbour. For the committed board the licence gate stays (no unlicensed Street View or scraped social media); local-only copies of the same viewpoints go through section A instead. - [ ] Generate one concept board per venue with `tools/scene_concepts.py generate` (palette, facade rhythm, lighting), keep raw output gitignored, commit only the selected board, and record the model, prompt and spend in the sidecar. - [x] Build a three-up sheet per venue (real photo | generated concept | current build capture) and use it as the reference for the character, prop and venue verdicts. (Done for the venue exteriors via `docs/screens/boards/`; character/prop verdicts still use the Blender preview sheets.) - [ ] Apply the screenshot rule to every workstream: each accepted fix updates the relevant row in `README.md` plus the matching docs page (`docs/blender_previews/README.md`, `docs/screenshots/README.md`, `docs/3d-model-review.md` or the venue map doc). - [ ] Re-run `tools/check_screenshots.sh` and `python3 tools/check_docs.py` after gallery changes and record both results in the handoff. - [ ] Keep AI-generated images out of `assets/` until they are picked, cropped, credited and (for textures) audited; `CREDITS.md` and ADR-0015 still govern provenance. ### G. Gates and documentation - [x] Add the measurable checks the review needs (texel density, weight/pose sanity, collider coverage, LOD/impostor check) as stdlib or GDScript gates where possible; CI stays offline. (Texel-density gate in `tools/test_blender_assets.py` checks all five slots per character and the 40–400 px/m authored band plus the 250 px/m fabric floor; the pose→bone contract is covered by `test_pose_reaches_the_skeleton_bones`; LOD/impostor already has `test_avatar_mesh_budget_and_lod_swap`. Collider coverage is still open — split below.) - [x] Add a collider/proxy check: every library prop that blocks walking has a `StaticBody3D` + `NavigationObstacle3D`, checked against the catalogue. (`world_builder.gd` tags every library node with a `library_prop` meta and declares the non-blocking `marquee`/`handrail`/`lantern`/`door` set; two tests in `test_world.gd` verify placed props (body + shape + avoidance radius, all three venues) and library dressing (body unless documented exempt). Mutation-checked: removing `_add_prop_collision` fails 3 tests, dropping `handrail` from the exemption list fails with the exact node. Suite is 275/275.) - [x] Add a coverage test so every catalogue asset has a scorecard row and verdict. (`tools/test_model_review.py`: every `CHARACTERS`/`GEAR`/`PROPS` entry needs a row in `docs/3d-model-review.md`, and character rows need a non-empty verdict.) - [ ] Update `docs/blender-assets.md`, `docs/npc-visual-review.md`, `docs/3d-model-review.md`, `docs/architecture.md` and `AGENTS.md` with the skill routes and the new gates. - [ ] Record accepted limits and deferred rebuilds in `docs/known-limitations.md` and `MEMORY.md`. ## Character development Goal: break the eight-character clone effect with four licence-cleared crowd-variety looks while keeping the frozen `npc_base` bone, tint-slot and gear-attach contract. The procedural generator is the primary path; Quaternius is a reviewed reference and MakeHuman is deferred to a separate local development pipeline. The roster build is deliberately sequenced **after** the 3D model re-evaluation: the new variants must inherit the reviewed face/hand/gear baseline instead of multiplying whatever it finds. *Skill route: `character-artist`, `retopology`, `rigging`, `uv-workflow`, `materials`, `asset-optimization`, `lowpoly-style`, `godot-export`, `qa-review`.* ### Source review and decision - [x] Research free/open-source character sources and evaluate at least three downloads against the existing Blender contract. (Measured Quaternius CC0, Kenney CC0, Khronos CesiumMan/RiggedFigure CC-BY and the MakeHuman CC0 base mesh; none is a drop-in. Results, local preview sheet and SHA-256 provenance are in `docs/npc-model-sourcing.md`.) - [x] Review the sourcing research with the project owner and choose Option A (procedural), Option B (Quaternius CC0 intake) or Option C (MakeHuman/MPFB body pipeline); record the decision in an ADR and in `MEMORY.md`. (2026-11-03: extend the procedural generator as the primary path, keep Quaternius as a reviewed prototype/reference, defer MakeHuman to a separate local pipeline. Recorded in ADR-0015 and `MEMORY.md`.) - [x] Add a source licence allow-list and provenance rule: CC0 preferred, CC-BY only with attribution in `CREDITS.md`, and no service assets whose terms restrict redistribution. (ADR-0015; the CC-BY research previews are attributed in `CREDITS.md`.) - [x] Decide whether the external preview sheet stays local under `tmp/` or is committed with the required CC-BY attribution. (Committed as `docs/blender_previews/sheet_npc_sources_research.jpg` with Cesium CC-BY attribution; the project-owned crowd prototype sheet is also committed.) ### Intake and validation - [x] Add a Blender `inspect` path that imports a GLB, applies node transforms, reports tris/verts, bounds, bones, materials, UVs and skinning, and lists contract failures. (`blender_assets.py inspect --file ...