Gitea cache restores were inconsistent and cache saves timed out or were rejected as reserved by another job. Remove the cache steps and keep direct 4.7.2 downloads; document the evaluation and when to retry. The workflow is otherwise clean (no .github/ci.yml exists).
404 lines
12 KiB
Markdown
404 lines
12 KiB
Markdown
# Changelog
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All notable user-facing changes to Gig Line. The format follows
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[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
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Semantic Versioning.
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## [0.9.1] — 2026-11-02
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### Changed
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- Unified the project, local tooling and CI/release environment on Godot 4.7.2,
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including matching export templates and project feature metadata.
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- Evaluated Gitea Actions cache for the Godot binary/templates; disabled it after
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cache saves timed out or were rejected, pending a healthy host cache service.
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- Updated release and setup documentation for the 4.7.2 baseline.
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## [0.9.0] — 2026-11-01
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### Added
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- Master/SFX/ambience volume controls, a captions toggle and a Reduce motion
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option in Settings.
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- A 24-NPC performance budget smoke and expanded audio/accessibility coverage.
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- Explicit production-quality scope for animation, audio, localization and the
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Godot 4.3-CI/4.7-local support matrix.
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### Changed
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- Coat and dress strides are shortened to reduce hem/leg clipping.
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- Help and the shift-review surface expose the current policy and accessibility
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settings.
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### Fixed
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- Audio cue volumes now respect the player's mixer settings while remaining
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headless-safe.
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## [0.8.1] — 2026-11-01
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### Fixed
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- Normal radio reports now send on click. The button was wired only to the
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emergency hold-to-confirm handlers, so a non-emergency press did nothing.
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## [0.8.0] — 2026-11-01
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### Added
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- A first-shift tutorial with contextual prompts, a safe visitor and replay/skip.
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- A three-venue campaign shell with shift progression and a Continue action.
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- Resume-from-checkpoint for paused shifts, including NPC, incident and system state.
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- Easy/normal/hard difficulty presets for spawn pacing, compliance tolerance and
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report strictness.
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- A searchable in-game Help overlay with controls and the current venue policy.
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- Recovery events, contextual NPC dialogue and an eligible-event debug preview.
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### Changed
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- The shift review now includes venue policy, campaign next steps and continued
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review controls.
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- Event scheduling suppresses recently played scripted events and respects the
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difficulty spawn multiplier.
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- Save data is written atomically and split into settings, campaign, shift
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history and versioned checkpoint files.
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### Fixed
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- Missing/older settings migrate through defaults; a partial write cannot
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replace a valid save.
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- The HUD debug overlay now refreshes and shows the next eligible events.
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## [0.7.3] — 2026-11-01
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### Fixed
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- Mouse look now reads relative motion at the `_input` stage, so a full-screen
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HUD or focused control cannot swallow it while the cursor is captured.
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- Mouse capture is restored after window/compositor focus returns, and clicking
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back into a gameplay window recaptures it instead of opening the radial menu.
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- The HUD is mouse-transparent; its presentation controls no longer block
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gameplay mouse input.
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## [0.7.2] — 2026-11-01
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### Added
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- Automatic OpenRouter model selection for the screenshot judges: the cheapest
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currently available image+JSON-capable model is used, with ordered fallbacks
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and a pinned `GIG_LINE_JUDGE_MODEL`/`--model` override.
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### Changed
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- The judge reports the model that produced each verdict and fails clearly on an
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invalid API key instead of retrying other models.
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- The screen-design and realism reports now include the fresh judge results.
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### Fixed
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- The blocked screenshot judge now runs with the valid `OPENROUTER_API_KEY`
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(`13/13` screen designs match, `0` diff).
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## [0.7.1] — 2026-11-01
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### Added
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- An optional Desktop HQ build for Windows and Linux that uses Forward+,
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volumetric fog and SDFGI, packaged with an `override.cfg` beside the
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executable.
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- Volumetric flashlight haze in the Desktop HQ build, with a LATE-phase preset
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tuned so the entrance facade stays readable.
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### Changed
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- The normal Compatibility build remains the default; the preset only affects
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the extracted Desktop HQ copy.
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- Night-time light falloff adapts to Godot 4.7 while keeping the 4.3 baseline
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unchanged.
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### Fixed
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- The flashlight no longer disappears at night on Godot 4.7 under the old
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attenuation curve.
