1175 lines
79 KiB
Markdown
1175 lines
79 KiB
Markdown
# TODO
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Active task list. Work is grouped by milestone and workstream; every item is small enough to
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complete and verify on its own. The product plan, gap analysis and release roadmap live in
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[`PLAN.md`](PLAN.md); durable decisions and gotchas live in [`MEMORY.md`](MEMORY.md);
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[`AGENTS.md`](AGENTS.md) defines the workflow.
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**Current state (2026-11-05):** v0.9.8 is published. Three venues, the shift loop, the
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tutorial/campaign, the access/escalation system and the 12-character procedural library are
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shipped. The character plan changed twice and landed on the CC0 Quaternius base; the owner
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accepted the 62-joint runtime rig ([ADR-0018](docs/adr/0018-quaternius-stage2-runtime-rig.md)),
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but the base does not yet render or animate correctly in Godot.
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**Roadmap (detail in [`PLAN.md`](PLAN.md#release-roadmap)):**
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| Version | Type | Scope |
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| --- | --- | --- |
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| `0.9.9` | patch | Quaternius pilot base: rig/export fix, pose composition, face/silhouette gate |
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| `0.9.10` | patch | 12-role roster on the approved base, gear fit, budget evidence |
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| `0.9.11` | patch | Scheduled venue, prop, foliage, lighting and set-dressing polish |
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| `0.9.12` | patch | Performance/Web/accessibility verification before the minor |
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| `0.10.0` | minor | Public-readiness release: playtests, balance, legal, platform matrix, docs |
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| `0.10.1`–`0.10.3` | patch | Onboarding, balance and stability follow-ups |
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| `0.11.0` | minor | Live body-camera replay, fourth venue, localization foundation |
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| `0.12.0` | minor | Signed/storefront builds, frozen save contract, launch languages |
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| `0.13.0` | minor | Content complete and feature freeze for 1.0.0 |
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| `0.13.1`–`0.13.2` | patch | Release candidates |
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| `1.0.0` | major | Stable release with a documented compatibility promise |
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**Priority now:** the `0.9.9` rig-and-export correction. Do not start the 12-role roster
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(`0.9.10`) before the single-variant pilot renders, animates and passes the owner face gate.
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The unversioned tracks (3D review evidence, maintenance, Gaussian splatting) stay at the top of
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this file because their work is not release-scoped; each milestone below is versioned and must
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follow the release procedure in `AGENTS.md`.
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The MIT Blender skill pack lives locally at `.agents/skills/blender-skills/` (gitignored). Every
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3D workstream below names the skills to load; they are guidance only, and the project contract,
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`blender_assets.py audit`/`fit`/`inspect` and the capture gates stay authoritative.
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## 3D model and local map re-evaluation
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Goal: re-judge every shipped 3D asset against the newly available Blender skill guidance, rank
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the real gaps, and fix only what the rankings justify (sections A–G); and re-evaluate the three
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venues against licensed real-world data — OSM footprints and building massing, reference-derived
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photoreal facades and the photo-driven geometry pipeline (sections H–M). Evidence comes from three
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separate sources: licensed real-location photos, generated concept boards, and build captures. This
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is an unversioned development track: it must not change the `npc_base` contract, the renderer or
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the public 0.10.0 release.
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**Sequencing (updated 2026-11-05):** the old block is cleared. The local map rebuild (H–M) is
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done, the 96/96 review ran against the new maps, and character work moved to the versioned
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`0.9.9`/`0.9.10` milestones. This section is now the **evidence, scorecard and measurement
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source**, not an open-ended backlog: the venue/prop/lighting fixes are scheduled into
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`0.9.11`, the budget/LOD checks into `0.9.12`, and the character items (C) are superseded by
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`0.9.9`/`0.9.10`. Fixes are made from the milestone checklists; the scorecard keeps the
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measurements and verdicts.
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**Map rebuild status (2026-11-03):** H–M are complete — the Joke Shop is now a 6.0 m low hall
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(dark stucco, white signature fascia, tied-back curtains, hotel tower) and Hollywood/TV Studio
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share the limestone-ashlar Masonic facade. A fresh `capture_npc_review.gd` run produced 96/96
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frames against the new maps (none blank) and a vision spot-check confirms the characters still
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read cleanly. The remaining §L signage-texture candidates and the deferred 3D facade-reveal depth
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are enhancements, not rebuild blockers.
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Reference material is collected first (section A): local, gitignored, development-only photo
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research may use any source the owner authorises (DuckDuckGo image search, street-view frames,
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neighbouring properties, buildings across the street) **without the licence gate**. The licence
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and privacy gates still apply the moment a frame is promoted into `docs/screens/refs/` or any
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committed asset — local `tmp/research/` is the only licence-free zone.
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Scope: the shipped 3D catalogue — 8 library characters, the frozen `npc_base` fallback, 18 gear
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pieces, 20 library props, 6 generated props and the three venue families — plus the local map
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pipeline that re-evaluates those venues (OSM data/licensing, reference imagery, the photoreal
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facade kit, AI-assisted composing, Gaussian-splatting evaluation and map QA).
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**Exit (asset review, A–G):** `docs/3d-model-review.md` scores every catalogue asset; every P0/P1
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is fixed or explicitly accepted with a measurement; `inspect`/`audit`/`fit`/proportions, the
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24-NPC budget and the capture gates are green; no runtime contract, dependency or release artifact
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changed except the rebuilt assets themselves.
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**Exit (local map, H–M):** one local block is reconstructed from licensed data with
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reference-derived photoreal facades, passes performance/navigation/visual QA and has complete
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provenance; or the pipeline is rejected with the findings recorded.
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### A. Local reference material collection (development-only, gitignored)
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*Owner override (2026-11-03):* for local, development-only photo research the licence gate does
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**not** apply. Anything downloaded for this track stays under `tmp/research/` (gitignored) and is
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never committed, shipped, or used as a committed asset. The moment a frame is promoted to
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`docs/screens/refs/<venue>/` it must pass the sidecar licence + privacy gate; local research is the
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licence-free zone only.
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- [x] Add a DuckDuckGo image-search fetcher: `tools/refcollect.py search <query> --slug <block>
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--limit N` downloads top results into `tmp/research/<block>/` with a source-URL manifest
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(no licence filter, marked `local_only`/`unchecked-local`), and `sheet` composes a local
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contact sheet. Requests go through a token bucket plus polite jittered backoff that honours
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`Retry-After`, and send a full Firefox header set. Tests in
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`tools/test_refcollect.py`. **Run note:** DDG rate-limits aggressively; space batches and
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run the per-venue collection below when the limit clears.
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- [x] Collect Hollywood block reference: facade, marquee/blade-sign neighbour, Walk of Fame and
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arrival staging are covered by `tmp/research/elcapitan/`, `hollywood-block/` and the
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`jimmy-kimmel-*` sets (day, night, entrance and stage frames).
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- [x] Collect Joke Shop / Comedy Store block reference: `tmp/research/comedy-store/` covers the
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facade, canopy, street and visitor views; `ramada-hotel/` adds the neighbouring hotel and
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`comedy-store-hillside/` the hillside/houses behind the roofline.
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- [-] Collect street-view frames of both blocks: street-level DDG frames now cover the facades,
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corners and opposite frontages for both blocks; true Google Street View panorama capture is
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deferred (needs a Google API key or a manual browser capture — recorded in MEMORY).
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- [x] Build a local contact sheet per block: `sheet.jpg` exists for every collected set
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(`elcapitan`, `hollywood-block`, `jimmy-kimmel-stage`, `jimmy-kimmel-entrance`,
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`comedy-store`).
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- [x] Record which local frames changed a decision: added the frame→decision mapping to
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`docs/venues.md#hollywood-boulevard` (recent `elcapitan-2026` geosearch → 2009 frame stays the
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geometry reference; `jimmy-kimmel-entrance/07.jpg` → the four entrance concepts) and
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`docs/venues.md#the-joke-shop` (`comedy-store/` → the four concept pairs + map plan;
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`comedy-store-hillside/` → the day-concept anchor that clears the image-recitation filter).
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Frames stay gitignored; only the provenance notes are committed.
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### B. Baseline, scorecard and routing
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- [x] Load `blender-director` plus the per-family specialists before touching geometry, and
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record the skill stack and the advice that changed a decision in `docs/3d-model-review.md`.
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(Routing, QA severity/verdict, texel-density tiers, character loop criteria and budget rules
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recorded in the review doc; MCP-only steps translated to headless flatpak runs.)
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- [x] Re-run the neutral NPC baseline (48 frames), the final-context review (96 frames), the
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prop gallery and the 24-NPC budget on the current build; keep raw frames in `tmp/` and do
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not replace committed sheets until a fix lands. (48/48 and 96/96 frames captured under
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`xvfb-run`, none blank; raw sets in `tmp/model-baseline` and `tmp/model-review`; committed
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sheets untouched. 24-NPC smoke still 6.94 ms / 168 meshes / 131,616 triangles.)
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- [x] Create `docs/3d-model-review.md` with a per-asset scorecard: silhouette, anatomy/proportion,
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topology/edge flow, UV/texel density, textures/materials, rig/weights, LOD/impostor,
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collision/grounding, export contract, provenance, skill route, verdict (P0/P1/P2/accept).
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(Doc created with character/gear/prop/venue tables, verdict columns and a ranked candidate
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list; unmeasured cells are marked `—` instead of being guessed.)
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- [x] Collect the baseline measurements in one table: `blender_assets.py inspect`, `audit`, `fit`,
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`npc_proportions.py`, texel density, triangles/meshes, 24-NPC frame time. (All seven captured;
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`texels` and `inspect --json --out` were added to make the measurements repeatable. All 46
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assets audit/inspect clean; texel density 64–122 px/m authored, 287–440 effective fabric.)
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- [ ] Review the scorecard with the project owner, rank the P0/P1 gaps and decide fix vs accept
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per item; record the decision and the reason in the review document. **Deferred until the
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full map rebuild (H–M) lands and a fresh 3D review runs against the new maps.**
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### C. Character re-evaluation (superseded 2026-11-05)
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The procedural character review is complete and its evidence stays in
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`docs/3d-model-review.md`. The next character pass is the Quaternius base in
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[`Milestone 0.9.9`](#milestone-099--quaternius-npc-base-swap-patch) and
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[`Milestone 0.9.10`](#milestone-0910--npc-roster-rollout-patch); the open items below are kept
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as evidence for what the new base must not regress (face read, hands, weights, cloth, texel
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density, crowd variety).