` applies parent/object transforms, converts to Godot Y-up, ignores the importer's bone-shape helper and prints budgets, bones, slots, UVs, skinning and animations with issues/warnings; `--json` and `--category` supported. Seven synthetic contract tests added; all 46 library GLBs inspect clean. `audit` remains the final gate.) - [ ] Add an `adapt` path for future external assets: scale/ground, weld seams, decimate, map the five tint slots, and either rebuild the contract armature or record an explicit second-rig contract. Use `retopology`/`rigging`/`uv-workflow` guidance for the manual steps, but keep the Quaternius no-go: a contract rebuild needs a proportion warp, so this is not on the character critical path. - [ ] Keep `tools/blender_assets.py audit` as the single final gate; add a regression test for the intake report/adaptation using a deterministic synthetic or licence-cleared fixture. - [ ] Document the adapter commands and the go/no-go checks in `docs/asset-tooling.md`. ### Quaternius prototype - [x] Prototype one Quaternius CC0 variant: weld/decimate to budget and capture Idle/Walk renders. (12,518 imported verts -> 3,199 after weld -> 2,423 / 4,654 tris after a 0.75 decimate; Idle/Walk quality is good. Preview in `docs/blender_previews/sheet_npc_sources_research.jpg`.) - [x] Measure the prototype against the `npc_casual` controls: silhouette, rest pose, body proportions and gear fit. (No-go for a contract rebuild: T-pose 62-bone realistic rig, ~0.96 m hip, ~1.68 m arm span and ~0.153 m shoulder joint do not match the arm-down 13-bone contract. Keep as reference; a second rig/animation path needs its own ADR.) - [x] Make a go/no-go decision on Option B. (No-go for the current pass; proceed with the procedural generator and keep Quaternius as a visual/style reference.) ### Roster and runtime - [x] Approve four crowd-variety looks (build, head silhouette, hair/beard, outer layer and accessory; no clothing that labels the NPC's behaviour). (`npc_crowd_a` bun/slim/sunglasses, `npc_crowd_b` bald/broad/beard/shoulder bag, `npc_crowd_c` coat/umbrella, `npc_crowd_d` hood/cup; prototype sheet committed.) - [ ] Re-derive the four approved specs against the re-evaluated character baseline (face, hands, proportions, gear offsets) so the new variants do not reintroduce the gaps the review found. - [ ] Generate the four variants through the assisted pipeline (procedural generator → `inspect` → `audit`/`fit`) and capture the result before committing any of them. - [ ] Add the four approved specs to `CHARACTERS`, build and commit their GLBs/AO maps, and update the manifest with roles and tint data. Build only the new assets, never a no-op full rebuild, and remember that `export_filter="all_resources"` packs committed GLBs into the next release build: keep this off `main` until after the 0.10.0 tag or accept the size. - [ ] Replace the fixed `character_model_for()` mapping with deterministic per-role pools and add tests for repeatability and duplicate avoidance (`godot-export` contract check included). - [ ] Rebuild and verify gear fit for every new variant (`blender_assets.py fit` plus the runtime gear checks) and re-run `inspect` on the four new GLBs. - [ ] Build the crowd-variety reference board (licensed street-crowd photos plus AI proposals) and compare it with the approved Blender prototypes before building; keep proposals development-only and record them in `docs/npc-model-sourcing.md`. - [ ] Capture the four new variants in the neutral baseline and a portrait set, add the rows to `docs/npc-visual-review.md` and the README character row when they land. ### QA and release - [ ] Run the 24-NPC budget smoke, portrait baseline, gear fit, headless suite and a release build with the expanded library. - [ ] Update `CREDITS.md`, `docs/development-status.md`, `docs/npc-visual-review.md` and `CHANGELOG.md`; record any accepted visual limits. - [ ] Exit: a reviewed 12-character library passes contract audit, portrait/gear acceptance, the 24-NPC budget and licence/provenance review without changing the runtime contract. ### Deferred MakeHuman local pipeline - [x] Evaluate the MakeHuman CC0 base mesh for a later separate local development pipeline. (19,158 verts / 36,972 tris; scaled to 1.82 m; decimate 0.35 -> 3,780 verts / 6,468 tris; UVs present, no normals/material groups/rig. Feasible only with retopology, a custom rig and project-owned clothing; keep out of CI/build.) - [ ] Decide whether body-shape diversity still matters after the 12-character library lands; if yes, prototype the local MPFB/MakeHuman pipeline outside the repo and commit only the final CC0-derived assets with provenance. ## Local map development Goal: build a local, data-backed map pipeline that can replace or supplement the stylized venue geometry with licensed OpenStreetMap footprints, 3D building massing, reference-derived photoreal facades and AI-assisted composition. This is an unversioned development track, not a release gate. *Skill route: `environment-artist`, `archviz`, `hard-surface`, `geometry-nodes`, `procedural-modeling`, `vegetation-artist`, `set-dressing`, `lighting`, `materials`, `texture-workflow`, `lookdev`, `scene-assembly`, `qa-review`.* ### Data, licensing and scope - [ ] Define the first target block and whether the result replaces, supplements or only informs the current stylized venue specs (`docs/hollywood-boulevard-map.md`, `docs/joke-shop-map.md`). - [ ] Audit OpenStreetMap's ODbL attribution/share-alike obligations and decide whether derived geometry ships, stays development-only, or needs a separate data layer. - [ ] Choose an offline OSM extract workflow (Overpass/Geofabrik) and pin the extract date and query so the map build is reproducible. - [ ] Evaluate licence-compatible 3D building datasets (OSM Buildings, Overture, CityGML/LOD1–2 or local authority data); record coverage, accuracy, format and redistribution terms. - [ ] Add a provenance sidecar for every map source and derived asset, including source URL, licence, capture/extract date and attribution text. ### Reference imagery **Recent-photo research (2026-11-03):** Commons geosearch around 34.10118/-118.34009 (500 m) plus category/date sorting shows usable imagery from the last 12 months: Dolby Theatre billboards (2026-09-30, CC0, 6 frames), Dolby street level and a fresh Walk of Fame star (2026-07-17, CC0), a Michael Jackson impersonator at the El Capitan frontage (2026-02-25, CC BY-SA 4.0), the Celia Cruz Square marker and a 2025-09-28 star series (CC0), and a Thunderbolts premiere (2025-04-28, CC BY-SA 2.0). No recent frame shoots the El Capitan facade straight-on in daylight; the best facade evidence is still the 2009 CC BY frame. The 8 downloaded candidates are in `tmp/research/elcapitan-2026/` (gitignored) with `meta.json`; nothing was committed. - [x] Wire `tools/refboard.py` (standalone, stdlib-only): `search --source search|geo|category` lists candidates with ISO date, age-in-months and a commit/review/skip licence gate (`--allow-ccbysa` after a recorded review); `fetch` downloads usable rows into `tmp/` with spaced requests and writes `meta.json`; `rows` emits SIDECAR + README table rows from the manifest. Six recent CC0 photos of the block were re-fetched into `tmp/research/elcapitan-2026-tool/`. Tests in `tools/test_refboard.py` (licence gate, recent filter, review-row exclusion, row emission). - [ ] Add a `--max-age-months` filter (default 12) and a `--must-reuse` mode that matches the folder's existing sidecar entries so a refresh only reports what changed. - [ ] Research-diff step: keep the last-12-months board as the "current reality" evidence and the older photos as the geometry evidence, labelled per photo; no sidecar date field needs to change, only the purpose column. - [ ] Write a reference shot list per block: facade materials, windows, signage, rooflines, street furniture, curb cuts and lighting. - [ ] Download and catalogue **committed** reference images from Wikimedia Commons, local/own photography or other clearly licensed sources; record author, licence and attribution with the §F sidecar template. Local-only research that ignores licence limits (DuckDuckGo, street-view frames, neighbours, across-street buildings) is collected under §A into `tmp/research/` and is never committed. - [ ] Separate development-only references from shipped textures; commit only images with clear redistribution rights and keep the rest under `tmp/` or the ignored reference folders. - [ ] Build the per-block real-photo board under `docs/screens/refs//` using the sidecar template from the 3D review §E, and link it from the venue map documents. - [ ] Define the photoreal target and a material-derivation workflow (albedo/normal/roughness, AO, weathering) that matches the existing Compatibility renderer (`texture-workflow`, `materials`, `lookdev`), with the recent 2026 street frames as the current-reality reference and the 2009 facade frame as the geometry reference. ### Geometry and AI-assisted composing - [ ] Prototype OSM footprint import into Blender at game scale and orientation, then compare it against the current venue footprint/collider layout. - [ ] Import 3D building massing for the target block, clean the topology and assign LOD bands; do not import unbounded city-scale meshes into the runtime (`scene-assembly`, `asset-optimization`, `lod-pipeline`). - [ ] Build a reusable photoreal facade kit (window bays, cornices, storefronts, awnings, signage) with `environment-artist`/`hard-surface`/`geometry-nodes` so buildings share materials and stay inside the venue triangle/material budgets. - [ ] Run the assisted Blender pipeline end to end on the first block (OSM import → `inspect` → retopo/UV assist → atlas → `audit`), and document the exact commands in `docs/asset-tooling.md`. - [x] Joke Shop building-appearance pass: `dark_stucco` tile (1024 px) promoted via the picks pipeline and wired into `_build_comedy_store_building`, replacing the grey paver tile so the hall reads as flat matte charcoal instead of masonry; photo-anchored day concept generated from the hillside PD frame (the branded frontage photo trips the model's image-recitation filter — recorded in the concept README); day capture promoted and the three-up board rebuilt. Test asserts the hall wall carries `dark_stucco`. - [x] Building-appearance realism pass, measured against the reference set: bring the masonic facade's material response (limestone value/roughness, joint lines, weathering streaks), the banner/canopy and marquee materials, and the night emissive balance to the level of the 2009 facade photo and the 2026 street frames; capture before/after and record each delta. (Ashlar field: `limestone_ashlar` tile, reference-anchored on the facade photo, 768 px over ~4.6 m of wall = ~167 px/m, promoted via the picks pipeline, warm-shifted tint behind `VENUE_SPECS`. Banner cloth: warm self-light registered with `_marquee_emissive` (0.14 base; 0.28 night / 0.028 day). Marquee sign face + bulbs: warm-incandescent already in the prop PALETTE, now test-verified to brighten at night via `_marquee_emissive`. Day and night captures promoted, both three-up boards rebuilt.) - [ ] Upgrade the facade from flat material bands to photoreal detail: either texture-projected detail (Path B below) or AI-generated material tiles derived from the facade photo (with provenance), then verify texel density, tiling and the night look. - [ ] Integrate the result behind `WorldBuilder.VENUE_SPECS` with colliders, navigation obstacles, occlusion and the existing day/night materials. ### Generated location imagery *Skill route: `lookdev`, `lighting`, `environment-artist`, `texture-workflow`; tooling: `tools/scene_concepts.py`, `tools/asset_pipeline.py`, `tools/screen_designs.py`.