- FSM holds owner via WeakRef; ShiftCoordinator is RefCounted (logic-only); persistence tests free the Save node -> test suite exits with zero 'resources still in use' warnings (was ~13) and 57/57 pass - GameManager uses each scenario's shift_duration_s (900s ~ 10-15 min) for real shifts instead of the 300s test duration - Wand screening gets a 0.8s recharge cooldown with a wand.recharge message - TODO/DONE/MEMORY/README synced
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TODO
🪟 Windows installer (self-contained, all game data)
Goal: a real Windows installer that includes the entire game (executable + data), Start-Menu/desktop shortcuts, and an uninstaller — instead of a bare .exe + .pck.
- Switch the Windows/Linux/macOS export presets to
binary_format/embed_pck=trueso a single self-contained binary replaces the exe+pck pair (all game data in one file). - Add a game icon:
assets/icon.png(AppImage/desktop) +assets/icon.icoandpackaging/windows/step-line.icogenerated bytools/generate_textures.py. - Author
packaging/windows/step-line.nsi(NSIS): installer that installs the exe, writes the uninstaller, shortcuts, and registry uninstall entry. - Add CI packaging steps to
.gitea/workflows/build.yml(NSIS via apt; AppImage via appimagetool) so tags/dispatch producestep-line-setup-<ver>.exeandstep-line-<ver>-x86_64.AppImagenext to the portable binaries. - Extend
tools/publish_release.shartifact glob to upload the installer/AppImage too. - Verify on CI: NSIS installer builds (cannot be run locally — no
makensison this box). - Verify the Windows installer contents in CI (e.g.
7z lshows the embedded data file).
🐧 Linux AppImage (self-contained, all game data)
Goal: a single executable .AppImage that runs the full game on any recent distro.
- Author AppDir files:
packaging/linux/step-line.desktop,packaging/linux/AppRun, icon wiring. - Add
packaging/linux/build_appimage.sh(appimagetool;APPIMAGE_EXTRACT_AND_RUN=1to avoid FUSE dependency) producingstep-line-<ver>-x86_64.AppImage. - Local verification: built the AppImage on this machine and ran it headless
(
--appimage-extract-and-run --headless --quit-after 90→ 0 script errors,[Step Line] game started). - AppStream metainfo added (
packaging/linux/step-line.appdata.xml); tool validates clean. - CI verification: AppImage step runs on tags/dispatch and the artifact uploads.
- README Downloads table documents installer + AppImage rows and naming.
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.
- Venue selection startup menu (keyboard cycling with
Vis implemented). - IDE/editor-based GUT integration when a Godot editor workflow is introduced.
Open Polish
- 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.