Move the target name out of the top-left stack into a boxed chip under the crosshair, keep the log/hints left and shift status right, and add a five-segment escalation bar under the existing color-coded label. Empty targets hide the chip. Headless 226/226 verified in a clean HEAD worktree.
208 lines
13 KiB
Markdown
208 lines
13 KiB
Markdown
# TODO
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Godot 4.3 prototype. Latest release **v0.6.0** (Blender character/gear/prop library, baked AO, environment lift).
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Headless suite **222/222** plus **81** Python tooling tests; the session, PLAN-verb, crowd, emergency,
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timeline, audio, scenario-content, props, NPC-budget, movement, and windowed focus/radial smokes
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pass. Anonymous downloads are enabled on the host.
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The scheduled presentation pass is complete (see `DONE.md`). The next scheduled pass is the
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graphics-quality work in [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md).
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> **v0.6.0 shipped (2026-11-01):** the Blender character/gear/prop library is integrated, AO maps
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> are baked and wired, and the environment textures were lifted to 1024² with normal maps. See
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> `DONE.md` for the completed graphics plan.
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## Visual alignment with rendered mockups
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The AI-rendered references in `docs/screens/designs/` (start menu, pause, settings,
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shift review, radial menu, HUD, scene views) describe the intended look of every
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screen. This pass reorganizes how generated images are stored, makes the game load
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the proposed interface/scene art from disk, and aligns the selection screens, HUD,
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and scene visuals with those mockups — verified with
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`tools/screen_designs.py compare` + `judge`.
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### Storage restructure
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- [x] Decide the canonical runtime image root (`assets/images/` for UI/scene art): recorded in
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`MEMORY.md` and [ADR-0014](docs/adr/0014-runtime-image-root.md).
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- [x] Move the reference mockups from `docs/screens/designs/` into the runtime root (keep `docs/screens/designs/` as a docs-only copy or replace it with the new path).
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- [x] Document one convention for game vs reference vs development images across `assets/textures/`, `assets/images/`, `assets/models/generated/`, `docs/screenshots/`, and `docs/screens/designs/` (in `docs/architecture.md`, ADR-0014).
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- [x] Re-run `godot --headless --path . --import` to regenerate `.import` sidecars after any move.
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- [ ] Confirm `.gitignore` still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout.
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### Documentation path updates
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- [x] Update `README.md` paths (screen-designs section, confirmed-assets links, the `assets/images/scenes` resize example).
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- [x] Update `docs/architecture.md`, `PLAN.md`, and ADR references: docs/screens/designs/ is now explicitly the reference-only snapshot; runtime art lives in assets/images/ (ADR-0014).
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- [x] Update `tools/screen_designs.py` docstrings and mark the old paths in `DONE.md` as historical.
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### Code path updates
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- [x] Point `tools/screen_designs.py generate` at the new design output path and keep `compare`/`judge` reading the right locations.
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- [x] Update GDScript `preload()` paths if game textures move (no runtime material/model textures moved; UI art added under assets/images/).
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- [x] Update capture output directories if captures relocate (none did; QA captures stay in docs/screenshots/).
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### Load proposed interfaces + scene art from disk
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- [x] Add a central UI/scene art loader (e.g. `src/game/ui/art.gd`) that loads the mockup-derived images from the new runtime root, with a procedural fallback when a file is missing.
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- [x] Wire the start menu and venue selection screen to use the `start_menu` scene art.
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- [x] Wire the pause overlay to `pause_overlay` scene art (backdrop + opaque panel cover).
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- [x] Wire the settings panel to `settings_panel` art.
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- [x] Wire the shift-review screen to `shift_review` art (backdrop + opaque panel cover).
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- [x] Wire the wand popup to `wand_screening` art.
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- [ ] Wire the radial menu and remaining HUD chrome to their reference images.
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### Align in-game visuals
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- [x] Make the venue selection screen match the `start_menu` mockup (layout, palette, background).
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- [x] Make the HUD match the `targeting_npc` / `escalation_hud` mockups (focus ring, escalation meter, log, hints).
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- [x] Align the pause, settings, and shift-review panels to their mockups.
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- [x] Align the radio and wand panels to their mockups.
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- [x] Align the body-camera timeline to its mockup.
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- [ ] Align scene lighting, fog, and post-processing for `venue_overview` and `late_night_avenue`.
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### Verify against the mockups
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- [ ] Regenerate the staged captures and run `screen_designs.py compare` (no gross drift).
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- [ ] Run `screen_designs.py judge` and clear every `diff` verdict (target `match`/`review`).