* **Tool plan for reference-anchored generation (plan first, implement after this section's review):** - [x] Add `scene_concepts.py generate --reference `: attach a licence-cleared real photo as a source image to the OpenRouter image request (multimodal chat endpoint with a base64 data URL), with a prompt suffix that preserves the photographed facade geometry. Record the reference file, its licence and page in the `.refgen.json` provenance sidecar next to the generated frame. - [x] Extend `generate_textures.generate_image()` with an optional `reference_path` argument (base64 data URL of the photo); existing call signatures unchanged, and the path is gated by `scene_concepts._reference_source` requiring a refs-board `SIDECAR.md` row (or an explicit `--reference-unchecked`). Verified live on the El Capitan day concept anchored on the CC BY 2.0 2009 facade photo; tests in `ReferenceGateTests`. - [x] Add a sidecar-driven variant pass: `scene_concepts.py anchor --reference --treatments day,night,weathered` generates same-framing variants with treatment clauses, one `.refgen.json` provenance sidecar per frame. Verified live on the facade photo (night + overcast frames committed; the weathered treatment reads as mild overcast — noted on the board). Tests in `AnchorTests`. - [-] Generate facade, street and signage concept frames for the target block (`scene_concepts.py generate --reference ...`), commit only the selected frames, and record model, prompt, spend **and source photo** in the block sidecar. (First frame done: `hollywood_boulevard_entrance_day-v2`, anchored on the facade photo; remaining framings pending.) - [ ] Derive palette, lighting and material targets from the real-photo board and the generated concepts, and record the deltas the facade kit has to close. - [ ] Generate signage, awning and poster texture candidates with `asset_pipeline.py`; run the role audit and the `CREDITS.md` provenance check before anything is used in the kit. - [ ] Compare generated concepts against the licensed photos: where they disagree, the photos win for shape and the generated board only informs colour, mood and detail density. Human review stays the acceptance gate, and AI output is never treated as licensed map data. ### QA and exit - [ ] Compare the data-backed block against the existing screenshots and map documentation; keep the stylized fallback available. - [ ] Run the venue triangle/mesh budget, navigation and collider checks, plus day/night capture comparisons. - [ ] Capture day/night gallery frames of the new block and add before/after rows to `README.md` and the venue map documents. - [ ] Re-run `tools/check_screenshots.sh` after the map swap so the 21-shot gallery reflects the new geometry, and refresh the `docs/screens/refs/` three-up sheets. - [ ] Update `docs/architecture.md`, the venue map documents, `docs/asset-tooling.md`, `docs/development-status.md` and `CHANGELOG.md` when the pipeline ships or a source is rejected. - [ ] Exit: one local block is reconstructed from licensed data with reference-derived photoreal facades, passes performance/navigation/visual QA and has complete provenance; or the pipeline is rejected with the findings recorded. ## Maintenance and documentation hygiene Unversioned housekeeping that keeps the planning sources trustworthy. Do these when they block a task, not on a schedule. **Status (2026-11-03):** v0.10.0-rc.1 source; three venues; 276 headless + 143 Python tests; the Hollywood and Joke Shop facade-realism passes landed (`limestone_ashlar`, `dark_stucco`, banner night emissive, marquee emissive test); reference boards (`hollywood`, `joke-shop`) with sidecars; three-up boards; `tools/refboard.py` + reference-anchored generation (`--reference`, `anchor`) + `tools/three_up.py`. Gaussian splatting is deferred to the end of this file. ### Memory and status accuracy - [x] Trim `MEMORY.md` from ~1088 lines to the durable set: dropped the superseded 2026-11-01 handoff, the v0.2.x host/disk/NSIS/release anecdotes and duplicated release notes; kept the gotchas (async/event wiring, import order, colliders, RNG, contracts, Godot `--import` cache, image-recitation filter, capture-harness windowing, bisect zero-area triangles) and the easter-egg note. Now ~800 lines. - [x] Re-check the remaining memory claims against code before deleting them; `MAX_LIVE_NPCS` is still 16 for gameplay while the separate budget smoke spawns 24, so do not "fix" that. (Verified phase timing is data-driven via `shift_phases`, fixed the stale `REQUIRE_SIGNIN_VIEW` contradiction and the old 272/108 counts.) - [x] Fix stale status claims as they are found; add a documentation check or grep note only if the same class of drift returns. (Counts and the sign-in state corrected on 2026-11-03.) - [x] Keep the Gap Analysis baseline and the README status line in sync when a test count, version or feature milestone changes (the baseline was bumped to 276/143 on 2026-11-03). ### Imagery and provenance upkeep - [ ] Keep `docs/screens/refs/` sidecars, concept-board records and `CREDITS.md` in sync whenever an image is added, replaced or dropped; photo-anchored concept frames must keep their `.refgen.json` provenance sidecar (source photo, licence, page, model) next to the frame. - [ ] Run `python3 tools/check_docs.py` after any gallery or reference-board edit so every tracked image stays linked from its folder README. - [ ] Use `tools/refboard.py search/fetch/rows` for new Commons research instead of ad-hoc API scripts; downloads stay under `tmp/` and only licence-cleared rows (commit/review gate) reach a board after a sidecar entry. - [ ] Delete or ignore development-only photos and raw generations once a board is committed; the repository carries the picks and their provenance, not the working set. ### Godot import-cache hygiene - [ ] When a new committed texture (`assets/textures/...`, `picks/`) fails to import under the existing `.godot/` cache, use the scratch-copy import (`rsync --exclude .godot ...