- TODO.md: drop fully-done sections (CI cache mitigation, Detailed Graphics completed items, CI packaging follow-up — all recorded in DONE.md); keep the PRIORITY release task (token-blocked), backlog, polish, and perf-only items - Rebuild build/ artifacts so the shipped graphics include textures/rigs/HUD - Linux binary smoke-tested (0 script errors); suite 57/57
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TODO
🔴 PRIORITY — Ship downloadable builds (so the README Downloads links work)
Goal: users hitting the README Downloads section can download a playable version from
https://git.allucanget.biz/zwitschi/security-game/releases.
- Install Godot 4.3 export templates locally.
./tools/build_releases.shproduces Linux/Windows/macOS artifacts (built for 0.2.0).- Linux binary smoke-tested (headless, 0 script errors).
- Publish the release — blocked on
GITEA_TOKEN: once the token is available runGITEA_TOKEN=... ./tools/publish_release.sh 0.2.0, or (if the repo secret is already set on the host) push thev0.2.0tag and let CI publish via.gitea/workflows/build.yml. - Confirm the README Downloads links resolve: check
https://git.allucanget.biz/zwitschi/security-game/releasesand download one artifact.
Future Systems (design-level backlog)
- Body-camera replay timeline in the shift review.
- Long (10-15 minute) shift lengths (phase lighting already implemented).
- Venue selection startup menu (keyboard cycling with
Vis implemented). - IDE/editor-based GUT integration when a Godot editor workflow is introduced.
- Reduce RefCounted reference cycles (NPCController <-> FSM) noted in
MEMORY.md.
Open Polish
- Add a body/wand cooldown feel: wand screening currently has no reuse penalty; consider a short per-guest scan animation.
- Keep
%placeholders stable inStrings.fmtwhen adding keys (positional formatting).
Detailed Graphics — remaining performance items
The visual pass is done (textures, rigs, HUD feedback — see DONE.md). Remaining work is
performance hardening only.
- Profile the crowd: ensure textured materials and props hold target frame rate around a busy entrance.
- Add LOD or culling for distant NPCs/props if the crowd grows.