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security-game/TODO.md
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Full build / Import + headless tests (push) Successful in 17s
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Complete PRIORITY: release v0.2.0 published by CI; document download sign-in caveat
- Tag v0.2.0 pushed; Gitea Actions build job exported Linux/Windows/macOS
  and published the release via the host's GITEA_TOKEN secret (CI run 1095:
  'Release live: .../releases/tag/v0.2.0', Job succeeded)
- Verified tag page + /releases are public (HTTP 200); anonymous asset
  downloads require sign-in on the host (tracked as host-config follow-up)
- TODO cleaned per AGENTS.md; PRIORITY section moved to DONE.md
- README Downloads notes v0.2.0 live + sign-in caveat; MEMORY updated
2026-10-31 13:41:37 +01:00

1.3 KiB

TODO

Distribution follow-up (host config, no code work)

  • Asset downloads currently require sign-in on the host (/releases/download/… redirects to login). Decide with the host admin: open repo visibility / REQUIRE_SIGNIN_VIEW=false or accept sign-in-required downloads. Pages and the tag page are already public (HTTP 200).

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.