` then `godot --headless --import` and copy back the `.import` + `.godot/imported/*.ctex/.md5`); never hand-edit the `uid=` in a copied `.import`. Record any new instance in MEMORY. - [ ] Prefer `tools/scene_concepts.py promote` (or a manual move into `game_ready/v2/` plus a `PICKS` entry) so new picks follow the same path as `limestone_ashlar` and `dark_stucco`. ### Blender skills upkeep - [ ] Re-check the installed Blender pack (`version.json`) when updating it and record the version in `AGENTS.md` if it changes; keep `.agents/` gitignored and `.agents/.gdignore` in place. - [ ] Prune the skill routes in `AGENTS.md` if a skill stops matching the project (for example if a future second-rig path makes `rigging`/`animation` guidance authoritative). ## Gap Analysis and 0.x Roadmap Baseline: **v0.9.6** (2026-11-03). 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, 276 headless + 143 Python tests, a 21/21 clean screen-design judge and an optional Forward+ Desktop HQ build. This is the baseline; 0.10.0-rc.1 is the current candidate source, with release approvals still open. ### Documentation audit (completed 2026-11-01) - [x] Make `docs/architecture.md` the single architecture source: asset/content pipeline contracts, runtime venue-switch/fallback flows, deployment/version constraints, quality requirements, risk register and documentation ownership map. - [x] Keep command-heavy operational pages separate but subordinate: `docs/asset-tooling.md`, `docs/blender-assets.md`, `docs/getting-started.md`, `docs/RELEASING.md` and `docs/smoke-checklist.md` link to architecture rather than acting as parallel sources. - [x] Remove the obsolete `docs/plan-graphics-v0.6.md` and its links; completed graphics work is represented by ADR-0013, the asset pipeline section and the changelog. - [x] Resolve stale claims: README release version/download row, development status "Forward+ not implemented", and Blender props "not AO-baked". - [x] Record the documentation ownership rule in `docs/architecture.md` §12: design intent (`PLAN.md`), mechanics (`gameplay.md`), system architecture/contracts (`architecture.md`), decisions (ADRs), status (`development-status.md`), roadmap (`TODO.md`), operations (tooling/release docs). ### Gap register (remaining roadmap) | Area | Current baseline | Remaining gap | Risk | Milestone | | --- | --- | --- | --- | --- | | 3D model re-evaluation | 8 characters, 18 gear, 20+6 props audited against budgets/proportions; no skill-guided scorecard yet | Scorecard, ranked P0/P1 fixes, texel/weight/collider measurements and accept decisions | Unmeasured drift stays in the shipped library | Unversioned | | Character development | 8-variant library; source/licence review and Quaternius/MakeHuman evaluation complete | Four crowd variants, role pools, gear fit and runtime integration | Repetition remains or external assets break the contract | Unversioned | | Local map development | Stylized venue geometry and reference maps | OSM/3D data, photoreal references, AI-assisted composition and splat evaluation | Licensing/provenance or performance failure | Unversioned | | Content and balance | 3 venues with validated 12+ event matrices, recovery events and contextual dialogue | External playtest evidence, balance/fairness pass, event-weight tuning and final content lock | Repetition or unfair outcomes survive into the release candidate | 0.10.0 | | Dialog/UI | Audited terminology, copy, button states, focus/navigation, modal close, long strings and all 21 screen captures | Keep the capture/compare/judge gate current as content changes | Low; the remaining risk is drift after new UI is added | Complete (0.9.3) | | 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 (6.94 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 | | Documentation | Architecture/ADR/status/roadmap ownership established | Final README/changelog/status/TODO/smoke-checklist sign-off and known-limitations page | Docs drift at launch | 0.9.6 / 0.10.0 | | 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 | Unscheduled | **Current priority:** the unversioned **3D model re-evaluation** runs first because its findings gate the crowd-variant roster; **Character development** and **Local map development** follow. The **0.10.0 release candidate** is the next versioned release; content lock, external playtest, balance, save migration and release/legal sign-off remain tracked there. The source version is 0.10.0-rc.1; the v0.9.6 release is published. Earlier map/NPC/UI/texture/integration passes are complete and in `DONE.md`. ## Milestone 0.10.0 — Release candidate Goal: freeze the feature set, prove it with external players, clear release/legal blockers and verify every distribution path. This remains the next versioned release after the 0.9.x patch line, but follows the unversioned 3D re-evaluation, character and local-map tracks in planning order. Only a release-blocking defect from those tracks may enter this milestone before the tag. ### Content lock and external playtest - [x] Declare a content/feature freeze for 0.10.0; only release-blocking fixes and balance changes may land after the freeze. (Frozen 2026-11-03 after the 0.9.6 integration checkpoint; this pass is limited to release reliability, accessibility, balance evidence and packaging.) - [x] Produce a release-candidate build with the tutorial, campaign, all three venues, Help, accessibility settings and checkpoint/resume enabled. (Clean worktree `a9658ec` built `0.10.0-rc.1`: Linux 161.5 MB, Windows 197.2 MB, macOS 148.0 MB, Web 97.8 MB and HQ 241.6 MB. The Web/HQ archives include the credits, privacy, accessibility and known-limitations pages; SHA-256 manifests were written; the Linux and HQ binaries launched headless and the Web index/wasm/pck/docs returned HTTP 200. Not published because external playtest and legal approval remain open.) - [ ] Run at least five first-time-player sessions covering the tutorial and one full venue shift; record where players get stuck, misunderstand evidence or choose disproportionate escalation. - [ ] Triage