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- [ ] Add the capture + compare step to CI or a repeatable smoke so drift is caught early.
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## Fix mouse movement bug
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- [ ] Investigate why mouse input is not being captured or processed correctly in the game window.
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## Improve in-game pop-ups
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- [ ] Improve the visual appearance of in-game pop-ups (layout, button style, palette, icons, and text styling).
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## Realistic backgrounds, textures and scene references
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Goal: replace the outdated flat skyline backdrop (`assets/textures/skyline.png`, black boxes
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with dot windows) and the flat-looking surface tiles with AI-generated, more realistic
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backgrounds and textures. Add a larger set of example 3D scene images as art direction, and
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measure the in-game result against that target with the screenshot tools. Plan:
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[`PLAN.md` → Visual Quality Direction → Realism pass](PLAN.md#realism-pass).
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**Rule for every step: never overwrite an existing image.** New outputs get new paths. When a
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path is taken, the tools pick the next free `-vN` suffix. Raw AI output stays on disk under
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`assets/textures/ai/v2/raw/` (gitignored like the other raw AI folders). Processed game-ready
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candidates go to `assets/textures/ai/game_ready/v2/`, a local pool where only the validated picks
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are tracked (ADR-0014). Scene references go to `docs/screens/concepts/`, and trial captures and
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reports to `docs/screens/realism/<run>/`.
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### Step 1 — Tooling (`tools/scene_concepts.py`)
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- [x] Add a catalogue of prompts in three groups: `scene` (16:9 example 3D game frames),
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`backdrop` (4:1 skyline panoramas with transparent sky), and `texture` (seamless PBR
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surface tiles). Each entry has a name, prompt, role and target path.
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- [x] `generate [--group] [--only] [--variants N]`: call the OpenRouter image API through
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`generate_textures.generate_image` (key from the repo `.env`), save raw output, and never
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overwrite (`next_free_path`). Print every file written.
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- [x] `process`: turn raw backdrops into 2048×512 RGBA strips that tile horizontally (edge
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crossfade, sky made fully transparent, hard alpha for the alpha-scissor material). Turn raw
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textures into seamless 1024² tiles (`asset_pipeline.make_seamless`) plus a normal map
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(`make_normal_maps.normal_map`). Skip outputs that already exist.
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- [x] `audit`: run `asset_pipeline.audit_image` on the processed candidates (`backdrop` /
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`tile` roles) and fail on any bad result.
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- [x] `realism`: for each trial capture, report the Pillow detail metrics (edge density,
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contrast, colour spread, saturation) next to the matching concept image. Optionally ask a
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vision model (`google/gemini-2.5-flash-lite`) for 0–10 realism scores (lighting,
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materials, texture detail, backdrop, overall) with concrete fixes. Write a new JSON +
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Markdown report per run.
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- [x] Unit tests (`tools/test_scene_concepts.py`): catalogue shape, the no-overwrite path
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picker, backdrop/tile processing on synthetic images, metrics, and the judge payload/parse
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(offline, no network).
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### Step 2 — Example 3D scene images
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- [x] Generate 3D-game-style example frames for every venue and time of day: Hollywood entrance
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(morning, golden hour, rainy night), boulevard skyline view (day, dusk), Joke Shop alley
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(evening, close-up of the door), studio stage door (night arrival), sidewalk material
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close-up, entrance steps and podium, crowd-control barrier line, and a responder arrival
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wide shot.
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- [x] Review the set and record the visual targets each frame sets (sky, haze, material detail,
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backdrop depth) in the report.
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### Step 3 — Backgrounds (replace the outdated skyline)
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- [x] Generate skyline panoramas for day, dusk and night (lit windows): Hollywood/Los Angeles
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mid-rise blocks, palm silhouettes, the hills on the horizon, a transparent sky, and a
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straight-on view, in several variants each.
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- [x] Process them into `assets/textures/ai/game_ready/v2/skyline_{day,dusk,night}*.png`,
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seamless horizontally for the 3× UV repeat around the backdrop ring. Strips are 2048×1024
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(2:1, one UV repeat of the 400×60 m ring is about 133×60 m). 12 candidates, 11 audit
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clean; `skyline_day-v3` misses the seam limit by 0.6. Variants 1–2 contain garbled
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"Hollywood" lettering, so the prompt now forbids signs. Picks: `skyline_day-v4`,
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`skyline_dusk-v3`, `skyline_night-v4`.