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- Headless and Web builds stay non-volumetric and boot normally when Forward+
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is unavailable.
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## [0.7.0] — 2026-11-01
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### Changed
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- Agent workflow now requires maintaining this changelog for every patch, minor, and major version.
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## [Unreleased]
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### Added
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- Distinct venue geometry: the Joke Shop is now a narrow brick alley with a
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shuttered facade, warm wall lantern, dumpster and AC clutter; the TV Studio
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has a stone facade, bulb-lit canopy, glossy black car and a stanchion/barrier
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line at the door.
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- The README gallery includes captured Joke Shop and TV Studio views.
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### Changed
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- Venue geometry is data-driven through `WorldBuilder.VENUE_SPECS`; switching
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venues rebuilds the world while keeping the guard and UI intact.
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- Each venue has its own navigation bounds and concept-gallery mapping.
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### Fixed
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- The Joke Shop no longer renders the Hollywood skyline or marquee.
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- The TV Studio no longer uses the boulevard marquee or palm-lined layout.
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## [0.6.1] — 2026-11-01
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### Added
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- Per-phase AI skyline panoramas (day, dusk, night) replacing the flat box skyline.
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- Higher-detail surface textures with normal maps (brick, concrete, asphalt, awning, and more).
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- A runtime image root (`assets/images/`) with a UI and scene art loader; the start menu,
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pause, settings, shift review, radio, wand, inspection, and radial menu are styled against
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their mockups.
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- NPC face and hand detail: eyes, nose, lips, ears, fingered hands, and cuffed sleeves.
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- A staged NPC portrait capture for judging avatar quality up close.
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- Gear-fit checks (`tools/blender_assets.py fit`) and regression tests for head and back gear.
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### Changed
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- Scene lighting, fog, sun angle, and night glow retuned to match the AI concept frames;
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the Late phase uses wet asphalt.
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- The flashlight is a tighter forward spot that reads in the dark.
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- Sunglasses narrowed to sit inside the face silhouette; shoulder bag moved clear of the
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coat and dress skirts; firefighter helmet lifted off the brow.
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- The README now links to focused docs pages for gameplay, architecture, setup, asset
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tooling, development status, and the manual smoke checklist; `PLAN.md` was compacted
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into a design plan.
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### Fixed
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- Sidewalk overexposure at the entrance reduced to match the concept target.
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- The body-camera overlay no longer overlaps the shift/reputation/crowd status.
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- Selecting a venue releases the menu input lock and recaptures the mouse.
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- The shoulder bag no longer clips through the coat's skirt; the firefighter helmet no
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longer cuts into the brow ridge; the portrait subject now faces the camera.
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- `--portrait-type` is now parsed and applied instead of being ignored.
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## [0.6.0] — 2026-11-01
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### Added
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- Blender-authored character, gear and prop library with baked ambient occlusion.
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- Higher-resolution environment textures with tangent normal maps.
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- Phase-driven emissive details on library props, characters and street dressing.
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### Changed
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- The game was renamed from "Step Line" to "Gig Line".
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### Fixed
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- NPCs now face their movement direction instead of walking backwards.
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## [0.5.0] — 2026-11-01
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### Added
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- Articulated NPC characters with layered outfits, hand items, face/hair variety,
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idle behaviour, reaction symbols, queue offsets and three LOD tiers.
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- Player acceleration/braking, step-up assist, head bob, landing dip,
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precision-walk feedback and surface-aware footsteps.
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- Remappable keyboard and gamepad controls.
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### Changed
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- Crowd roles now select deterministic character variants and props.
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## [0.4.0] — 2026-11-01
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### Added
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- Collision and navigation footprints for every street prop.
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- Zoned prop placements with deterministic variants and small clutter.
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## [0.3.3] — 2026-11-01
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### Added
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- Staged in-game captures for the wand screening, escalation HUD, and body-camera timeline screens.
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## [0.3.2] — 2026-11-01
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### Added
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- AI reference mockups for the seven remaining catalogue screens.
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## [0.3.1] — 2026-10-31
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### Added
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- Prop models drawn with a single texture atlas (one material per prop).
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### Changed
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- The Web build is listed in the README downloads table.
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## [0.3.0] — 2026-10-31
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### Added
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- Surface-material profiles, ACES tonemapping, glow, aerial fog and phase-based
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colour grading.
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- Framed facade windows, door trim, curb and lane markings.