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*Skill route: `character-artist`, `retopology`, `rigging`, `uv-workflow`, `texture-workflow`,
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`materials`, `hair-groom`, `asset-optimization`, `lookdev`, `qa-review`.*
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- [x] Face/head review: the eight library characters ARE built with the 0.9.4 face detail in
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`tools/blender_assets.py._face()` — sculpted chin plate + cheekbones (`_shape_head_mesh`),
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socketed sclera + thin upper lid, nose bridge/tip/wings, rounded mouth and ear concha. The
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plain sphere head in `tools/npc_pipeline.py` is the frozen `npc_base` fallback only. The
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ranked P1 "flat faceted cheek/brow + slit eyes" is therefore a readability/scale question on
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the existing sculpt (head `seg=18/rings=12`, small offsets), not missing geometry. Next step
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if the owner funds it: a single-variant `npc_casual` prototype that raises head subdivision
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and deepens the cheek/brow offsets. Fix is gated on the owner scorecard review.
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- [x] Hands/grip review: the hands ARE detailed — `tools/blender_assets.py._hands_and_shoes()`
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builds a wider shallower palm, four two-segment bent fingers with rounded tips and a thumb;
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gear contact is the open palm plus the `HAND_ITEM_FORWARD` (0.04 m) offset. Decision: **keep
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the open palm + forward offset; a finger-curl rig stays out of scope** — the current rig has
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no finger bones, so a curl rig is a contract decision, not a modelling tidy-up. Optional
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extra finger bones are now allowed by the cap/contract extension, but require an ADR and
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weight/budget verification. Recorded as ranked gap #6 (accept; revisit only if face work
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opens the budget).
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- [x] Weights/pose evidence captured and vision-reviewed, and the P1s fixed: wrist/hand
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detachment (wrist + hand now 100% `Hand`, hand raised, sleeve cuff follows the hand),
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hip/thigh collapse + knee pinch (thigh/shin rigid with a short knee blend). Vision-verified:
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hip fix clean, knee crease minor residual. The guard hip-pouch clip and the residual knee
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crease remain as 0.10.0 refinements.
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- [x] UV/texel density: measured (64–122 px/m authored, 287–440 px/m effective fabric on the 4×
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repeat; table in `docs/3d-model-review.md`). Decision: **accept as-is** — the maps are
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neutral/runtime-tinted (not painted skin), so density controls only subtle weave/noise, and
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fabric already sits in the standard tier. No atlas/UDIM/resolution change is justified until
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a portrait shows texture starvation; `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` stay unchanged.
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- [x] Cloth and hair: hem clipping is already handled by the 0.76 stride scale for `npc_dress`/
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`npc_coat` (v0.9.0), hair/beard are the five procedural styles, and headgear clearance is
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verified clean by `blender_assets.py fit` (0.9.4). Decision: **cloth simulation stays out of
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scope** for the 8-variant library and the Compatibility renderer — rigid procedural meshes
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plus stride scaling are the accepted approach; a baked cloth-sim pipeline would only be
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reconsidered if a later close-up shows visible hem/coat stiffness.
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- [ ] Fix only the ranked P0/P1s, one asset family per commit; refresh the comparison sheet and
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re-run `inspect`, `audit`, `fit` and `npc_proportions.py` after each fix. **Scheduled: the
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remaining character items are covered by Milestone 0.9.9/0.9.10; this row is evidence only.**
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- [x] Crowd-variety reference: five licence-cleared Commons photos fetched to
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`tmp/research/crowd-variety/` (CC0 ×2, CC BY 2.0, CC BY 3.0, PD) covering umbrella/dense
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crowds and a pedestrian mall — general build/hair/outer-layer variety context, reference
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only (never traced). The AI proposal set (generated crowd-variety concepts) will carry the
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specific 4-variant detail when the character-development roster starts.
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- [ ] Generate a face/hand concept board for the highest-ranked P1 and compare it with the 0.9.4
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baseline before rebuilding anything; keep it development-only and record model and prompt.
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- [ ] After each accepted fix, capture front/three-quarter/profile comparisons, add them to the
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review sheet, and refresh the README character row.
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- [x] `qa-review` sign-off: all eight variants **ship with notes** (face realism landed, hands/
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cloth/gear accepted, props reviewed); the weights/pose column is the only open item (blocked
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on the harness) and the full foliage carded-cluster is the one remaining owner-gated P1.
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Recorded in `docs/3d-model-review.md` §qa-review sign-off.
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### D. Gear and prop re-evaluation
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*Skill route: `prop-artist`, `hard-surface`, `vegetation-artist`, `materials`, `collision-proxy`,
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`lod-pipeline`, `qa-review`.*
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- [ ] Gear: review the 18 pieces for silhouette, straps/buckles, helmet and lanyard readability
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and rebuild only what fails the scorecard. (Attach/clearance verification is done — the
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`fit` report is recorded in `docs/3d-model-review.md` with the back-gear-vs-hip-radius
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measurement caveat; the visual silhouette read is what remains, pending the owner scorecard.)
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- [ ] Props: review the 20 library props plus the 6 generated props for bevels, chamfers,
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silhouette, ground contact and shared material language (`prop-artist`, `hard-surface`);
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list the rebuilds that are actually worth the triangle budget. (Vision-reviewed 2026-11-03
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via `tools/describe_image.py`: `fire_hydrant` rebuilt and shipped; `planter_box`/
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`round_planter` foliage and `street_tree`/`palm_tree` are the foliage-language P1 (gated on
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the owner); `newspaper_box` slot and `bollard` collar are minor rebuild candidates; `bench`/
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`trash_bin` are ship-ready.)
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- [ ] Foliage: replace the flat-shaded `_shrub()`/`_tree()` clumps with `vegetation-artist`-style
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carded clusters; measure triangles and keep the 60k `LIBRARY_TRIANGLE_BUDGET`.
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(Partial 2026-11-04: `_shrub()` clumps and the palm fronds now alternate two green tones
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(`foliage`/`foliage_dark`, `palm_leaf`/`palm_leaf_dark`) so the crown is no longer one flat
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colour, and a `textured_solid` bug that broke `planter_box`/`round_planter` imports was
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fixed. The two-tone read is subtle at gallery distance; the full carded-cluster pass remains
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the owner-gated P1.)
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- [ ] Materials and emissives: `lookdev` pass on bulbs, signs, lanterns, the marquee and the
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sedan at day and late; confirm the flashlight stays a tight spot with no beam geometry.
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- [ ] Collision: verify every prop collider and navigation obstacle matches its silhouette and
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add the missing `collision-proxy` shapes where walking is blocked.
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- [ ] Build a real-photo comparison for street furniture (bollard, bench, bin, hydrant, planter,
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lamp) and rank the silhouette and proportion mismatches.
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- [ ] Rebuild only the mismatched pieces through the assisted Blender pipeline
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(`blender_assets.py inspect` → scripted retopo/UV assist → atlas → `audit`/`fit`); document
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the exact commands in `docs/asset-tooling.md`.
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- [ ] Refresh `sheet_props.jpg`/`sheet_npc_gear.jpg`, the README asset rows and
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`docs/blender_previews/README.md` after the rebuilds.
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- [ ] Exit: a prop/gear capture sheet, budgets and collision checks pass with no unreviewed asset.
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### E. Venue and camera re-evaluation
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*Skill route: `environment-artist`, `archviz`, `set-dressing`, `lighting`, `camera-cinematography`,
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`lookdev`, `rendering`, `qa-review`.*
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- [-] Facade/venue review: rank the top five shape-language fixes for Hollywood, the Joke Shop and
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the TV Studio (`environment-artist`, `archviz`) and check them against the map-budget tests.
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**Ranked 2026-11-03:** (1) TV Studio renders a generic pilaster/concrete box instead of the
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six-column Masonic Temple — `tv_studio` lacks `masonic_facade`, so `_build_building()` runs
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while the Jimmy Kimmel starting point is the same facade; (2) Joke Shop blade sign is a flat
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slab + label, not the reference's circular sign on a roof pole; (3) Joke Shop canopy fascia
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lacks the deep white-signature band; (4) Hollywood entrance signage shows `EL/CAPITAN/LIVE`
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banners where the real building carries the Jimmy Kimmel Live marquee (owner content call);
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(5) Joke Shop red-curtain bays and entrance-recess rhythm read flat under the canopy.
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**Fix 1 landed:** `tv_studio` now reuses `masonic_facade` (architecture `masonic`, ashlar
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field, six columns, eight steps, landing + guard spawn at y=1.0) while keeping the arrival
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staging (`bulb_canopy`, `sedan`, `handrail`, barriers); Godot 276/276, screenshot smoke
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21/0, `13-studio-arrival.png` recaptured.
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**Fix 3 landed:** the Joke Shop canopy signature band is now white (`Color(0.90, 0.88, 0.80)`)
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over the black fascia, matching the concept's "white celebrity signatures"; a test asserts
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the `CanopySignatures` label is white, Godot 276/276, `12-joke-shop.png` + the three-up
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board recaptured. Note: fix 2 (blade sign) is already a circular disc on a roof pole in the
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code (`37f925c`); the ranking note was stale.
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**Fix 5 landed:** the red curtain bays are now seven tied-back drapes (hourglass cinch, dark
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recess between bays, scalloped hem) instead of four flat red slabs; vision-judged as
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"tied-back/gathered fabric" via `tools/describe_image.py`. Joke Shop map is now 25,828 tris /
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518 meshes (under the 150k/700 budget); Godot 277/277, `12-joke-shop.png` + board recaptured.
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- [ ] Lighting: `lighting`/`lookdev` pass on sconces, canopy, marquee and street lamps with
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day/late captures. (Attenuation is now gated: `test_venue_lights_use_physical_falloff`
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asserts every `OmniLight3D`/`SpotLight3D` in all three venues uses `attenuation = 1.0`,
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so a constant-falloff light cannot return unnoticed.)
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Vision review 2026-11-03 (`tools/describe_image.py` on the night + flashlight captures):
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the flashlight (`light_energy 4.2`, `spot_angle 14°`) washes the facade flat when pointed
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at the door from close range and backlights the nearest NPC into a silhouette (staged-shot
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artifact, but worth a shorter/softer cone or lower energy for the `06-night-flashlight`
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stage); the El Capitan Theatre red marquee reads as a flat saturated block and the event
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banners read as flat emissive decals rather than glowing signs — both are Compatibility
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renderer limits (no bloom) plus the marquee's near-pure-red body; street lamps pool weakly
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on near-black ground. No code change yet; these are owner-scorecard inputs.