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### Step 4 — Textures
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- [x] Generate higher-detail seamless tiles: red brick facade, granite/limestone facade
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(studio), sidewalk concrete pavers with joints, asphalt with aggregate, wet night asphalt,
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stone steps, striped awning canvas, and stucco wall.
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- [x] Process them into 1024² game-ready tiles plus normal maps in
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`assets/textures/ai/game_ready/v2/` and audit them (16 tiles + 16 normals, all good). The
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`awning_canvas` seam crossfade smears the stripes at the tile edge; it needs a
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stripe-aligned crop.
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### Step 5 — In-game trial captures (no game-code change)
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- [x] Add `src/test/capture_realism.gd`. It boots the Hollywood venue, captures a fixed shot
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list (entrance day, boulevard/skyline day, boulevard night), and can swap textures at
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runtime from `--skyline=` / `--brick=` / `--concrete=` / `--asphalt=` user arguments. The
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swap finds materials by their current texture, so baseline and candidate frames use the
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same camera. Writes to `user://screenshots/realism/<tag>/`.
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- [x] Capture the baseline (current assets) and the candidate set (v2 skyline + textures), and
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copy them into `docs/screens/realism/<run>/{baseline,candidate}/`.
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### Step 6 — Compare against the realistic target
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- [x] Run `scene_concepts.py realism` on baseline and candidate. Record the metric deltas and the
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vision scores, and note which candidate textures/backdrops win. Run
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`docs/screens/realism/2026-11-01-v2/` (`report-v2.md`, `sheet.jpg`) gives these mean
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judge scores: backdrop 2.6 → 3.6 (v2 day + night skyline) → **4.0** (v2 day + dusk
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skyline for the Evening phase), texture detail 1.2 → 1.6–1.75, overall 1.6 → 2.0. Single
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scores swing by ±1–2 between runs, so read them as trends. The `characters` score
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moved from 3.0 to 1.0 with identical NPCs, which shows the noise.
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- [x] Note the remaining realism gaps (sky/fog, lighting, building geometry, NPC fidelity) as
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follow-up tasks below.
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### Step 6b — Follow-ups from the 2026-11-01 realism report
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- [ ] Fix sidewalk overexposure: the concrete reads near-white in every day shot, while the
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concepts keep the ground mid-grey. Lower the albedo tint or the sun energy, or add tonemap
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exposure in `Materials.configure_environment`.
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- [ ] Make the Evening/Late phases darker and lit by practical lights (marquee, lamps,
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windows), and add wet-asphalt roughness at night, as in the rain-night concept.
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- [ ] Choose the skyline per phase (day → `skyline_day`, Evening → `skyline_dusk`, Late →
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`skyline_night`) and lower the fog density on the backdrop so the night windows show.
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- [ ] Raise the backdrop plane (60 m → ~90 m) or use 2 UV repeats so the skyline is not a
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thin strip at the horizon.
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- [ ] Add facade depth (plinth, cornice, window reveals) and replace the blob trees and shrubs
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with denser foliage meshes (Blender library follow-up).
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- [ ] Re-cut `awning_canvas` so its stripes align at the tile edge.
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- [ ] Capture shots from the Joke Shop and the studio too (add them to `capture_realism.gd` /
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`SHOTS`).
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### Step 7 — Adopt the winners (after the in-flight normal-map/AO work is committed)
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- [x] Track the validated picks in place (ADR-0014). `game_ready/v2/*` is a gitignored local
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pool; `.gitignore` un-ignores the skyline picks and the brick/pavers/asphalt (+ wet) tiles
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and their normals. Never replace the existing `game_ready/` files.
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- [ ] Point `WorldBuilder.T_SKYLINE` at the chosen v2 skyline (separate day/night textures through
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`set_night_mode`), and retune `albedo_color` for the realistic strip.
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- [ ] Switch `materials.gd` / `world_builder.gd` surface preloads to the chosen v2 tiles + normal
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maps, keeping the current UV scales. Update `test_materials.gd` / `test_world.gd`.
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- [ ] Regenerate `docs/screenshots/` with `capture_screenshots.gd`, then run
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`screen_designs.py compare` + `judge` and `scene_concepts.py realism`. There must be no
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`diff` verdict regressions, and realism scores must not drop.
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- [ ] Update `README.md` (tool usage + gallery), `MEMORY.md` and `docs/architecture.md`.
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## Future ideas (optional, not scheduled)
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- [ ] Live 3D body-camera replay (the timeline is text-only today).
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- [ ] Additional venues or seasonal events authored from the new `.tres` files.
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- [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
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- [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same
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`assets/models/generated/<prop>.glb` contract.
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