- 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
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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=falseor 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
Vis 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 inStrings.fmtwhen 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.