# TODO Godot 4.3 prototype. Latest release **v0.5.0** (NPC characters and player movement). Headless suite **208/208** plus **56** Python tooling tests; the session, PLAN-verb, crowd, emergency, timeline, audio, scenario-content, props, NPC-budget, movement, and windowed focus/radial smokes pass. Anonymous downloads are enabled on the host. The scheduled presentation pass is complete (see `DONE.md`). The next scheduled pass is the graphics-quality work in [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md). ## Bug Fix NPCs walking backwards - [ ] Investigate and fix the issue causing NPCs to walk backwards during movement. ## Graphics quality — Blender-authored NPC characters (v0.6.0) Detailed plan: [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) · [ADR-0013](docs/adr/0013-blender-authored-npc-characters.md) ### Phase 0 — Toolchain spike and contract freeze - [ ] Verify `flatpak run org.blender.Blender --version` reports Blender 5.2.x and runs headless in this shell. - [ ] Run a minimal headless Blender export using an absolute `--python` path (sandbox cwd is `/app/blender`); confirm the output file lands where expected. - [ ] Record the exact working invocation (flatpak + absolute paths) in `MEMORY.md`. - [ ] Freeze the NPC asset contract in `docs/plan-graphics-v0.6.md` and ADR-0013: file paths, bone names, material slots, triangle budget. - [ ] Fix the material-slot set (`skin` / `cloth` / `pants` / `accessory` / `hair`) and the ORM packing (R=occlusion, G=roughness, B=metallic). - [ ] Choose and record the initial tier-0 triangle/vertex budget (≤ ~6000 tris / ~4000 verts) in the plan. - [ ] Spike: confirm Godot 4.3 imports a test `.glb` as a `PackedScene` with a `Skeleton3D` and playable imported clips. ### Phase 1 — Blender authoring + export pipeline - [ ] Author the low-poly base humanoid in Blender: torso, articulated arms/legs, head with a face front, hands, shoes. - [ ] Rig with an armature whose bones mirror the node contract (`Head`, `HipL/R`, `KneeL/R`, `ShoulderL/R`, `ElbowL/R`, `HandL/R`); origin at the feet, +Y up. - [ ] UV-unwrap the mesh into a power-of-two layout, one region per material slot. - [ ] Save the editable source as `assets/models/npc/npc_base.blend` (committed). - [ ] Add `tools/npc_pipeline.py` with `list` / `build` / `audit` subcommands, run through the Blender flatpak. - [ ] `build` exports `assets/models/generated/npc_base.glb` plus the material textures. - [ ] Bake neutral albedo per slot, normal maps (fabric weave, denim, knit), and the packed ORM map. - [ ] Bake ambient occlusion into the albedo or the ORM R channel (the Compatibility renderer has no SSAO). - [ ] `audit` enforces UVs in [0,1], expected bone names, triangle/vertex budget, feet at y≈0, and material-slot presence. - [ ] Reuse the `model_pipeline.py` colour-space discipline (linear factors vs sRGB textures) in the exporter. - [ ] Run `godot --headless --path . --import` and confirm `npc_base.glb` imports without errors. ### Phase 2 — AI-assisted texturing - [x] Generate seamless clothing albedos (shirt, trousers, jacket, hi-vis vest, coat, dress) with `tools/asset_pipeline.py generate` (OpenRouter, `openai/gpt-5-image-mini`) — written to `assets/textures/npc/ai/` (512×512). - [x] Tile-edge blending on each fabric — applied automatically by `generate --role tile` (`make_seamless`); the `tile` audit's edge check confirms continuity. - [x] Run `asset_pipeline.py audit` on the outputs — 6 good, 0 bad (role `tile`). - [ ] Commit the validated textures (files are under `assets/textures/npc/ai/`; git commit coordinated via `MEMORY.md` — Phase 1 files are still uncommitted). - [x] Derive per-role outfit palettes via `model_pipeline.dominant_colors` — written to `assets/textures/npc/palette.json` (`npc_pipeline.py palette`). - [x] Bake normal/roughness procedurally and layer the AI albedos on top — `npc_pipeline.py prepare` + Blender `build` keeps the AI albedo for `cloth`/`pants` and regenerates normal/ORM; GLB audit ok (1204 tris / 2488 verts). - [ ] Regenerate the staged captures and run `screen_designs.py judge` (blocked: needs Phase 3 `NpcAvatar` integration to render the skinned model). ### Phase 3 — Godot integration - [ ] Add `NpcAvatar._load_model()` that instantiates the imported `npc_base.glb` `PackedScene`. - [ ] Keep `_build_body()` as the offline fallback; choose per-avatar and record `loaded_model` / `fallback_avatar` for tests. - [ ] Map `outfit_for()` onto the model's material slots so seed variety, `layer_for`, `hand_item_for`, and archetype colors survive. - [ ] Keep accessory attachments (cap / hood / backpack / sunglasses / lanyard) under `Rig` / `Head`. - [ ] Add `SurfaceMaterials` baked-map recipes (`npc()` / `skin()` / `cloth()`); stop calling `Materials.flat()` for the body. - [ ] Add `_set_limb_rotation()` so `_animate()` / `_idle_layer()` write to bones or pivots; keep `Rig/Head` findable by the focus cone. - [ ] Update `test_npc_character`, `test_npc_theater`, and `test_target_cycle` for the skinned path (or document why they stay on the fallback). - [ ] Re-measure `smoke_npc_budget.gd`; tune `LOD_TIERS` if the skinned rig is heavier up close. - [ ] Re-verify the focus-cone smoke (`smoke_focus_radial.gd`) and the movement smoke. ### Phase 4 — Environment and lighting lift - [ ] Bake AO for the prop set (or rebuild the props in Blender) behind the same `assets/models/generated/.glb` contract. - [ ] Regenerate higher-resolution brick / concrete / asphalt textures via `asset_pipeline.py` with normal maps, keeping the current UV scales. - [ ] Evaluate a desktop-only Forward+ export preset (SSAO/SSIL/volumetrics); keep the Web preset on GL Compatibility with `thread_support=false`. - [ ] Record the renderer decision in an ADR addendum or `MEMORY.md`. - [ ] Regenerate `docs/screenshots/` with `capture_screenshots.gd` and run `screen_designs.py compare`. ### Phase 5 — Verification and release - [ ] Headless suite green: fallback build, outfit determinism, `Rig/Head` presence, material recipe assertions, `npc_pipeline.py audit` (skip with reason when Blender is absent). - [ ] Windowed smokes pass: `smoke_npc_budget.gd`, `smoke_movement.gd`, `smoke_focus_radial.gd`, `smoke_props.gd`. - [ ] `screen_designs.py compare` and `judge` show no regressions. - [ ] Bump `config/version` to `0.6.0`. - [ ] Update `README.md`, `docs/architecture.md` (Level 2 gains `tools/npc_pipeline.py`), and mark ADR-0013 Accepted. - [ ] Publish the release per `docs/RELEASING.md`. ## Future ideas (optional, not scheduled) - [ ] Live 3D body-camera replay (the timeline is text-only today). - [ ] Additional venues or seasonal events authored from the new `.tres` files. - [ ] Real voice/dialogue audio (the crowd bed 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.