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- [ ] Set dressing: review entrance and sidewalk prop clusters (`set-dressing`) for occlusion,
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navigation obstacles and readable storytelling clusters.
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Vision review 2026-11-03 (`tools/describe_image.py` on the Joke Shop capture): the facade is
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well dressed, the sidewalk under-dressed. Findings: (1) the queue story is weak — the
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`security_podium` sits at x=6.8 while the entrance is at x=-8.8, so the host/podium and the
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two `stanchion`/`crowd_barrier` pieces do not read as a line at the door; (2) the rope
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barrier reads as thin bare geometry at night; (3) the west palm (x=-13.0) is inside the
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27 m facade x-range so its fronds visually overlap the roofline from the beauty camera;
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(4) the sidewalk has no light pool or A-frame/poster cluster. These are P2 composition
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items, kept for the owner scorecard rather than moved unilaterally.
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- [x] Camera height: already decided in the 0.9.0 pass — keep the 1.7 m gameplay camera; the
|
||
~1.55 m concept frames are art reference only (recorded in `DONE.md` 0.9.0 Animation).
|
||
- [x] Build the venue three-up boards (real photo | generated concept | current capture):
|
||
`tools/three_up.py compose` renders labelled strips into `docs/screens/boards/` (caption
|
||
sidecar per board, `rows` emits README rows). Boards committed: El Capitan day, El Capitan
|
||
night, Joke Shop day. Tests in `tools/test_three_up.py`.
|
||
- [x] Link each committed board from `docs/venues.md#hollywood-boulevard` and
|
||
`docs/venues.md#the-joke-shop`.
|
||
- [ ] Use the generated concept lighting and palette as the target for the `lighting`/`lookdev`
|
||
pass, and record the deviations that stay accepted.
|
||
- [ ] After the pass, regenerate the venue captures and update README plus both venue documents.
|
||
- [x] Hooded/winter portrait: `capture_realism.gd` now force-spawns the requested `--portrait-type`
|
||
when the role is event-driven (types 5–7 do not appear in the routine day crowd), so the
|
||
deferred close-up can be staged. Captured `--portrait-type=5` and vision-reviewed: the hood
|
||
reads as a hoodie (drawstrings + face opening) but is snug — no slack volume behind the
|
||
head/drape at the neck — and the face stays fully lit with no inner-rim shadow. Acceptable;
|
||
the snug hood is a minor scorecard note, not a P0/P1.
|
||
|
||
### F. Reference images, concept boards and screenshots
|
||
|
||
*Skill route: `lookdev`, `lighting`, `environment-artist`, `qa-review`; tooling:
|
||
`tools/scene_concepts.py`, `tools/screen_designs.py`, `tools/asset_pipeline.py`.*
|
||
|
||
Licensed photos are evidence of what a place looks like, generated boards are art-direction
|
||
proposals, and captures are proof that the build matches. Keep the three labelled and separate,
|
||
and never ship a generated or downloaded image without provenance.
|
||
|
||
- [x] Create `docs/screens/refs/` with a README and a sidecar template: source URL, author,
|
||
licence/attribution, capture or generation date, what it is evidence for, and whether it is
|
||
shipped or development-only. (`docs/screens/refs/README.md` defines the layout, naming,
|
||
licence and privacy gates and the three-way separation from concepts and captures;
|
||
`SIDECAR-TEMPLATE.md` carries the photo table, redaction/permission notes, derived-decision
|
||
log and the generated-board reference table. Linked from `docs/screens/README.md`.)
|
||
- [x] Hollywood board: five licence-cleared photos (facade day, blade sign, 1922 elevation,
|
||
Ovation across street, premiere staging) with a sidecar and per-image purpose, linked from
|
||
`docs/venues.md#hollywood-boulevard` and credited in `CREDITS.md`. Cropped the foreground crowd
|
||
out of the facade shot; EXIF stripped. (`docs/screens/refs/hollywood/`.)
|
||
- [x] Joke Shop board: three licence-cleared photos (hillside/canopy block, frontage with palms,
|
||
canopy signature band) with a sidecar, linked from `docs/venues.md#the-joke-shop` and credited in
|
||
`CREDITS.md`. The CC BY-SA `The Comedy Store.jpg` from the old link list was deliberately not
|
||
used; the public-domain frames cover the same evidence. (`docs/screens/refs/joke-shop/`.)
|
||
**Removed 2026-11-03:** the committed Comedy Store photo board was replaced by the local-only
|
||
`tmp/research/comedy-store/` research set (owner override; see §3D model and local map re-evaluation → A).
|
||
- [x] TV Studio: no separate board — the venue is the same El Capitan Entertainment Centre block as
|
||
the Hollywood day shift, restaged for a late-night arrival. The Hollywood board covers both
|
||
venues and the premiere-staging photo is the arrival evidence; the reuse is now stated in
|
||
`docs/venues.md#hollywood-boulevard`, `docs/gameplay.md`, `PLAN.md` and
|
||
`docs/development-status.md`.
|
||
- [x] Fill the Hollywood gaps that have a clean licence: El Capitan Theatre neighbour and marquee,
|
||
Walk of Fame terrazzo band, star close-up, and a night street-lighting context frame (cropped
|
||
to remove people and a plate). The board now has nine photos. (CC BY-SA night frame is
|
||
redistributed unmodified for study only; the review is recorded in the sidecar.)
|
||
- [ ] Generate one concept board per venue with `tools/scene_concepts.py generate` (palette, facade
|
||
rhythm, lighting), keep raw output gitignored, commit only the selected board, and record the
|
||
model, prompt and spend in the sidecar.
|
||
- [x] Build a three-up sheet per venue (real photo | generated concept | current build capture) and
|
||
use it as the reference for the character, prop and venue verdicts. (Done for the venue
|
||
exteriors via `docs/screens/boards/`; character/prop verdicts still use the Blender
|
||
preview sheets.)
|
||
- [ ] Apply the screenshot rule to every workstream: each accepted fix updates the relevant row in
|
||
`README.md` plus the matching docs page (`docs/blender_previews/README.md`,
|
||
`docs/screenshots/README.md`, `docs/3d-model-review.md` or the venue map doc).
|
||
- [ ] Re-run `tools/check_screenshots.sh` and `python3 tools/check_docs.py` after gallery changes
|
||
and record both results in the handoff.
|
||
- [ ] Keep AI-generated images out of `assets/` until they are picked, cropped, credited and (for
|
||
textures) audited; `CREDITS.md` and ADR-0015 still govern provenance.
|
||
|
||
### G. Gates and documentation
|
||
|
||
- [x] Add the measurable checks the review needs (texel density, weight/pose sanity, collider
|
||
coverage, LOD/impostor check) as stdlib or GDScript gates where possible; CI stays offline.
|
||
(Texel-density gate in `tools/test_blender_assets.py` checks all five slots per character
|
||
and the 40–400 px/m authored band plus the 250 px/m fabric floor; the pose→bone contract is
|
||
covered by `test_pose_reaches_the_skeleton_bones`; LOD/impostor already has
|
||
`test_avatar_mesh_budget_and_lod_swap`. Collider coverage is still open — split below.)
|
||
- [x] Add a collider/proxy check: every library prop that blocks walking has a
|
||
`StaticBody3D` + `NavigationObstacle3D`, checked against the catalogue.
|
||
(`world_builder.gd` tags every library node with a `library_prop` meta and declares the
|
||
non-blocking `marquee`/`handrail`/`lantern`/`door` set; two tests in `test_world.gd`
|
||
verify placed props (body + shape + avoidance radius, all three venues) and library
|
||
dressing (body unless documented exempt). Mutation-checked: removing `_add_prop_collision`
|
||
fails 3 tests, dropping `handrail` from the exemption list fails with the exact node.
|
||
Suite is 275/275.)
|
||
- [x] Add a coverage test so every catalogue asset has a scorecard row and verdict.
|
||
(`tools/test_model_review.py`: every `CHARACTERS`/`GEAR`/`PROPS` entry needs a row in
|
||
`docs/3d-model-review.md`, and character rows need a non-empty verdict.)
|
||
- [x] Document the new gates: `docs/blender-assets.md` now lists `texels`, the
|
||
`test_model_review.py` coverage gate and the `test_world.gd` collider/proxy gate; skill
|
||
routes live in `AGENTS.md` §Local Blender skills and each `TODO.md` section; the scorecard
|
||
and evidence table are in `docs/3d-model-review.md`.
|
||
- [x] Record accepted limits/deferred rebuilds: `docs/known-limitations.md` already records the
|
||
stylized low-poly style, no finger-curl rig and the >26 m impostor; `MEMORY.md` holds the
|
||
durable decisions (texel density accepted, cloth sim out of scope, open palm + forward
|
||
offset, face subdivision prototype gated on the owner). The corrected face note is also in
|
||
`docs/blender-assets.md`.
|
||
|
||
**Local map workstreams (H–M).** Build a local, data-backed map pipeline that can replace or
|
||
supplement the stylized venue geometry with licensed OpenStreetMap footprints, 3D building
|
||
massing, reference-derived photoreal facades and AI-assisted composition. This remains part of
|
||
the same unversioned track, not a release gate. The shared reference/provenance gates in A/F
|
||
still apply; the map pipeline has its own exit in M.
|
||
|
||
*Local-map skill route: `environment-artist`, `archviz`, `hard-surface`, `geometry-nodes`,
|
||
`procedural-modeling`, `vegetation-artist`, `set-dressing`, `lighting`, `materials`,
|
||
`texture-workflow`, `lookdev`, `scene-assembly`, `qa-review`.*
|
||
|
||
### H. Local map data, licensing and scope
|
||
|
||
- [x] First target block + role: **Hollywood (El Capitan, 6840 Hollywood Blvd) and the Comedy
|
||
Store (8433 Sunset Blvd)**; the result **supplements/informs** the stylized `VENUE_SPECS`
|
||
(reference-derived materials, facades and massing), never replaces them with imported OSM
|
||
geometry. Recorded in both venue map docs.
|
||
- [x] ODbL audit: OpenStreetMap is used as **reference only** (hand-built geometry informed by
|
||
OSM ways + Commons photos), so the shipped geometry is not an ODbL derived database and no
|
||
share-alike obligation attaches. Attribution is still kept via the OSM way links in
|
||
`docs/venues.md#hollywood-boulevard` / `docs/venues.md#the-joke-shop`. If derived OSM geometry ever
|
||
ships, it needs the attribution + share-alike review in a separate ADR.
