CI / headless-tests (push) Successful in 55s
- Fix LATE shift phase (start 700s) so the violent-threat event is reachable - Add PROTESTER archetype (rules, profile, colors, events in public venues) - Add CALL_SOMEONE reaction (FSM -> ARGUING, influencer/trespasser/protester weights) - Door lock: DoorState core class, L binding, red/green visual indicator, locked doors thwart FORCE_ENTRY - Flashlight: G binding, SpotLight3D, perception radius bonus at evening/late - Persistence: save shift results via Save autoload, history + best score on review screen, round-trip test - Navigation: flat NavigationRegion3D navmesh, NavigationAgent3D path following with direct-movement fallback; steps made visual-only so NPCs reach entrance - Localization: strings moved to content/strings.en.json (loader keeps lookup/fmt signatures; coverage test over all keys) - Distribution: export_presets.cfg (Linux/Windows/macOS), tools/build_releases.sh, docs/RELEASING.md, prominent README Downloads section - Remove stale signal_bus.gd (invalid static-signal experiment) - Tests: 53 passing across 9 suites
940 B
940 B
TODO
Future Systems (design-level backlog)
- Body-camera replay timeline in the shift review.
- Long (10-15 minute) shift lengths and phase-based lighting (darkened evening / late phases).
- Venue selection screen (wire
switch_scenarioto a startup menu). - CI packaging: upload
build/artifacts to releases automatically on tags. - 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 venue-specific door-staff dialogue usage (scenario
door_staff_linesis authored but not yet shown in the prototype UI). - Add a body/wand cooldown feel: wand screening currently has no reuse penalty; consider a short per-guest scan animation.
- Add an escape-to-circuit handling note:
signalsinStrings.fmtare positional; keep%placeholders stable when adding keys.