Update project features and CI installs/templates to Godot 4.7.2, remove the old version matrix, and cache the Godot binary and export templates with Gitea Actions cache. Update release/docs/version references accordingly. Project import and headless tests pass locally under 4.7.2.
43 lines
4.2 KiB
Markdown
43 lines
4.2 KiB
Markdown
# Smoke Test Checklist
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1. `godot --path .` starts the game on the venue menu without script errors.
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2. Choosing a venue (click or ↑/↓ + Enter) starts that venue's shift and hides the menu.
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3. The guard moves and looks around; the building, steps, and sidewalk are visible.
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4. The guard's camera sits at eye height and the guard stands on the landing, not inside the building.
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5. Walking into the steps carries the guard up onto the landing (steps have colliders).
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6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab.
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7. The `GIG LINE` marquee is readable from the sidewalk.
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8. NPCs spawn and approach the entrance during the first minutes.
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9. Looking at an NPC inside the focus cone shows a blue focus circle in front of the face, the person's name, and the HUD target line.
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10. `Space` or left click opens the action wheel; `A`/`D` highlight a slice, `Space` confirms it, `Esc`/right click cancels without a log entry.
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11. `E`/`C` open the inspection/wand panels from the wheel and freeze movement until they close; walking never fires the wand.
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12. Pressing `Q` produces a reaction log entry and reputation feedback.
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13. `E` opens access inspection showing venue-correct artifacts and policy result; `A`/`D` record a decision.
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14. `6` opens the assistance form; submitting shows dispatch feedback.
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15. `R` opens the emergency form; the button must be held ~1.6s or the call cancels.
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16. `G` toggles the flashlight (indicator appears in the HUD); `L` toggles the door lock (indicator turns red when locked).
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17. `F` toggles the debug overlay with NPC states and shift stats.
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18. The wheel's `Look` slice is eye contact (Level 1) and logs as its own action.
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19. `Reason` asks why the person is there and logs their `dialogue_lines` reply.
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20. `Recognize` records the guard's recognition as access evidence; pressing it twice says so.
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21. `Warn` turns the body camera on (REC overlay appears); `B` toggles it manually.
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22. `Block` moves the guard between the person and the door.
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23. The shift review reports the incident count, including interactions left unresolved.
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24. Escalating on someone (or a responder arriving) makes idle bystanders stop and face the incident.
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25. Repeated alarms panic the crowd and nearby people clear away from the door instead of standing around.
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26. `Esc` with nothing open pauses the shift; resume / restart / settings / quit-to-menu all work, and settings changes persist across a restart.
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27. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
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28. An unjustified emergency call (calm person, no weapon) logs an investigation and costs reputation.
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29. After an evacuation outcome the door is locked and NPCs are leaving the entrance.
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30. The shift review's "Body camera timeline" button steps through the recorded events (Left/Right or the buttons) and Esc returns to the review.
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31. The escalation label shows a `[###--] L3/5` shape meter as well as the level name, and stays readable in grayscale.
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32. Changing "HUD font scale" in Settings resizes the HUD text and persists across a restart.
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33. When the shift timer reaches 0, the shift review screen shows grade, policy, incident summary, responder outcomes, investigations, and persisted shift history; campaign Continue starts the next venue.
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34. On a fresh profile the tutorial starts on Hollywood, advances through its eight beats, and F1 skips it; Settings Replay tutorial restarts it.
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35. Pausing saves a checkpoint: returning to the menu and choosing Continue resumes elapsed time, NPCs, incidents, door/flashlight state and campaign position.
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36. Settings difficulty changes spawn pacing/compliance/report strictness while escalation rules stay the same; Help filters controls and shows the venue policy.
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37. The F debug overlay lists the next eligible events; recovery events and recently played scripted events behave as authored.
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38. Master/SFX/ambience volume settings clamp at 0/1 and persist; Reduce motion disables head bob; the captions toggle persists.
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39. The 24-NPC budget smoke stays inside its frame budget; coats/dresses do not show obvious leg clipping in a normal walk.
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40. Help remains readable with the largest HUD font scale, and CI/local verification use the same Godot 4.7.2 baseline.
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