|
||
- [x] OSM extract workflow: no offline extract is required while OSM is reference-only. If the
|
||
pipeline later imports footprints, pin an Overpass query + extract date and record it in a
|
||
provenance sidecar (see below); no city-scale extract is imported into the runtime.
|
||
- [x] 3D building datasets: OSM Buildings/Overture/CityGML are **not needed** for the
|
||
reference-only approach. If massing import returns, OSM Buildings LOD1 is the first
|
||
candidate (CC0-ish footprints); CityGML/Overture need a licence review per source.
|
||
- [x] Provenance sidecar: map sources are attributed in the venue map docs (OSM ways, Commons
|
||
photos, local-only research sets). Any future **derived** map asset adds a sidecar with
|
||
source URL, licence, capture/extract date and attribution text before it is committed.
|
||
|
||
### I. Local map reference imagery
|
||
|
||
**Recent-photo research (2026-11-03):** Commons geosearch around 34.10118/-118.34009 (500 m) plus
|
||
category/date sorting shows usable imagery from the last 12 months: Dolby Theatre billboards
|
||
(2026-09-30, CC0, 6 frames), Dolby street level and a fresh Walk of Fame star (2026-07-17, CC0),
|
||
a Michael Jackson impersonator at the El Capitan frontage (2026-02-25, CC BY-SA 4.0), the Celia
|
||
Cruz Square marker and a 2025-09-28 star series (CC0), and a Thunderbolts premiere (2025-04-28,
|
||
CC BY-SA 2.0). No recent frame shoots the El Capitan facade straight-on in daylight; the best
|
||
facade evidence is still the 2009 CC BY frame. The 8 downloaded candidates are in
|
||
`tmp/research/elcapitan-2026/` (gitignored) with `meta.json`; nothing was committed.
|
||
|
||
- [x] Wire `tools/refboard.py` (standalone, stdlib-only): `search --source search|geo|category`
|
||
lists candidates with ISO date, age-in-months and a commit/review/skip licence gate
|
||
(`--allow-ccbysa` after a recorded review); `fetch` downloads usable rows into `tmp/` with
|
||
spaced requests and writes `meta.json`; `rows` emits SIDECAR + README table rows from the
|
||
manifest. Six recent CC0 photos of the block were re-fetched into
|
||
`tmp/research/elcapitan-2026-tool/`. Tests in `tools/test_refboard.py` (licence gate, recent
|
||
filter, review-row exclusion, row emission).
|
||
- [ ] Add a `--max-age-months` filter (default 12) and a `--must-reuse` mode that matches the
|
||
folder's existing sidecar entries so a refresh only reports what changed.
|
||
- [ ] Research-diff step: keep the last-12-months board as the "current reality" evidence and the
|
||
older photos as the geometry evidence, labelled per photo; no sidecar date field needs to
|
||
change, only the purpose column.
|
||
- [ ] Write a reference shot list per block: facade materials, windows, signage, rooflines,
|
||
street furniture, curb cuts and lighting.
|
||
- [ ] Download and catalogue **committed** reference images from Wikimedia Commons, local/own
|
||
photography or other clearly licensed sources; record author, licence and attribution with
|
||
the §F sidecar template. Local-only research that ignores licence limits (DuckDuckGo,
|
||
street-view frames, neighbours, across-street buildings) is collected under §A into
|
||
`tmp/research/` and is never committed.
|
||
- [ ] Separate development-only references from shipped textures; commit only images with clear
|
||
redistribution rights and keep the rest under `tmp/` or the ignored reference folders.
|
||
- [ ] Build the per-block real-photo board under `docs/screens/refs/<block>/` using the sidecar
|
||
template from the 3D review §E, and link it from the venue map documents.
|
||
- [ ] Define the photoreal target and a material-derivation workflow (albedo/normal/roughness,
|
||
AO, weathering) that matches the existing Compatibility renderer (`texture-workflow`,
|
||
`materials`, `lookdev`), with the recent 2026 street frames as the current-reality reference
|
||
and the 2009 facade frame as the geometry reference.
|
||
|
||
- [ ] Remaining Hollywood gap: a licensed **night photograph of the hero facade and blade sign**
|
||
(the night frame on the board is a different block, near Vine), plus a sidewalk-level shot of
|
||
the steps/door recess and the east retail neighbour. For the committed board the licence gate
|
||
stays (no unlicensed Street View or scraped social media); local-only copies of the same
|
||
viewpoints go through section A instead.
|
||
|
||
### J. Local map geometry and AI-assisted composing
|
||
|
||
- [x] OSM footprint import and 3D building massing: **deferred** — the §H decision keeps OSM as
|
||
reference-only, so no footprint/massing import runs; the procedural `VENUE_SPECS` plus the
|
||
reference-derived materials carry the geometry instead.
|
||
- [x] Facade kit approach: **superseded** for this pass — §K delivered the banding/mass via
|
||
procedural geometry plus photo-anchored tiles (`limestone_ashlar`, `dark_stucco`). A reusable
|
||
Blender facade kit (window bays, cornices, storefronts) is a future enhancement, not a
|
||
blocker for the current maps.
|
||
- [x] Joke Shop building-appearance pass: `dark_stucco` tile (1024 px) promoted via the picks
|
||
pipeline and wired into `_build_comedy_store_building`, replacing the grey paver tile so the
|
||
hall reads as flat matte charcoal instead of masonry; photo-anchored day concept generated
|
||
from the hillside PD frame (the branded frontage photo trips the model's image-recitation
|
||
filter — recorded in the concept README); day capture promoted and the three-up board rebuilt.
|
||
Test asserts the hall wall carries `dark_stucco`.
|
||
- [x] Building-appearance realism pass, measured against the reference set: bring the masonic
|
||
facade's material response (limestone value/roughness, joint lines, weathering streaks),
|
||
the banner/canopy and marquee materials, and the night emissive balance to the level of the
|
||
2009 facade photo and the 2026 street frames; capture before/after and record each delta.
|
||
(Ashlar field: `limestone_ashlar` tile, reference-anchored on the facade photo, 768 px over
|
||
~4.6 m of wall = ~167 px/m, promoted via the picks pipeline, warm-shifted tint behind
|
||
`VENUE_SPECS`. Banner cloth: warm self-light registered with `_marquee_emissive` (0.14 base;
|
||
0.28 night / 0.028 day). Marquee sign face + bulbs: warm-incandescent already in the prop
|
||
PALETTE, now test-verified to brighten at night via `_marquee_emissive`. Day and night
|
||
captures promoted, both three-up boards rebuilt.)
|
||
- [ ] Upgrade the facade from flat material bands to 3D photoreal detail (real cornices/reveals,
|
||
not just the ashlar/stucco tiles). Recorded as a deferred enhancement — the tiles already
|
||
give the material read; the remaining gap is geometric reveal depth (texture-projected or
|
||
Blender modules). Verify texel density, tiling and night look when it lands.
|
||
- [x] Integrate behind `WorldBuilder.VENUE_SPECS`: the photo-anchored tiles are wired into
|
||
`_build_masonic_building` / `_build_comedy_store_building` with colliders, navigation
|
||
obstacles and the existing day/night materials.
|
||
|
||
### K. Comedy Store map recreation
|
||
|
||
*Plan (2026-11-03): rebuild the Joke Shop venue geometry from the new local-only reference set
|
||
(`tmp/research/comedy-store/`, gitignored) and the four photo-anchored scene pairs now in
|
||
`docs/screens/concepts/joke_shop/`. Evidence wins for shape; the concepts win for material/mood.
|
||
Nothing is committed until the licence gate on any promoted reference and the map-budget tests
|
||
pass. The current `_build_comedy_store_building()` stays as the fallback.*
|
||
|
||
- [x] Extract the real proportions and reconcile: vision-read `tmp/research/comedy-store/` frames
|
||
via `tools/describe_image.py` and recorded the reconciled table in `docs/venues.md#the-joke-shop`
|
||
§Measured proportions. Key finding: the game facade is proportionally **taller** than the
|
||
real (3.2:1 vs ~6:1) — the main shape-language deviation; canopy pitch, blade-sign diameter,
|
||
entrance and roofline all match closely. Curtain-bay count is crop-dependent (3–7), so 7 is
|
||
accepted as a readable stylization.
|
||
- [x] Rank the shape-language gaps and write the top-five fix list (measurements from the
|
||
proportions pass, §`docs/venues.md#the-joke-shop`):
|
||
1. **Facade height** — game 8.4 m vs real ~5.5–6 m (≈3.2:1 vs ~6:1 ratio). **Fixed
|
||
2026-11-03:** `facade_height` lowered to 6.0 m; the wall now reads as a low single-storey
|
||
hall with the canopy capping the top (vision-verified).
|
||
2. **Rounded west corner** — the real building has a ~3–4 m radius corner; the game uses a
|
||
hard 90° corner, and the entrance sits at the rounded corner.
|
||
3. **Canopy depth/slope** — game 4.9 m at 11° vs real ~4–4.5 m with a shallower pitch.
|
||
4. **Neighbouring hotel/parking mass** — absent; the hotel reference frame shows a low
|
||
blocker mass east of the club.
|
||
5. **Hillside silhouette** — present but a simplified 60° ramp; the reference shows a
|
||
tighter rise of houses/palms directly behind the roofline.
|
||
- [x] Canopy + blade sign: kept as procedural geometry in `_build_comedy_store_building` (no
|
||
separate library prop needed) — the circular 3.9 m white disc on a roof pole and the sloping
|
||
black canopy with the white signature fascia both match the reference and were vision-verified
|
||
against the entrance concept.
|
||
- [x] Add the neighbouring hotel mass: `WestHotelTower` now rises behind the west cream block
|
||
(12 × 18 m pink slab with a parapet and a 5×4 window grid, stepped back from the podium)
|
||
matching the Ramada Plaza reference; Joke Shop map is 26,828 tris / 580 meshes (under the
|
||
150k/700 budget), Godot 277/277. The parking-ramp/drop-off detail stays out (low-detail
|
||
blocker mass only).
|
||
- [x] Facade field banding: `dark_stucco` field, deep black canopy + shadow, white signature
|
||
fascia, seven tied-back red curtain drapes and the west recessed entrance all landed and were
|
||
vision-verified; the remaining shape gaps (facade height, rounded corner) are recorded in the
|
||
top-five list.
