- tools/generate_textures.py: --ai mode (OPENROUTER_API_KEY, --prompt, --name, --model, --size; base64 PNG decode; clamp to <=1024px) with a default batch covering the authored texture set; seedream minimum-size handled by requesting 2048 and downscaling - Generated AI asset set committed under assets/textures/ai/ (15 files, 1024x1024 each), kept separate from the deterministic PIL set - README/MEMORY/TODO document the mode and live verification - (work authored in a parallel session; linted/verified here — 57/57 tests)
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TODO
🎨 AI texture generation (OpenRouter)
- Extend
tools/generate_textures.pywith an OpenRouter image-API mode (--ai,--prompt,--name,--model,--size), decoding base64 PNG responses and clamping output to ≤1024px. - Verify a live
--aigeneration against a realOPENROUTER_API_KEY(generatedai/brick_facade.png,ai/concrete.png,ai/asphalt.pngat 1024×1024; fixed the seedream min-pixel requirement by requesting 2048px and downscaling).
🪟 Windows installer (self-contained, all game data)
Goal: a real Windows installer that includes the entire game (executable + data), Start-Menu/desktop shortcuts, and an uninstaller — instead of a bare .exe + .pck.
- Switch the Windows/Linux/macOS export presets to
binary_format/embed_pck=trueso a single self-contained binary replaces the exe+pck pair (all game data in one file). - Add a game icon:
assets/icon.png(AppImage/desktop) +assets/icon.icoandpackaging/windows/step-line.icogenerated bytools/generate_textures.py. - Author
packaging/windows/step-line.nsi(NSIS): installer that installs the exe, writes the uninstaller, shortcuts, and registry uninstall entry. - Add CI packaging steps to
.gitea/workflows/build.yml(NSIS via apt; AppImage via appimagetool) so tags/dispatch producestep-line-setup-<ver>.exeandstep-line-<ver>-x86_64.AppImagenext to the portable binaries. - Extend
tools/publish_release.shartifact glob to upload the installer/AppImage too. - Verify on CI: NSIS installer builds (cannot be run locally — no
makensison this box). - Verify the Windows installer contents in CI (e.g.
7z lshows the embedded data file).
🐧 Linux AppImage (self-contained, all game data)
Goal: a single executable .AppImage that runs the full game on any recent distro.
- Author AppDir files:
packaging/linux/step-line.desktop,packaging/linux/AppRun, icon wiring. - Add
packaging/linux/build_appimage.sh(appimagetool;APPIMAGE_EXTRACT_AND_RUN=1to avoid FUSE dependency) producingstep-line-<ver>-x86_64.AppImage. - Local verification: built the AppImage on this machine and ran it headless
(
--appimage-extract-and-run --headless --quit-after 90→ 0 script errors,[Step Line] game started). - AppStream metainfo added (
packaging/linux/step-line.appdata.xml); tool validates clean. - CI verification: AppImage step runs on tags/dispatch and the artifact uploads.
- README Downloads table documents installer + AppImage rows and naming.
Distribution follow-up (host config, no code work)
- Asset downloads currently require sign-in on the host (
/releases/download/…redirects to login). Decide with the host admin: open repo visibility /REQUIRE_SIGNIN_VIEW=falseor accept sign-in-required downloads. Pages and the tag page are already public (HTTP 200).
Future Systems (design-level backlog)
- Body-camera replay timeline in the shift review.
- Venue selection startup menu (keyboard cycling with
Vis implemented). - IDE/editor-based GUT integration when a Godot editor workflow is introduced.
Open Polish
- 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.