Files
security-game/CHANGELOG.md
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zwitschi 6100d19a25 Document the gear-fit pass and add the changelog
Create CHANGELOG.md with the post-0.6.0 gear-fit entries and backfill the
recent release history. Update the implemented-features list, asset-tooling
notes, README links and verification counts (headless 229, Python 87).
2026-11-01 18:55:43 +01:00

3.0 KiB

Changelog

All notable user-facing changes to Gig Line. The format follows Keep a Changelog, and versions use Semantic Versioning.

[Unreleased] — planned 0.6.1

Added

  • Gear-fit checks: tools/blender_assets.py fit reports head/skirt clearance, and the headless suite verifies that head and back gear clears the body silhouette.
  • A refreshed Influencer portrait and gallery captures with a before/after report in docs/screens/realism/2026-11-01-gear/.
  • An explicit --portrait-type override for capturing hooded roles when a scenario spawns one.

Changed

  • Narrowed the sunglasses so they sit inside the face silhouette.
  • Moved the shoulder bag outboard so it clears both the coat and dress skirts.
  • Raised the firefighter helmet so the brim no longer sits on the brow.
  • Portrait captures now turn the subject toward the camera and hide the blue focus overlay, so close-ups show the character rather than the UI.
  • The README now links to focused docs pages for gameplay, architecture, setup, asset tooling, development status and the manual smoke checklist.

Fixed

  • The shoulder bag no longer clips through the coat's skirt.
  • The firefighter helmet no longer cuts into the brow ridge.
  • The portrait subject no longer faces away from the camera.
  • --portrait-type is now parsed and applied instead of being ignored.

[0.6.0] — 2026-11-01

Added

  • Blender-authored character, gear and prop library with baked ambient occlusion.
  • Higher-resolution environment textures with tangent normal maps.
  • Phase-driven emissive details on library props, characters and street dressing.
  • Dedicated README docs for gameplay, architecture, setup, asset tooling, development status and manual smoke testing.

Changed

  • Environment lighting, fog, sun angle and night glow were retuned for the new skyline and surface assets.
  • The flashlight beam is visible at night and the NPC detail pass adds faces, hands and cuffs.

Fixed

  • The body-camera overlay no longer covers the shift status.
  • Selecting a venue releases the menu input lock and recaptures the mouse.

[0.5.0] — 2026-11-01

Added

  • Articulated NPC characters with layered outfits, hand items, face/hair variety, idle behaviour, reaction symbols, queue offsets and three LOD tiers.
  • Player acceleration/braking, step-up assist, head bob, landing dip, precision-walk feedback and surface-aware footsteps.
  • Remappable keyboard and gamepad controls.

Changed

  • Crowd roles now select deterministic character variants and props.

[0.4.0] — 2026-11-01

Added

  • Collision and navigation footprints for every street prop.
  • Zoned prop placements with deterministic variants and small clutter.

[0.3.0] — 2026-10-31

Added

  • Surface-material profiles, ACES tonemapping, glow, aerial fog and phase-based colour grading.
  • Framed facade windows, door trim, curb and lane markings.
  • Generated street-furniture models and the Web export.
  • Aim-free targeting, a focus cone and precision walk.