|
||
- [x] Gates after the rebuild: Godot 277/277 (map budget 26,828 tris / 580 meshes under 150k/700;
|
||
navigation/collider tests pass), `tools/check_screenshots.sh` 21 good / 0 bad; the three-up
|
||
board and `docs/venues.md#the-joke-shop` were refreshed.
|
||
- [ ] Update `docs/development-status.md`, `docs/asset-tooling.md` and `CHANGELOG.md` when the
|
||
rebuild lands; record any accepted deviations from the reference.
|
||
|
||
### L. Generated location imagery
|
||
|
||
*Skill route: `lookdev`, `lighting`, `environment-artist`, `texture-workflow`; tooling:
|
||
`tools/scene_concepts.py`, `tools/asset_pipeline.py`, `tools/screen_designs.py`.*
|
||
|
||
**Tool plan for reference-anchored generation (plan first, implement after this section's review):**
|
||
|
||
- [x] Add `scene_concepts.py generate --reference <photo.png>`: attach a licence-cleared real photo
|
||
as a source image to the OpenRouter image request (multimodal chat endpoint with a base64
|
||
data URL), with a prompt suffix that preserves the photographed facade geometry. Record the
|
||
reference file, its licence and page in the `.refgen.json` provenance sidecar next to the
|
||
generated frame.
|
||
- [x] Extend `generate_textures.generate_image()` with an optional `reference_path` argument
|
||
(base64 data URL of the photo); existing call signatures unchanged, and the path is gated by
|
||
`scene_concepts._reference_source` requiring a refs-board `SIDECAR.md` row (or an explicit
|
||
`--reference-unchecked`). Verified live on the El Capitan day concept anchored on the CC BY
|
||
2.0 2009 facade photo; tests in `ReferenceGateTests`.
|
||
- [x] Add a sidecar-driven variant pass: `scene_concepts.py anchor --reference <photo>
|
||
--treatments day,night,weathered` generates same-framing variants with treatment clauses,
|
||
one `.refgen.json` provenance sidecar per frame. Verified live on the facade photo (night +
|
||
overcast frames committed; the weathered treatment reads as mild overcast — noted on the
|
||
board). Tests in `AnchorTests`.
|
||
- [x] Concept frames generated and committed: El Capitan facade day/night/weathered + entrance
|
||
day-v2; Comedy Store facade/street/strip/visitor pairs (gemini + gpt) + entrance day/night
|
||
+ across-street; Jimmy Kimmel entrance day/night × two models. Each frame carries a
|
||
`.refgen.json` sidecar (model, prompt, source photo).
|
||
- [x] Palette/lighting/material targets derived: `limestone_ashlar` (masonic field), `dark_stucco`
|
||
(comedy hall), the warm banner/marquee emissive and the awning tile are the material targets;
|
||
the deltas (3D reveal depth) are recorded in §J as the deferred facade-detail enhancement.
|
||
- [ ] Generate signage, awning and poster texture candidates with `asset_pipeline.py`; run the
|
||
role audit and the `CREDITS.md` provenance check before anything is used in the kit.
|
||
- [ ] Compare generated concepts against the licensed photos: where they disagree, the photos win
|
||
for shape and the generated board only informs colour, mood and detail density. Human review
|
||
stays the acceptance gate, and AI output is never treated as licensed map data.
|
||
|
||
### M. Local map QA and exit
|
||
|
||
- [x] Compare the block against screenshots/map docs and keep the stylized fallback: the three-up
|
||
boards (photo | concept | capture) and `docs/venues.md#the-joke-shop` record the evidence chain;
|
||
the procedural `_build_comedy_store_building()` remains the fallback.
|
||
- [x] Budget/navigation/collider + day/night captures: Godot 277/277 (Joke Shop 26,828 tris /
|
||
580 meshes under 150k/700; navmesh, step collider and prop-collider tests pass),
|
||
`tools/check_screenshots.sh` 21 good / 0 bad.
|
||
- [x] Gallery + before/after: the Joke Shop day gallery frame and three-up board were recaptured
|
||
after each facade change; the photo/concept/capture strip is the before/after record.
|
||
- [x] `tools/check_screenshots.sh` re-run (21/0) and the Joke Shop three-up board refreshed.
|
||
- [x] Docs: `docs/venues.md#the-joke-shop` (mapping, measured proportions, simplifications),
|
||
`docs/asset-tooling.md` (`describe_image.py`) and `docs/development-status.md` updated.
|
||
`CHANGELOG.md` is untouched (unversioned track; no release).
|
||
- [x] Exit: **one local block (the Comedy Store) is reconstructed with reference-derived facades
|
||
and massing** — 6.0 m low hall, white signature fascia, tied-back curtains, hotel tower —
|
||
passes performance/navigation/visual QA with complete provenance; the rounded west corner
|
||
and hillside detail are recorded as accepted simplifications.
|
||
|
||
## Maintenance and documentation hygiene
|
||
|
||
Unversioned housekeeping that keeps the planning sources trustworthy. Do these when they block a
|
||
task, not on a schedule.
|
||
|
||
**Status (2026-11-05):** v0.9.8 published; three venues; 277 headless + 162 Python tests; the
|
||
Hollywood and Joke Shop facade-realism passes landed (`limestone_ashlar`, `dark_stucco`, banner
|
||
night emissive, marquee emissive test); reference boards (`hollywood`, `joke-shop`) with sidecars;
|
||
three-up boards; `tools/refboard.py` + reference-anchored generation (`--reference`, `anchor`) +
|
||
`tools/three_up.py`. Gaussian splatting stays deferred at the end of this file.
|
||
|
||
### Memory and status accuracy
|
||
|
||
- [x] Trim `MEMORY.md` from ~1088 lines to the durable set: dropped the superseded 2026-11-01
|
||
handoff, the v0.2.x host/disk/NSIS/release anecdotes and duplicated release notes; kept the
|
||
gotchas (async/event wiring, import order, colliders, RNG, contracts, Godot `--import` cache,
|
||
image-recitation filter, capture-harness windowing, bisect zero-area triangles) and the
|
||
easter-egg note. Now ~800 lines.
|
||
- [x] Re-check the remaining memory claims against code before deleting them; `MAX_LIVE_NPCS` is
|
||
still 16 for gameplay while the separate budget smoke spawns 24, so do not "fix" that.
|
||
(Verified phase timing is data-driven via `shift_phases`, fixed the stale `REQUIRE_SIGNIN_VIEW`
|
||
contradiction and the old 272/108 counts.)
|
||
- [x] Fix stale status claims as they are found; add a documentation check or grep note only if
|
||
the same class of drift returns. (Counts and the sign-in state corrected on 2026-11-03.)
|
||
- [x] Keep the `PLAN.md` gap-analysis baseline and the README status line in sync when a test count,
|
||
version or feature milestone changes (baseline bumped to 277/162 on 2026-11-05).
|
||
|
||
### Imagery and provenance upkeep
|
||
|
||
- [ ] Keep `docs/screens/refs/` sidecars, concept-board records and `CREDITS.md` in sync whenever
|
||
an image is added, replaced or dropped; photo-anchored concept frames must keep their
|
||
`.refgen.json` provenance sidecar (source photo, licence, page, model) next to the frame.
|
||
- [ ] Run `python3 tools/check_docs.py` after any gallery or reference-board edit so every tracked
|
||
image stays linked from its folder README.
|
||
- [ ] Use `tools/refboard.py search/fetch/rows` for new Commons research instead of ad-hoc API
|
||
scripts; downloads stay under `tmp/` and only licence-cleared rows (commit/review gate)
|
||
reach a board after a sidecar entry.
|
||
- [ ] Delete or ignore development-only photos and raw generations once a board is committed; the
|
||
repository carries the picks and their provenance, not the working set.
|
||
|
||
### Godot import-cache hygiene
|
||
|
||
- [ ] When a new committed texture (`assets/textures/...`, `picks/`) fails to import under the
|
||
existing `.godot/` cache, use the scratch-copy import (`rsync --exclude .godot ...` then
|
||
`godot --headless --import` and copy back the `.import` + `.godot/imported/*.ctex/.md5`);
|
||
never hand-edit the `uid=` in a copied `.import`. Record any new instance in MEMORY.
|
||
- [ ] Prefer `tools/scene_concepts.py promote` (or a manual move into `game_ready/v2/` plus a
|
||
`PICKS` entry) so new picks follow the same path as `limestone_ashlar` and `dark_stucco`.
|
||
|
||
### Agent skill upkeep
|
||
|
||
- [x] Add the tracked project skills `gig-line-blender-asset-contract` and
|
||
`gig-line-release-qa` under `.agents/skills/`, with references for the
|
||
asset contract/verification and release/QA runbooks.
|
||
- [x] Keep the third-party `blender-skills` pack local/gitignored while allowing
|
||
project-authored skills to be committed; reference the skills from
|
||
`tools/README.md`, `AGENTS.md` and `MEMORY.md`.
|
||
- [ ] Revisit the skills after the next Blender or release work changes the
|
||
contract, commands or gates; stale skills are worse than no skill.
|
||
|
||
### Blender skills upkeep
|
||
|
||
- [ ] Re-check the installed Blender pack (`version.json`) when updating it and record the version
|
||
in `AGENTS.md` if it changes; keep `.agents/` gitignored and `.agents/.gdignore` in place.
|
||
- [ ] Prune the skill routes in `AGENTS.md` if a skill stops matching the project (for example if
|
||
a future second-rig path makes `rigging`/`animation` guidance authoritative).
|
||
|
||
## Gaussian splatting evaluation (deferred)
|
||
|
||
Postponed for further development on 2026-11-03. The local-map track ships the facade kit and
|
||
reference-anchored material passes first; this photo-driven pipeline stays an unversioned,
|
||
offline study with no runtime or release dependency until an ADR closes it. All licence and
|
||
privacy gates below remain in force whenever the track resumes.
|
||
|
||
### Photo intake and provenance
|
||
|
||
Gaussian splatting is evaluated as a photo-driven pipeline: licensed or permissioned photos
|
||
become a reference, texture source, mesh proxy or distant backdrop. It is an unversioned local
|
||
track with no runtime dependency or release gate until the ADR closes it, and it extends the
|
||
reference-image licence and privacy gates above rather than replacing them.
|
||
|
||
- [ ] Define the accepted photo channels: project/team captures, volunteer or user-supplied
|
||
photos with written permission, and downloaded images from clearly licensed archives
|
||
(Wikimedia Commons, Openverse, Mapillary and similar). Record which channel produced
|
||
each reconstruction.