findings by severity (P0/P1/P2) and fix every P0/P1 onboarding/accessibility issue; keep the rest as explicit known limitations or post-0.10 items. - [ ] Re-run the affected tutorial/campaign smokes after each fix and capture a fresh first-hour walkthrough for the release notes. ### Balance and fairness pass - [x] Define measurable targets for routine compliance, access-decision accuracy, peaceful resolution, justified emergency calls and false-positive/false-negative rates. (`docs/balance-acceptance.md` defines cohorts, denominators, 36 matrix cells, seeds, thresholds and matched emergency-first comparisons. Documentation verified; targets are not measured results.) - [ ] Run scripted venue sweeps across easy/normal/hard and all four phases; compare outcomes and tune event weights, reaction tables, compliance and report strictness where targets fail. - [ ] Review emergency calls against actual danger: no routine behavior should make emergency the dominant winning move, and genuine threats must remain answerable. Include the type-derived `_read_npc_truth()` mismatch with observed threats/forced entry; use independently labelled behavior evidence, not the helper as its own oracle. - [ ] Verify the reputation grades, debrief explanations and campaign progression still communicate the de-escalation-first design after tuning. - [ ] Record the balance evidence and any deliberate exceptions in `docs/development-status.md` or `MEMORY.md`. ### Save migration and session reliability - [x] Add fixtures for a 0.8-era settings/campaign/history save and a 0.9.0 checkpoint; verify migration/default-filling and a clean first launch with no files. (Committed fixtures under `src/test/fixtures/saves/`; 9 migration/failure tests cover old settings/campaign/history, the 0.9.0 checkpoint, all three venue checkpoint round-trips, clean install, corrupt JSON and a blocked atomic replace. Suite is now 272 tests.) - [x] Test fresh install → tutorial → campaign → pause → quit → resume → review → next venue on an isolated user-data directory. (Tutorial and campaign smokes shared one isolated `XDG_DATA_HOME`; tutorial completion/replay/skip then campaign resume/review-continue/help both passed. Pause/menu behavior is covered by `smoke_session_shell.gd`.) - [x] Test corrupt JSON, partial temp files, missing optional fields and a failed atomic rename; confirm fallback behavior never destroys a valid save. (Corrupt/partial files fall back to defaults; a blocked temp path reports an error and leaves the prior valid settings intact. `_load_json` now uses the non-logging JSON instance parser.) - [x] Verify checkpoint resume after all three venues, after an incident, with NPCs at the door and with flashlight/body-camera/door state set. (The migration suite round-trips a checkpoint for Hollywood, the Joke Shop and the TV Studio with an open incident, one NPC row, flashlight/body-camera/door flags; the campaign smoke resumes a live checkpoint through the real `GameManager`.) - [x] Document save locations, schema versions, reset behavior and rollback/export instructions in `docs/getting-started.md` and the release notes. (`getting-started.md` now documents the four files, version-1 checkpoint, atomic write/fallback, clean install, reset and backup/rollback.) ### Release engineering and distribution - [x] Run `tools/build_releases.sh` from a clean checkout and verify Linux/Windows/macOS/Web/HQ artifact names, sizes and checksums. (Clean worktree `a9658ec` built the five artifacts listed above; `PUBLISH_DRY_RUN=1` produced and printed `build/SHA256SUMS-0.10.0-rc.1.txt` without touching the API.) - [ ] Smoke-test fresh Linux portable/AppImage, Windows portable/installer, macOS unzip/launch, Web static hosting and Desktop HQ Vulkan fallback on the target matrix. (Linux portable and Desktop HQ launched headless; Web files served over a local static server with HTTP 200. AppImage/installer were not built locally and Windows/macOS launch testing still needs the target matrix.) - [x] Add a disk-space preflight and retention policy to the release/publish scripts so a full Gitea host cannot leave a partially uploaded release. (`publish_release.sh` checks artifact size/free space, writes SHA-256 checksums, supports `PUBLISH_DRY_RUN`, rolls back uploaded assets/new releases on failure, and offers opt-in `RETAIN_RELEASES` pruning; dry-run verified.) - [x] Verify release metadata, tag/version consistency, asset counts and download links; retain at least the latest 0.8/0.9 releases and document older-asset pruning. (Source/version and tag are both 0.9.6; all seven published releases carry 5–7 assets, including the retained v0.8.0/v0.8.1/v0.9.0/v0.9.1 line. `publish_release.sh` documents opt-in `RETAIN_RELEASES` pruning and `RELEASING.md` describes the seven-release policy.) - [x] Decide and document whether macOS signing/notarization is required for 0.10.0 or explicitly remains a future release blocker; record the quarantine instructions either way. (0.10.0 ships unsigned with quarantine instructions; signing/notarization remains an explicit public-release blocker in `RELEASING.md` and `known-limitations.md`.) ### Legal, credits and platform policy - [x] Audit AI-assisted asset provenance and licenses; record source/model usage and any redistribution constraints for textures, characters, props and UI art. (`CREDITS.md` records the Blender/OpenRouter toolchain, default model slugs, missing per-file generation metadata and the commercial-rights review as an explicit release blocker.) - [x] Audit audio/SFX/music licensing (or confirm everything is procedural) and add a credits file. (All runtime audio is procedural; no external music/SFX files are bundled. `CREDITS.md` records this.) - [x] Review body-camera/privacy language, mental-health-crisis representation, age/content