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- Generated street-furniture models and the Web export.
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- Aim-free targeting, a focus cone and precision walk.
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## [0.2.16] — 2026-10-31
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### Added
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- Venues authorable as editor `.tres` resources.
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## [0.2.15] — 2026-10-31
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### Added
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- A vision-model judge for comparing screenshots against reference designs.
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## [0.2.14] — 2026-10-31
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### Added
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- Anonymous release downloads enabled on the host.
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### Fixed
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- `Strings.fmt` keeps positional placeholders stable when new keys are added.
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## [0.2.13] — 2026-10-31
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### Added
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- Missing scenario content: Joke Shop reservation/ID cases, wand refusal and late
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arrival events, the studio filming-boundary repeat, and a celebrity-arrival crowd spike.
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## [0.2.12] — 2026-10-31
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### Fixed
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- Release uploads fail loudly instead of leaving an empty release with a green job.
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- Pruned releases restored and CI publishing verified end to end.
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## [0.2.11] — 2026-10-31
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### Fixed
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- Releases publish using the runner's checkout credentials when no token or git
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credentials exist.
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## [0.2.10] — 2026-10-31
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### Fixed
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- Release publishing fixed with a CI token fallback.
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## [0.2.9] — 2026-10-31
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### Added
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- Accessibility pass: escalation feedback that reads in grayscale and a working HUD font scale.
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## [0.2.8] — 2026-10-31
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### Added
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- Procedural crowd ambience that rises with crowd mood, and a radio crackle.
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## [0.2.7] — 2026-10-31
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### Added
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- NPC theater poses: sitting, taking photos, filming, and performing.
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## [0.2.6] — 2026-10-31
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### Added
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- A body-camera timeline on the shift review for stepping through recorded events.
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## [0.2.5] — 2026-10-31
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### Added
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- Emergency aftermath: evacuation clears the entrance, and unjustified calls write
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an investigation note with a false-report reputation hit.
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## [0.2.4] — 2026-10-31
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### Added
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- Crowd presentation: onlookers rubberneck at incidents and clear out during panic.
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### Fixed
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- NPC navigation issues resolved.
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## [0.2.3] — 2026-10-31
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### Added
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- Remaining PLAN actions: eye contact, "I recognize this person", a formal-warning
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body-camera flag, blocking that stations the guard in front of the door, and
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requesting a reason for entry.
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### Fixed
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- A dead incident-recording path.
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## [0.2.2] — 2026-10-31
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### Added
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- Session shell: startup menu with venue selection, pause overlay, settings
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persistence, and a "run another shift" flow back to the menu.
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- Control pass: focus cone, head ring, radial action menu, and named input actions.
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### Fixed
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- Release publishing now uploads the installer and AppImage.
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## [0.2.1] — 2026-10-31
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### Added
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- Windows NSIS installer and Linux AppImage packaging; all exports embed the PCK.
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- An AI texture generation mode in the asset pipeline.
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### Fixed
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- NSIS build fixed for Linux (absolute defines, space-free installed exe, BMP icon).
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- Runtime hygiene: RefCounted cycle cleanup, full-length shifts, and a wand cooldown.
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## [0.2.0] — 2026-10-31
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### Added
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- First playable build of the security-guard simulation at the Hollywood Boulevard entrance.
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- Core simulation: shift coordination, venue scenarios, event scheduling, NPC movement
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and states, and escalation from observation through deterrence, warnings, and blocking.
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- Access verification for wristbands, IDs, tickets, credentials, and guest lists, with
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admit/redirect/hold/refuse decisions and feedback scoring.
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- Escalation levels 0–5 with radio assistance and a hold-to-confirm emergency call.
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- Incident recording, body-camera evidence, reputation scoring, crowd reactions, and
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an end-of-shift review.
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- Scenario content for Hollywood Boulevard, The Joke Shop, and the TV Studio, including
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a mental-health crisis event.
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- A protester NPC, the "call someone else" reaction, a lockable door, and a flashlight.
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- Save/persistence, navmesh pathfinding, and JSON localization.
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- Visual polish: phase lighting, street lamps, marquee, street dressing, and NPC variety.
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- Detailed graphics: authored textures, a humanoid NPC rig, and HUD/inspection feedback.
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- Downloadable Linux, Windows, and macOS builds published by CI.
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### Removed
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- The dialogue tone-of-voice picker (reactions now depend on escalation level and NPC profile).
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