|
||
- [ ] Write a one-page capture brief for user-supplied photos: overlapping arc or orbit around
|
||
the facade, 60–80% view overlap, 12 MP+ originals, fixed exposure/white balance, HDR and
|
||
filters off, no motion blur, no people or plates in frame where avoidable, overcast or
|
||
even light, and the facade height/doors/steps included in several frames.
|
||
- [ ] Build an intake checklist and provenance sidecar per photo set: contributor, consent or
|
||
property permission, licence and attribution text, source URL, capture date, camera/lens,
|
||
location, faces/plates/interiors present, redactions applied, file hashes and whether the
|
||
set is shipped or development-only.
|
||
- [ ] Set the licence gate: own photos need an explicit contributor licence; CC0/CC BY are
|
||
preferred; CC BY-SA triggers a share-alike review for derived textures and meshes; reject
|
||
Street View, social-media scrapes, unlicensed commercial imagery and AI-upscaled copies of
|
||
unknown originals. Attribution must be feasible in `CREDITS.md` before use.
|
||
- [ ] Set the privacy gate: blur or remove faces, minors, licence plates, screens, private
|
||
interiors and anything behind a closed door; obtain property permission where required;
|
||
keep a redacted copy as the reconstruction input and never commit the originals.
|
||
- [ ] Treat downloaded photo sets as sparse and of unknown intrinsics. Use them for reference,
|
||
palette and texture study, or as extra training views; do not expect a usable splat from
|
||
10–30 casual web photos of a facade.
|
||
- [ ] Keep photos, masks, COLMAP databases, checkpoints and splats outside git; commit only
|
||
derived, licensed, provenance-stamped assets that pass the review gate.
|
||
|
||
### Reconstruction and alignment
|
||
|
||
- [ ] Pin a reproducible offline toolchain (for example COLMAP or GLOMAP for camera poses plus
|
||
gsplat, OpenSplat, Nerfstudio or Brush for training), with exact versions, GPU/VRAM/disk
|
||
needs and known failure modes recorded in the sidecar.
|
||
- [ ] Reconstruct two quality tiers: a dense 100–400-photo arc/orbit capture and a sparse
|
||
10–30-photo downloaded set. Record camera-registration rate, training time, splat count,
|
||
file size and held-out PSNR/SSIM/LPIPS for both.
|
||
- [ ] Mask sky, people, vehicles and moving foliage before training; verify the masks do not
|
||
erase facade edges, signage or window detail, and keep the redacted input variant.
|
||
- [ ] Align the splat to game coordinates from the OSM footprint plus surveyed points (door
|
||
width, column spacing, step rise, storefront height) and record alignment residuals in a
|
||
Blender scene containing both the splat and the current venue geometry (`scene-assembly`).
|
||
- [ ] Judge quality from held-out views and a render from the game's day/night camera poses
|
||
(`camera-cinematography`, `lookdev`, `qa-review`), not from training views alone; reject
|
||
splats that only look correct from the capture path.
|
||
- [ ] Maintain a coverage map per block: which facades, corners and rooflines have usable views,
|
||
and which areas must fall back to the facade kit or stylized geometry.
|
||
|
||
### Map enhancement paths
|
||
|
||
- [ ] **Path A — Reference and QA (lowest risk):** render the splat from game camera poses and
|
||
compare it with the realism captures; derive dimensions, signage placement, facade rhythm
|
||
and material colours. No splat data reaches the runtime.
|
||
- [ ] **Path B — Texture derivation:** project splat renders **or reference photos** onto the
|
||
facade kit to produce albedo, normal, roughness and AO candidates; de-light and bake them
|
||
(`texture-workflow`), then verify UV scale, tiling and readability under the Compatibility
|
||
renderer. Deriving directly from a committed reference photo requires its licence to allow
|
||
derived works and a `CREDITS.md` entry; CC BY-SA sources stay out unless reviewed.
|
||
- [ ] **Path C — Mesh proxy:** extract a mesh from the splat or dense reconstruction, retopo and
|
||
dress it in Blender (`retopology`, `prop-artist`), assign LODs (`lod-pipeline`), and keep it
|
||
inside the venue triangle/material budgets with mesh-based colliders (`collision-proxy`).
|
||
- [ ] **Path D — Distant backdrop:** test a baked panorama, impostor or billboard generated from
|
||
the splat for skyline and opposite-street depth where the player cannot walk; measure file
|
||
size, loading and visible pop at the venue boundary.
|
||
- [ ] **Path E — User-photo supplement:** let a small supplied photo set improve one facade or
|
||
landmark (a signage patch, colour reference or hero detail) without rebuilding the venue;
|
||
define the minimum evidence and the same licence/privacy/review gate as a full capture.
|
||
- [ ] For every path record quality gain versus effort, licence compatibility of the derived
|
||
output, and whether the result may ship or stays development-only. Prefer the cheapest
|
||
path that closes the visible gap.
|
||
|
||
### Runtime evaluation and decision
|
||
|
||
- [ ] Probe Godot 4.7.2 Compatibility and Web support for splat rendering in a throwaway scene:
|
||
addon or importer availability, shader/sort cost, memory, load time and fallback behaviour.
|
||
Do not add a splat dependency to the release project during evaluation.
|
||
- [ ] Set hard limits before any runtime experiment: maximum per-splat file size and total
|
||
memory, allowed frame-time delta on the 24-NPC budget scene, acceptable Web load time, and
|
||
no compute-shader requirement for the Compatibility/Web path.
|
||
- [ ] Keep collision and navigation mesh-based even if a splat is displayed; a splat must never
|
||
become the playable floor or the access/occlusion authority.
|
||
- [ ] Write the ADR with a per-path go/no-go, the accepted licence/provenance rules, whether each
|
||
result ships or stays development-only, rejected alternatives and the evidence bundle.
|
||
- [ ] Exit: one licensed photo capture measurably improves a venue through a documented path and
|
||
passes visual, performance and provenance review; or the approach is rejected with
|
||
reproducible findings and removed from the release path.
|
||
|
||
## Milestone 0.9.9 — Quaternius NPC base swap (patch)
|
||
|
||
Goal: make one Quaternius-derived NPC render and animate correctly in Godot and ship it as the
|
||
pilot base, with the procedural library still selectable as the fallback. This is the first
|
||
versioned character milestone; it contains the rig correction that has been blocking the
|
||
ADR-0018 rollout.
|
||
|
||
**Why this is a patch:** it changes character presentation and animation quality but adds no new
|
||
player-facing system. The 0.10.0 minor is reserved for the release gates (see below), so a
|
||
blocked rig can no longer block the whole release.
|
||
|
||
### Rig and export correction
|
||
|
||
- [x] Reproduce and record the failure: the `armature_apply` + `export_apply=True` bake wrote
|
||
wrong inverse bind matrices (Godot rendered A-pose while the rest was arm-down). Recorded
|
||
in `MEMORY.md`; `bake_armdown_clean.py` was the failing recipe.
|
||
- [x] Fix the arm-down bake so the exported skin matches the rest. `tmp/npc-research/bake_armdown_v2.py`
|
||
(pose-rotate → apply modifier → reset pose → edit-mode rotate arms → re-add modifier →
|
||
export `export_apply=False`) now yields a correct arm-down base: Blender deformed x ±0.221
|
||
and the rest bone tail points down. Still local (`tmp/`), not shipped.
|
||
- [x] Re-derive the pose composition for a non-180° rest. Godot's `set_bone_pose_rotation` is
|
||
rest-relative, so `rest * Quaternion(axis, angle)` only reproduces the old rig by accident
|
||
(the old rest is 180°, so `rest² = identity`); the Quaternius ~76° rest breaks it. Fixed in
|
||
commit `8b1bf73`: `rest * Quaternion(rest.inverse() * axis, angle)` — backward-compatible
|
||
(the old 180° rest maps the axis to itself). Godot 277/277.
|
||
- [ ] Godot skinning import: root causes found and narrowed. (1) The canonical base build
|
||
(`scale/ground transform` + `remove_doubles` weld + modifier removal before join) corrupted
|
||
the skin weights; a **join-only** base (no transform, no weld, keep modifiers) poses correctly
|
||
to x −0.228/0.228. Use `tmp/npc-research/build_base_minimal.py` as the canonical base.
|
||
(2) The arm-down bake still mismatches rest vs mesh (±0.531): `armature_apply` in Blender 5.2
|
||
deforms the mesh but does not bake the rest, and the `eb.matrix = pose_matrix` / world-Y
|
||
rigid rotation approaches do not reproduce the pose consistently. Remaining: bake the
|
||
arm-down rest (head/tail + roll) so the re-added Armature modifier keeps the mesh at
|
||
−0.228/0.228, then verify the Godot bind_pose and render.
|
||
- [ ] Add regression tests: a bone with a ~76° rest reaches a known global orientation; the
|
||
Quaternius joint map resolves; the 13-core fallback poses exactly as it does today.
|
||
- [ ] Verify Idle and Walk on the 62-joint rig: loop seam, foot contact, root motion and frame
|
||
rate. Record which of the 24 clips are in scope and which stay unused.
|
||
- [ ] Decide and record how poses the clips do not cover (seated, raise-hand, head turn) are
|
||
driven at runtime.
|
||
- [ ] Keep the fallback tested: `npc_base`, the MakeHuman head and `_build_body()` remain
|
||
selectable; no MPFB work is reopened and no Stage-1 proportion warp returns.
|
||
|
||
### Silhouette and face gate (owner)
|
||
|
||
- [ ] Re-run the silhouette gate at gameplay distance and in portrait against the current
|
||
`npc_casual`, front / three-quarter / profile. This is a new gate: ADR-0018 removed the
|
||
proportion warp, so source proportions are now accepted by definition.
|
||
- [ ] Face-fidelity comparison. The Quaternius head is low-poly (≈6.2k tris for the whole body);
|
||
the 0.9.7 library has a sculpted realistic face. Capture both heads and let the owner pick:
|
||
(a) full swap, (b) Quaternius for crowd roles with the procedural library for named roles,
|
||
or (c) add head subdivision/hair cards to the Quaternius head.
|
||
- [ ] Apply the chosen face path within 24,000 tris / 24,000 glTF vertices and re-run the gate.
|
||
- [ ] Record the decision and its consequence in `MEMORY.md`, `docs/npc-model-sourcing.md` and
|
||
(if it changes the contract) a new ADR. Do not silently lower character fidelity.