rating and storefront requirements; fix any release-blocking copy or content. (`PRIVACY.md` clarifies the simulated body camera/local-only data; the accessibility and known-limitations pages record the remaining mental-health/rating/storefront review as a release blocker rather than claiming approval.) - [x] Add the player-facing credits, known limitations, accessibility statement and privacy note to the release package/README. (`README.md` links `CREDITS.md`, `PRIVACY.md`, `docs/accessibility.md` and `docs/known-limitations.md`; the Web and Desktop HQ package builders copy those documents into the shipped archives.) - [ ] Mark external legal/storefront approval as complete or explicitly block the 0.10.0 release on it. ### Documentation and visual sign-off - [ ] Update `README.md`, `PLAN.md`, `docs/architecture.md`, ADRs, `docs/development-status.md`, `docs/getting-started.md`, `docs/smoke-checklist.md`, `CHANGELOG.md` and this roadmap. - [ ] Regenerate the full screenshot gallery and realism baselines from the release-candidate build (not the dev tree) after content lock; run `check_screenshots.sh` and the pinned vision judge, recording model/spend/verdicts, and refresh the README and venue-doc images. - [ ] Include the reference/concept boards and the updated asset sheets in the release docs, and verify every README and docs-page image resolves from the tagged build. - [ ] Run the manual smoke checklist on every target and attach/link the release-candidate evidence. - [ ] Verify the tutorial/campaign/help text at maximum font scale and with the longest strings. - [x] Remove or archive stale plans/notes and confirm no contradictory version/status claims remain. - [x] Document the character development toolchain in `docs/architecture.md`: base vs library sources, tool/artifact/gate table, runtime attach/animation contracts and rebuild discipline. (Added §5 "Character development tooling" plus risk and ownership-map updates; documentation check passed.) ### Release-candidate QA and exit - [ ] Run the complete headless suite, Python tooling, tutorial/campaign/session/scenario smokes, 24-NPC budget smoke and release build from a clean checkout. - [ ] Run the manual QA matrix: fresh install, upgrade, offline launch, gamepad, accessibility settings, pause/resume, all venues and Desktop HQ fallback. - [ ] Confirm no P0/P1 defects remain; P2 items must be documented as known limitations or post-0.10 work. - [ ] Create the `v0.10.0` version bump, changelog entry and tag; build/publish the release and verify all assets and download links. - [ ] Exit: the release candidate is content-locked, externally played, legally reviewed, documented, reproducibly built, and approved as the 0.10.0 release candidate. ## Roadmap dependencies and risks - Content volume is the largest schedule risk; tutorial and campaign work must not outrun the event/dialogue matrix. - The vision judge is a dev-time aid with an external key/budget; CI must never make it a hard gate. - Godot version changes can alter lighting/imports; do not combine an engine baseline move with a content/feature milestone. - Signed macOS builds and legal/AI provenance are release blockers, not polish. - Photo-derived map assets add a second provenance risk: downloaded or user-supplied photos can carry unclear licences, identifiable people, plates and property restrictions. No photo or splat-derived asset ships without a completed sidecar, consent/licence review and redaction. - Gaussian-splat training is GPU/disk-heavy and the toolchain churns quickly; keep it offline, version-pinned and outside CI, and never make a runtime splat renderer a release dependency. - Keep the de-escalation-first rules and rare-emergency design unchanged while adding progression, difficulty and feedback. - The Blender skill pack is local, unversioned guidance; it can drift from the project contract or assume Blender MCP. Re-verify every adopted technique with `inspect`/`audit`/`fit` and never make a skill, asset pack or tool version a build or CI dependency. - The 3D re-evaluation can expand without bound (retopo every head, rig every finger). Cap it with the scorecard ranking: P0/P1 only, one asset family per commit, and an explicit accept for everything else. ## Future / deferred (not scheduled) - [ ] Live 3D body-camera replay; the timeline is text-only today. - [ ] Additional venues or seasonal events authored from the `content/venues/` resources. - [ ] Real voice/dialogue audio; ambience, cues and radio crackle are procedural. - [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same `assets/models/generated/.glb` contract. - [ ] Rare easter eggs/cameos (e.g. Bob Dobbs) only after core content and QA are stable. ## Gaussian splatting evaluation (deferred) Postponed for further development on 2026-11-03. The local-map track ships the facade kit and reference-anchored material passes first; this photo-driven pipeline stays an unversioned, offline study with no runtime or release dependency until an ADR closes it. All licence and privacy gates below remain in force whenever the track resumes. ### Photo intake and provenance Gaussian splatting is evaluated as a photo-driven pipeline: licensed or permissioned photos become a reference, texture source, mesh proxy or distant backdrop. It is an unversioned local track with no runtime dependency or release gate until the ADR closes it, and it extends the reference-image licence and privacy gates above rather than replacing them. - [ ] Define the accepted photo channels: project/team captures, volunteer or user-supplied photos with written permission, and downloaded images from clearly licensed archives (Wikimedia Commons, Openverse, Mapillary and similar). Record which channel produced each reconstruction. - [ ] Write a one-page capture brief for user-supplied photos: overlapping arc or orbit around the facade, 60–80% view overlap, 12 MP+ originals, fixed exposure/white balance, HDR and filters off, no motion blur, no people or plates in frame where avoidable, overcast or even light, and the facade height/doors/steps included in several frames. - [ ] Build an intake checklist and provenance sidecar per photo set: contributor, consent or property permission, licence and attribution text, source URL, capture date, camera/lens, location, faces/plates/interiors present, redactions applied, file hashes and whether the set is shipped or development-only. - [ ] Set the licence gate: own photos need an explicit contributor licence; CC0/CC BY are preferred; CC BY-SA triggers a share-alike review for derived textures and meshes; reject Street View, social-media scrapes, unlicensed commercial imagery and AI-upscaled copies of unknown originals. Attribution must be feasible in `CREDITS.md` before use. - [ ] Set the privacy gate: blur or remove faces, minors, licence plates, screens, private interiors and anything behind a closed door; obtain property permission where required; keep a redacted copy as the reconstruction input and never commit the originals. - [ ] Treat downloaded photo sets as sparse and of unknown intrinsics. Use them for reference, palette and texture study, or as extra training views; do not expect a usable splat from 10–30 casual web photos of a facade. - [ ] Keep photos, masks, COLMAP databases, checkpoints and splats outside git; commit only derived, licensed, provenance-stamped assets that pass the review gate. ### Reconstruction and alignment - [ ] Pin a reproducible offline toolchain (for example COLMAP or GLOMAP for camera poses plus gsplat, OpenSplat, Nerfstudio or Brush for training), with exact versions, GPU/VRAM/disk needs and known failure modes recorded in the sidecar. - [ ] Reconstruct two quality tiers: a dense 100–400-photo arc/orbit capture and a sparse 10–30-photo downloaded set. Record camera-registration rate, training time, splat count, file size and held-out PSNR/SSIM/LPIPS for both. - [ ] Mask sky, people, vehicles and moving foliage before training; verify the masks do not erase facade edges, signage or window detail, and keep the redacted input variant. - [ ] Align the splat to game coordinates from the OSM footprint plus surveyed points (door width, column spacing, step rise, storefront height) and record alignment residuals in a Blender scene containing both the splat and the current venue geometry (`scene-assembly`). - [ ] Judge quality from held-out views and a render from the game's day/night camera poses (`camera-cinematography`, `lookdev`, `qa-review`), not from training views alone; reject splats that only look correct from the capture path. - [ ] Maintain a coverage map per block: which facades, corners and rooflines have usable views, and which areas must fall back to the facade kit or stylized geometry. ### Map enhancement paths - [ ] **Path A — Reference and QA (lowest risk):** render the splat from game camera poses and compare it with the realism captures; derive dimensions, signage placement, facade rhythm and material colours. No splat data reaches the runtime. - [ ] **Path B — Texture derivation:** project splat renders **or reference photos** onto the facade kit to produce albedo, normal, roughness and AO candidates; de-light and bake them (`texture-workflow`), then verify UV scale, tiling and readability under the Compatibility renderer. Deriving directly from a committed reference photo requires its licence to allow derived works and a `CREDITS.md` entry; CC BY-SA sources stay out unless reviewed. - [ ] **Path C — Mesh proxy:** extract a mesh from the splat or dense reconstruction, retopo and dress it in Blender (`retopology`, `prop-artist`), assign LODs (`lod-pipeline`), and keep it inside the venue triangle/material budgets with mesh-based colliders (`collision-proxy`). - [ ] **Path D — Distant backdrop:** test a baked panorama, impostor or billboard generated from the splat for skyline and opposite-street depth where the player cannot walk; measure file size, loading and visible pop at the venue boundary. - [ ] **Path E — User-photo supplement:** let a small supplied photo set improve one facade or landmark (a signage patch, colour reference or hero detail) without rebuilding the venue; define the minimum evidence and the same licence/privacy/review gate as a full capture. - [ ] For every path record quality gain versus effort, licence compatibility of the derived output, and whether the result may ship or stays development-only. Prefer the cheapest path that closes the visible gap. ### Runtime evaluation and decision - [ ] Probe Godot 4.7.2 Compatibility and Web support for splat rendering in a throwaway scene: addon or importer availability, shader/sort cost, memory, load time and fallback behaviour. Do not add a splat dependency to the release project during evaluation. - [ ] Set hard limits before any runtime experiment: maximum per-splat file size and total memory, allowed frame-time delta on the 24-NPC budget scene, acceptable Web load time, and no compute-shader requirement for the Compatibility/Web path. - [ ] Keep collision and navigation mesh-based even if a splat is displayed; a splat must never become the playable floor or the access/occlusion authority. - [ ] Write the ADR with a per-path go/no-go, the accepted licence/provenance rules, whether each result ships or stays development-only, rejected alternatives and the evidence bundle. - [ ] Exit: one licensed photo capture measurably improves a venue through a documented path and passes visual, performance and provenance review; or the approach is rejected with reproducible findings and removed from the release path.