# TODO ## 🔴 PRIORITY — Ship downloadable builds (so the README Downloads links work) Goal: users hitting the README **Downloads** section can download a playable version from `https://git.allucanget.biz/zwitschi/security-game/releases`. - [x] Install Godot 4.3 export templates locally. - [x] `./tools/build_releases.sh` produces Linux/Windows/macOS artifacts (built for 0.2.0). - [x] Linux binary smoke-tested (headless, 0 script errors). - [ ] Publish the release — **blocked on `GITEA_TOKEN`**: once the token is available run `GITEA_TOKEN=... ./tools/publish_release.sh 0.2.0`, or (if the repo secret is already set on the host) push the `v0.2.0` tag and let CI publish via `.gitea/workflows/build.yml`. - [ ] Confirm the README Downloads links resolve: check `https://git.allucanget.biz/zwitschi/security-game/releases` and download one artifact. ## Future Systems (design-level backlog) - [ ] Body-camera replay timeline in the shift review. - [ ] Long (10-15 minute) shift lengths (phase lighting already implemented). - [ ] Venue selection startup menu (keyboard cycling with `V` is implemented). - [ ] 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. - [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting). ## Detailed Graphics — remaining performance items The visual pass is done (textures, rigs, HUD feedback — see `DONE.md`). Remaining work is performance hardening only. - [ ] Profile the crowd: ensure textured materials and props hold target frame rate around a busy entrance. - [ ] Add LOD or culling for distant NPCs/props if the crowd grows.