|
||
|
||
### Pilot rollout
|
||
|
||
- [ ] Map the five tint slots onto the Quaternius materials; unwrap per slot; bake 256²
|
||
AO/albedo/normal/ORM and check texel density.
|
||
- [ ] Re-fit gear attach points against the Quaternius skeleton and test cap, helmet, backpack,
|
||
shoulder bag, lanyard, clipboard and firefighter tank.
|
||
- [ ] Wire the approved base into one role (or the crowd roles if option b is chosen) with the
|
||
procedural model as an instant fallback; no runtime download or optional dependency.
|
||
- [ ] Run `blender_assets.py inspect`/`audit`/`fit`, `npc_proportions.py`, the 24-NPC budget smoke
|
||
and the capture gate; record the measurements before/after.
|
||
- [ ] Release `0.9.9`: update the version source in `project.godot` (`config/version`), write the
|
||
`CHANGELOG.md` entry, run `tools/build_releases.sh`, verify checksums, commit, tag and push.
|
||
|
||
**Exit:** one committed Quaternius GLB renders arm-down with correct skinning, plays Idle and
|
||
Walk on the 62-joint rig, poses correctly under the new composition, passes the owner face and
|
||
silhouette gate, fits the 18 gear pieces, stays inside budget, and ships as `0.9.9` with the
|
||
procedural library still available as a fallback.
|
||
|
||
## Milestone 0.9.10 — NPC roster rollout (patch)
|
||
|
||
Goal: extend the approved base to the full 12-role roster in asset-family batches, without
|
||
regressing gear fit, budget or readability.
|
||
|
||
### Roster build
|
||
|
||
- [ ] Map the 12 roles to Quaternius outfits/parts; mark the roles that need the 21-part modular
|
||
builder instead of the three full GLBs, and the roles that keep a procedural look under the
|
||
0.9.9 option-b decision.
|
||
- [ ] Build one asset family per commit, AO-baked and re-imported; never run a no-op full-library
|
||
rebuild. Use the concept + vision-judge loop for head/outfit decisions and record model,
|
||
prompt and spend.
|
||
- [ ] Keep every variant inside 24,000 tris / 24,000 glTF vertices and the five tint slots; no
|
||
new bone beyond the accepted 62-joint set without an ADR.
|
||
- [ ] Refresh `CHARACTERS`, the manifest roles/tint data, `CREDITS.md` and the review doc rows as
|
||
each family lands.
|
||
|
||
### Gates and rollout
|
||
|
||
- [ ] Re-bake AO per rebuilt GLB and refresh the stale `.godot` import cache (scratch-copy
|
||
import) before judging any face or body change.
|
||
- [ ] Run `inspect`/`audit`/`fit`/`texels` and `npc_proportions.py report`; record the
|
||
12-variant measurement table.
|
||
- [ ] Capture the 12 × 6 baseline and get owner approval before replacing the committed GLBs.
|
||
- [ ] Re-run the 24-NPC budget smoke and the Web/Compatibility capture; record frame time,
|
||
mesh/triangle counts and Web load before/after.
|
||
- [ ] Retire the procedural variants that are no longer used, keeping one tested fallback; update
|
||
`docs/development-status.md`, `docs/3d-model-review.md`, `docs/blender-previews` sheets and
|
||
the README character row.
|
||
- [ ] Release `0.9.10` with the full procedure (version, changelog, local build, checksums, tag).
|
||
|
||
**Exit:** all 12 roles use the approved base or an explicitly kept fallback, every variant passes
|
||
the contract and gear gates, the 24-NPC and Web budgets are measured and documented, and the
|
||
baseline sheet is owner-approved.
|
||
|
||
## Milestone 0.9.11 — Venue, prop and lighting polish (patch)
|
||
|
||
Goal: close the scheduled subset of the unversioned 3D review backlog. Only ranked P1/P2 items
|
||
whose fix is visible at gameplay distance are in scope; the review doc stays the evidence and
|
||
scorecard source, this milestone is the actionable list.
|
||
|
||
### Props, gear and foliage
|
||
|
||
- [ ] Rebuild the ranked prop candidates from §D: the foliage-language P1
|
||
(`planter_box`/`round_planter` foliage, `street_tree`/`palm_tree`), plus the
|
||
`newspaper_box` slot and `bollard` collar if the budget allows.
|
||
- [ ] Replace the flat `_shrub()`/`_tree()` clumps with carded clusters and keep the 60k
|
||
library triangle budget; measure before/after.
|
||
- [ ] Review the 18 gear pieces for silhouette and strap/buckle readability and rebuild only what
|
||
fails; re-run `fit` after every change.
|
||
- [ ] Verify prop colliders and navigation obstacles against the final silhouettes.
|
||
|
||
### Venue, lighting and set dressing
|
||
|
||
- [ ] Joke Shop / Hollywood shape language: fix the ranked remaining items (west rounded corner,
|
||
canopy pitch, facade reveal depth) only where a capture shows a readable gain.
|
||
- [ ] `lighting`/`lookdev` pass: flashlight cone/energy for the `06-night-flashlight` stage,
|
||
marquee/event-banner emissive read under the Compatibility renderer, street-lamp pools.
|
||
- [ ] Set dressing: fix the Joke Shop queue story (podium/stanchion line at the door), rope
|
||
barrier thickness, the west palm overlap and the empty sidewalk light pool; apply the same
|
||
review to Hollywood and the TV Studio.
|
||
- [ ] Build one real-photo comparison for street furniture and record the accepted mismatches.
|
||
|
||
### Evidence and release
|
||
|
||
- [ ] Refresh `sheet_props.jpg`, `sheet_npc_gear.jpg`, the three-up boards, the affected venue
|
||
captures and the README asset rows.
|
||
- [ ] Re-run `tools/check_screenshots.sh` and `python3 tools/check_docs.py`; record both results.
|
||
- [ ] Release `0.9.11` with the full procedure.
|
||
|
||
**Exit:** every scheduled P1/P2 item is fixed or explicitly accepted with a measurement, the
|
||
capture gallery and asset sheets are current, and no unreviewed asset remains in the shipped
|
||
catalogue.
|
||
|
||
## Milestone 0.9.12 — Performance, Web and accessibility (patch)
|
||
|
||
Goal: prove the new character and venue content still meets the frame, memory, load and
|
||
accessibility targets on every target before the minor release.
|
||
|
||
### Performance and platform
|
||
|
||
- [ ] Profile the 24-NPC budget scene on Compatibility/Web and Desktop HQ; record frame time,
|
||
draw calls, texture memory and pck size against the pre-character baselines.
|
||
- [ ] Verify LOD/impostor thresholds, the 60k library and 150k/700 venue budgets, and the Web
|
||
load time after the character and texture changes.
|
||
- [ ] Confirm the Compatibility/Web build still avoids compute shaders and Vulkan-only features;
|
||
spot-check the HQ fallback message.
|
||
- [ ] Re-run the save/session regression suite on an isolated user-data directory after the
|
||
content changes.
|
||
|
||
### Accessibility and localization readiness
|
||
|
||
- [ ] Verify font scaling at maximum, the longest strings, caption coverage, reduced motion,
|
||
colour-independent escalation cues and the hold-to-confirm emergency path.
|
||
- [ ] Run the string catalogue through a pseudo-locale/length check; move remaining hardcoded UI
|
||
strings into `content/strings.en.json`.
|
||
- [ ] Fix only the issues the checks expose; new accessibility features are 0.11.0 scope.
|
||
|
||
### Release
|
||
|
||
- [ ] Regenerate the full capture gallery and the screen-design judge from the current build;
|
||
record model, spend and verdict.
|
||
- [ ] Release `0.9.12` with the full procedure.
|
||
|
||
**Exit:** the character and venue changes do not regress frame time, memory, Web load,
|
||
save/session reliability or accessibility behaviour, and both automated gates are green.
|
||
|
||
## Milestone 0.10.0 — Public-readiness release (minor)
|
||
|
||
Goal: ship the new characters, the polished venues and the public-readiness gates as the
|
||
**0.10.0 minor**, after the patch milestones above have landed. Content is frozen at 0.9.12;
|
||
only release-blocking fixes and balance changes may land here.
|
||
|
||
### External playtest and onboarding
|
||
|
||
- [ ] Run at least five first-time-player sessions covering the tutorial and one full venue
|
||
shift; record where players get stuck, misread evidence or over-escalate.
|
||
- [ ] Triage by severity and fix every P0/P1 onboarding, evidence or accessibility issue; record
|
||
the rest as known limitations or post-0.10 work.
|
||
- [ ] Re-run the tutorial/campaign smokes after each fix and capture a first-hour walkthrough.
|
||
|
||
### Balance and fairness
|
||
|
||
- [ ] Run the scripted venue sweeps across easy/normal/hard and all four phases using the
|
||
`docs/release-qa.md#balance-acceptance` targets; tune event weights, reaction tables,
|
||
compliance and report strictness where targets fail.
|
||
- [ ] Review emergency calls against independent behaviour labels, not `_read_npc_truth()` as its
|
||
own oracle; no routine behaviour may make emergency the dominant winning move.
|
||
- [ ] Verify reputation grades, debrief text and campaign progression still teach
|
||
de-escalation-first after tuning; record the evidence and deliberate exceptions.
|
||
|
||
### Legal, signing and storefront
|
||
|
||
- [ ] Resolve the macOS signing/notarization decision and record the quarantine instructions.
|
||
- [ ] Clear or explicitly block on AI-provider commercial rights, storefront/rating approval and
|
||
the privacy/mental-health representation review.
|
||
- [ ] Confirm every shipped image, texture, character and audio asset has provenance and credits.
|
||
|
||
### Platform and release engineering
|
||
|
||
- [ ] Smoke-test the target matrix: Linux portable/AppImage, Windows portable/installer, macOS
|
||
unzip/launch, Web static hosting and the Desktop HQ Vulkan fallback.
|
||
- [ ] Run `tools/build_releases.sh` from a clean checkout, verify artifact names, sizes, checksums
|
||
and download links, and do a `PUBLISH_DRY_RUN`.
|
||
- [ ] Run the complete headless suite, Python tooling tests, tutorial/campaign/session/scenario
|
||
smokes and the 24-NPC budget smoke.
|
||
- [ ] Confirm no P0/P1 defects remain; document P2 items as known limitations.
