# TODO Godot 4.3 prototype. Release **v0.2.1** is live on the host. The working tree (uncommitted) has the access-loadout fix and the ADR-0007–0010 control pass; headless suite **77/77** and a windowed focus/radial smoke pass. Host `REQUIRE_SIGNIN_VIEW` stays deferred. ## World and presentation follow-ups (found during the control smoke) - [ ] The skyline backdrop was removed: `assets/textures/ai/game_ready/skyline.png` has an opaque black background, so the planes rendered as black slabs with window dots. Re-add the backdrop only with a transparent asset or a keyed shader. - [ ] Guard settles ~0.5 m above the ground after spawning on the landing. Check the capsule offset and the spawn `y`, and verify eye height while walking the steps. - [ ] Steps and the landing are visual-only (no collider). The guard walks through them; add simple step colliders or restage the landing so it does not intersect the walk path. - [ ] Marquee text (`STEP LINE`) is tiny from the sidewalk. Scale the Label3D up. - [ ] Focus ring and name tag are small at 2–3 m. Consider a larger torus / font after a real playtest. - [ ] NPC crowd cap (`MAX_LIVE_NPCS`) silently drops routine traffic at 16. Add a short despawn/lifetime for ordinary guests so the entrance does not fill up with standers. ## Session shell The game boots into a live 900 s shift. `Save` declares `settings.json` and never uses it. `V` cycles venues by restarting the shift. - [ ] Startup menu: pick venue, start shift, quit. Keyboard + click. Replaces `V` as the player-facing path (`V` may stay as a debug bind). - [ ] Pause overlay when `Esc` releases the mouse (or a dedicated pause key): resume, restart shift, settings, quit to menu. - [ ] Settings: mouse look sensitivity, persist through `Save` / `settings.json`. Load on boot. - [ ] Shift review "Run another shift" returns to the venue menu, not a silent restart of the same scenario. ## Remaining PLAN verbs (radial exists) - [ ] Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand. Add a radial slice if it ships. - [ ] "I recognize this person" is a player decision recorded as evidence, not a pre-attached artifact on every staff/guest type. Staff still auto-recognize when `override_access` is empty (`AccessLoadout`). - [ ] Formal warning can activate the body-camera / security-light flag (PLAN Level 2). Overlay is currently always on; toggling should write an incident event. - [ ] Blocking stations the guard between the person and the door (PLAN Level 3). Today it only sends `apply_player_action(BLOCKING)`. - [ ] "Request reason for entry" as a Level 3 ask, with a short NPC reply from `dialogue_lines`. ## Crowd presentation `CrowdSystem` is a mood/attention float. PLAN wants people watching, gathering, and panicking. - [ ] On `aggressive_behavior` / `emergency_responder`, nearby idle NPCs stop and face the incident (rubberneck). On `crowd_panic`, they move away from the door. - [ ] Profile a busy entrance with textured materials and props; add LOD or culling for distant NPCs if frame time drops. ## Emergency aftermath Responder outcomes (`command` / `restraint` / `evacuation` / `arrest`) are log lines. PLAN also wants evacuation, a closed street, and an investigation when the call was unjustified. - [ ] `evacuation` outcome actually clears the entrance (NPCs leave, door stays locked). - [ ] Unjustified emergency (low danger, no weapon) writes an investigation note on the shift review and applies the existing false-report / reputation hit. - [ ] Review copy names the responder outcome, not only battery and crowd %. ## Body-camera replay - [ ] Shift review: a timeline of recorded incident events (ADR-0005 already stores them). Scrub or step through; no live 3D replay required in the first version. ## NPC theater Intents `sit` / `photo` / `film` / `perform` already pick waypoints. ADR-0010 rig (face/hair) is in the working tree. Bodies still idle-stand at those spots. - [ ] Sit pose at `steps_end`. Photo: brief raise of the influencer/tourist prop. Performer stays put and plays the hat/sign. ## Audio `AudioFeedback` is sine beeps. DONE called that "crowd ambience"; it is not. - [ ] Loop a low crowd bed that rises with `CrowdSystem.mood`. - [ ] Radio open/close crackle on the existing radio panel, still headless-safe (no-op without an audio server). ## Accessibility - [ ] Escalation colors that still read in grayscale (shape or label, not hue alone). - [ ] HUD font scale in settings. ## Scenario content still missing vs PLAN lists - [ ] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest refuses wand screening; late arrival during a performance. - [ ] Studio: filming-boundary repeat (influencer ignores a posted line); celebrity-arrival crowd spike (more rubberneckers, not only one `arrive` spawn). - [ ] Building: "activate body camera" and "request reason" once those verbs exist, used in at least one authored event. ## Documentation drift - [x] README controls table, smoke checklist, test count, and implemented/not-yet lists refreshed for the control pass (77 tests). - [ ] `PLAN.md` Tech Stack / Planned Commands still say GUT and GitHub Actions; the project uses `src/test/test_runner.gd` and `.gitea/workflows/build.yml`. - [x] MEMORY: door_staff_lines log through `GameManager`; 300 s default removed. ## Distribution follow-up (host config, deferred) Verified via API+host credentials (2026-10-31): - [x] Repo is **public** (`private:false`) and account has admin rights. - [x] Release `v0.2.1` now carries all five artifacts (portable binaries + NSIS installer + AppImage). - [ ] **Remaining host setting**: instance-wide `[service] REQUIRE_SIGNIN_VIEW=true` makes anonymous browsing/downloads redirect to login. Host admin: `REQUIRE_SIGNIN_VIEW = false` under `[service]` in `app.ini`, restart Gitea. Alternative: mirror downloads. ## Open Polish - [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting). ## Tooling (when an editor workflow exists) - [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays. - [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions.