- add the v2 runtime picks: per-phase skyline panoramas, brick, sidewalk pavers, dry/wet asphalt, awning canvas, and their normal maps - add the realism tooling and evidence: tools/scene_concepts.py, capture_realism.gd, concept frames, reports/sheets, and tests - retune phase lighting/fog/exposure, add sun yaw, brighten the night glow, add the flashlight beam mesh, and rebuild the planter/tree assets - regenerate all eleven staged screenshots from the current build; compare is 11 good / 0 bad - finish the visual-alignment closeout in DONE/TODO, update architecture, blender-assets, PLAN, and ignore rules (editable Blender sources untracked) - keep the judge retry and document the verified default judge model Verification: headless 227/227; Python tooling 86/86; check_screenshots 11/11.
76 lines
1.7 KiB
Plaintext
76 lines
1.7 KiB
Plaintext
# Python
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__pycache__/
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*.py[cod]
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*.pyo
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*.pyd
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*.pycache
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*.pytest_cache
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*.mypy_cache
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*.coverage
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coverage.xml
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htmlcov/
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dist/
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build/
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eggs/
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*.egg-info/
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.tox/
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.nox/
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*.venv/
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venv/
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ENV/
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env/
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env.bak/
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venv.bak/
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# Godot 4
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.godot/
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*.import
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.android/
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# export_presets.cfg is committed so builds are reproducible
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# OS
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.DS_Store
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Thumbs.db
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# Editor
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*.tmp
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*.new
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# Logs and temp
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*.log
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user://
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# CI runner workflow logs (written into the checkout by the Gitea runner)
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.gitea/logs/
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build/
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.env
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# AI / asset-development outputs (regenerated by the tools; not shipped in the game)
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assets/models/concepts/
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assets/models/npc/*.blend1
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assets/textures/npc/ai/
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assets/textures/ai/*
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!assets/textures/ai/game_ready/
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# Godot extracts embedded glTF textures next to the source on import
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assets/models/generated/npc_base_*_albedo.png
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assets/models/generated/npc_base_*_normal.png
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# Local AppImage extraction
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squashfs-root/
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# Blender asset library: per-asset Cycles renders are local review output (the
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# committed review artefacts are docs/blender_previews/sheet_*.jpg), and Godot
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# extracts the GLB-embedded textures next to the models on import.
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docs/blender_previews/*.png
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assets/models/blender/**/*.png
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!assets/models/blender/**/*_ao.png
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assets/models/blender_src/*.blend1
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# Editable Blender sources are developer-only; keep the .gdignore marker tracked.
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assets/models/blender_src/*.blend
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# Realism pass (tools/scene_concepts.py): the candidate pool and per-run captures
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# stay local; the validated picks are tracked under game_ready/v2/picks/ (ADR-0014),
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# and each run commits its report.{json,md} + sheet.jpg. Concept references are
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# committed in docs/screens/concepts/.
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assets/textures/ai/game_ready/v2/*
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!assets/textures/ai/game_ready/v2/picks/
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docs/screens/realism/**/*.png
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