|
||
|
||
### Documentation and visual sign-off
|
||
|
||
- [ ] Update `README.md`, `PLAN.md`, `docs/architecture.md`, the ADRs, `docs/development-status.md`,
|
||
`docs/getting-started.md`, `docs/release-qa.md`, `CHANGELOG.md` and this roadmap.
|
||
- [ ] Regenerate the gallery and realism baselines from the release-candidate build, not the dev
|
||
tree; verify every README/docs image resolves from the tagged build.
|
||
- [ ] Run the manual smoke checklist on every target and link the evidence.
|
||
- [ ] Release `0.10.0`: version, changelog, clean build, checksums, tag, push and post-release
|
||
record.
|
||
|
||
**Exit:** 0.10.0 is content-locked, externally played, legally reviewed, documented,
|
||
reproducibly built and approved for public download.
|
||
|
||
## Milestone 0.10.1 — Onboarding and accessibility fixes (patch)
|
||
|
||
- [ ] Fix the onboarding, tutorial and evidence-reading issues deferred from the 0.10.0 playtests
|
||
that are cheap and non-structural.
|
||
- [ ] Fix accessibility issues found at maximum font scale, in captions or in the colour-blind
|
||
cue set.
|
||
- [ ] Re-run the manual smoke checklist on the affected paths and release `0.10.1`.
|
||
|
||
**Exit:** first-hour comprehension and accessibility defects from the 0.10.0 evidence are closed.
|
||
|
||
## Milestone 0.10.2 — Balance and fairness follow-up (patch)
|
||
|
||
- [ ] Re-run the venue sweeps against the 0.10.0 targets and tune the remaining failing cells.
|
||
- [ ] Review shift-review explanations, reputation grades and campaign difficulty progression.
|
||
- [ ] Record the balance evidence and release `0.10.2`.
|
||
|
||
**Exit:** every balance-acceptance cell is inside target or explicitly accepted with a reason.
|
||
|
||
## Milestone 0.10.3 — Stability and quality-of-life (patch)
|
||
|
||
- [ ] Fix save/checkpoint edge cases, UI focus traps, gamepad remapping and pause/resume defects
|
||
reported after 0.10.0.
|
||
- [ ] Add the small quality-of-life items that need no new system (default focus, key hints,
|
||
settings persistence).
|
||
- [ ] Release `0.10.3` with the full procedure.
|
||
|
||
**Exit:** no known P1 stability defect remains before the 0.11.0 feature work starts.
|
||
|
||
## Milestone 0.11.0 — Systems and content depth (minor)
|
||
|
||
Goal: add the first post-1.0-track feature set on top of a stable 0.10.x line: a live incident
|
||
replay, a fourth venue and the localization foundation.
|
||
|
||
### Live body-camera replay
|
||
|
||
- [ ] Replace the text-only incident timeline with a replay of recorded positions, actions and
|
||
timestamps; define the recording format, memory cap and deterministic playback.
|
||
- [ ] Keep the replay review-only (no new escalation mechanics) and verify it on Compatibility/Web.
|
||
- [ ] Add a skip path and a captioned summary so replay is never a hard gate on the shift review.
|
||
|
||
### Fourth venue
|
||
|
||
- [ ] Evaluate and select the fourth real-site venue (candidate: the TCL Chinese Theatre
|
||
forecourt at 6925 Hollywood Blvd) in an ADR covering layout, access policy, gameplay
|
||
distinctness and asset budget.
|
||
- [ ] Build the venue under `content/venues/` with licensed reference, sidecar provenance and the
|
||
three-up board; enter it from venue selection and the campaign.
|
||
- [ ] Add venue-specific events, access artifacts and escalation cases; extend the balance matrix
|
||
to the new cells.
|
||
|
||
### Localization foundation
|
||
|
||
- [ ] Extract every remaining hardcoded string into the JSON catalogue and make the pseudo-locale
|
||
length check a CI gate.
|
||
- [ ] Add one full secondary language (text, layout, font coverage) with the translation workflow
|
||
documented; no machine-translated release without review.
|
||
- [ ] Verify layout at maximum font scale in both languages.
|
||
|
||
### Release
|
||
|
||
- [ ] Re-run the capture gallery, screen-design judge, budget and platform smokes for the new
|
||
content; release `0.11.0` with the full procedure.
|
||
|
||
**Exit:** the replay, the fourth venue and one secondary language ship without regressing the
|
||
0.10.x performance, accessibility or balance baselines.
|
||
|
||
## Milestone 0.11.1 — Replay and venue fixes (patch)
|
||
|
||
- [ ] Fix the replay, new-venue and localization defects found in wider play.
|
||
- [ ] Re-run the new venue's balance cells and the replay capture gate; release `0.11.1`.
|
||
|
||
**Exit:** no P1 defect remains in the 0.11.0 feature set.
|
||
|
||
## Milestone 0.11.2 — Content and balance polish (patch)
|
||
|
||
- [ ] Tune the new venue events and the campaign pacing; fix the remaining content readability
|
||
issues.
|
||
- [ ] Refresh the affected captures, boards and asset rows; release `0.11.2`.
|
||
|
||
**Exit:** the 0.11.x line is stable enough to freeze its contracts.
|
||
|
||
## Milestone 0.12.0 — Platform and distribution (minor)
|
||
|
||
Goal: make the game distributable on the launch platforms with signed builds, a frozen save
|
||
contract and complete localization.
|
||
|
||
### Signing and storefronts
|
||
|
||
- [ ] Sign and notarize the macOS build; record the exact commands and certificate handling.
|
||
- [ ] Produce the storefront packages and metadata (rating, privacy, credits, screenshots) for the
|
||
chosen stores; complete the AI-provenance and commercial-rights review.
|
||
- [ ] Add the storefront-facing extras that are in scope (achievements, cloud-save decision,
|
||
controller/Steam Deck verification) behind explicit feature flags.
|
||
|
||
### Contracts and hardware
|
||
|
||
- [ ] Freeze the save/checkpoint format as version 2 with export/import and forward-migration
|
||
tests; document the compatibility promise.
|
||
- [ ] Verify the target-hardware matrix (minimum GPU, Steam Deck, Web browsers, integrated
|
||
graphics) and publish the measured results.
|
||
- [ ] Finish the launch languages and the accessibility statement for the shipped feature set.
|
||
|
||
### Release
|
||
|
||
- [ ] Release `0.12.0` with the full procedure and the storefront artifacts.
|
||
|
||
**Exit:** signed, storefront-ready builds exist for every launch platform with a frozen save
|
||
contract, complete localization and measured hardware support.
|
||
|
||
## Milestone 0.12.1 — Distribution fixes (patch)
|
||
|
||
- [ ] Fix signing, installer, storefront-metadata and save-migration defects found in the
|
||
storefront dry runs; release `0.12.1`.
|
||
|
||
**Exit:** every storefront build installs, launches and migrates saves cleanly.
|
||
|
||
## Milestone 0.13.0 — Content complete (minor)
|
||
|
||
Goal: finish the planned content and lock it for the 1.0.0 release candidate.
|
||
|
||
### Content and presentation
|
||
|
||
- [ ] Finalise all planned venues, events, dialogue and access artifacts; close the content
|
||
backlog with an explicit accept list.
|
||
- [ ] Complete recorded audio (VO and music) if the 0.11.0 audio decision funded it; otherwise
|
||
record the accepted procedural-only direction.
|
||
- [ ] Finalise the tutorial and first-hour flow against the playtest evidence.
|
||
|
||
### Release candidate preparation
|
||
|
||
- [ ] Run a full accessibility audit against the shipped features and fix the remaining issues.
|
||
- [ ] Run the balance acceptance protocol one final time and freeze the tuning.
|
||
- [ ] Declare content and feature freeze; only release-blocking fixes may land after this point.
|
||
- [ ] Release `0.13.0` as the content-complete milestone.
|
||
|
||
**Exit:** all planned content is implemented and frozen, and no known P0/P1 feature gap remains.
|
||
|
||
## Milestone 0.13.1 — Release candidate 1 (patch)
|
||
|
||
- [ ] Build release candidates on every platform from a clean worktree; run the complete smoke
|
||
matrix, save migration, performance and accessibility checks.
|
||
- [ ] Fix release-blocking defects only; release `0.13.1`.
|
||
|
||
**Exit:** a release candidate exists that passes every gate except final legal/storefront
|
||
approval.
|
||
|
||
## Milestone 0.13.2 — Release candidate 2 (patch)
|
||
|
||
- [ ] Verify the 0.13.1 fixes on the target matrix and re-run the full gallery and judge.
|
||
- [ ] Freeze the release notes, credits, privacy and known-limitations documents; release
|
||
`0.13.2` as the final candidate.
|
||
|
||
**Exit:** the candidate is build-reproducible, documented and awaiting only the final 1.0.0
|
||
release decision.
|
||
|
||
## Milestone 1.0.0 — Release (major)
|
||
|
||
Goal: publish the first stable release with a documented compatibility promise.
|
||
|
||
- [ ] Confirm legal, privacy, rating and storefront approval is complete in writing.
|
||
- [ ] Confirm the hardware matrix, accessibility audit and localization sign-off are complete.
|
||
- [ ] Confirm no P0/P1 defects remain and every P2 is a documented known limitation.
|
||
- [ ] Update `README.md`, `PLAN.md`, `docs/development-status.md`, `CHANGELOG.md`, `CREDITS.md`,
|
||
`PRIVACY.md` and the release notes for 1.0.0.
|
||
- [ ] Run the full release procedure: version 1.0.0, changelog, clean build, checksum
|
||
verification, tag, push and publish.
|
||
- [ ] Record the post-release state in `MEMORY.md` and open the 1.0.x maintenance list.
|
||
|
||
**Exit:** 1.0.0 is published on every launch platform with complete documentation, verified
|
||
checksums and no open release blocker.
|
||
|
||
## Future / deferred (not scheduled)
|
||
|
||
- [ ] Seasonal events or a fifth venue after the 0.11.0 fourth venue proves the venue pipeline.
|
||
- [ ] Real voice/dialogue audio if the 0.13.0 audio decision does not fund it; ambience, cues and
|
||
radio crackle stay procedural until then.
|
||
- [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same
|
||
`assets/models/generated/<prop>.glb` contract.
|
||
- [ ] Rare easter eggs/cameos (e.g. Bob Dobbs) only after core content and QA are stable.
|
||
- [ ] A second Chinese Theatre/forecourt style venue if the fourth venue is not enough.
|
||
|