Files
security-game/CHANGELOG.md
T
zwitschi 8b0845bcce
Full build / Import + headless tests (push) Successful in 40s
Full build / Full desktop build + optional release (push) Successful in 4m57s
Build distinct Joke Shop and TV Studio venues
Add the alley walls, warm lantern, shutters, dumpster, AC clutter and door
step for the Joke Shop. Build the studio stone facade, bulb canopy, glossy
black car, stanchions and barriers. Rebuild only the world container when the
venue changes, so the guard and UI survive; add per-venue navigation checks.
Capture gallery shots 12/13, update the concept mapping and docs. Headless
231/231, Python 87/87, screenshot gate 13 good/0 bad. The vision-judge retry is
tracked separately because the API key is invalid.
2026-11-01 19:09:47 +01:00

8.4 KiB
Raw Blame History

Changelog

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

[0.7.0] — 2026-11-01

Changed

  • Agent workflow now requires maintaining this changelog for every patch, minor, and major version.

[Unreleased]

Added

  • Distinct venue geometry: the Joke Shop is now a narrow brick alley with a shuttered facade, warm wall lantern, dumpster and AC clutter; the TV Studio has a stone facade, bulb-lit canopy, glossy black car and a stanchion/barrier line at the door.
  • The README gallery includes captured Joke Shop and TV Studio views.

Changed

  • Venue geometry is data-driven through WorldBuilder.VENUE_SPECS; switching venues rebuilds the world while keeping the guard and UI intact.
  • Each venue has its own navigation bounds and concept-gallery mapping.

Fixed

  • The Joke Shop no longer renders the Hollywood skyline or marquee.
  • The TV Studio no longer uses the boulevard marquee or palm-lined layout.

[0.6.1] — 2026-11-01

Added

  • Per-phase AI skyline panoramas (day, dusk, night) replacing the flat box skyline.
  • Higher-detail surface textures with normal maps (brick, concrete, asphalt, awning, and more).
  • A runtime image root (assets/images/) with a UI and scene art loader; the start menu, pause, settings, shift review, radio, wand, inspection, and radial menu are styled against their mockups.
  • NPC face and hand detail: eyes, nose, lips, ears, fingered hands, and cuffed sleeves.
  • A staged NPC portrait capture for judging avatar quality up close.
  • Gear-fit checks (tools/blender_assets.py fit) and regression tests for head and back gear.

Changed

  • Scene lighting, fog, sun angle, and night glow retuned to match the AI concept frames; the Late phase uses wet asphalt.
  • The flashlight is a tighter forward spot that reads in the dark.
  • Sunglasses narrowed to sit inside the face silhouette; shoulder bag moved clear of the coat and dress skirts; firefighter helmet lifted off the brow.
  • The README now links to focused docs pages for gameplay, architecture, setup, asset tooling, development status, and the manual smoke checklist; PLAN.md was compacted into a design plan.

Fixed

  • Sidewalk overexposure at the entrance reduced to match the concept target.
  • The body-camera overlay no longer overlaps the shift/reputation/crowd status.
  • Selecting a venue releases the menu input lock and recaptures the mouse.
  • The shoulder bag no longer clips through the coat's skirt; the firefighter helmet no longer cuts into the brow ridge; the portrait subject now faces 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.

Changed

  • The game was renamed from "Step Line" to "Gig Line".

Fixed

  • NPCs now face their movement direction instead of walking backwards.

[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.

[0.3.3] — 2026-11-01

Added

  • Staged in-game captures for the wand screening, escalation HUD, and body-camera timeline screens.

[0.3.2] — 2026-11-01

Added

  • AI reference mockups for the seven remaining catalogue screens.

[0.3.1] — 2026-10-31

Added

  • Prop models drawn with a single texture atlas (one material per prop).

Changed

  • The Web build is listed in the README downloads table.

[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.

[0.2.16] — 2026-10-31

Added

  • Venues authorable as editor .tres resources.

[0.2.15] — 2026-10-31

Added

  • A vision-model judge for comparing screenshots against reference designs.

[0.2.14] — 2026-10-31

Added

  • Anonymous release downloads enabled on the host.

Fixed

  • Strings.fmt keeps positional placeholders stable when new keys are added.

[0.2.13] — 2026-10-31

Added

  • Missing scenario content: Joke Shop reservation/ID cases, wand refusal and late arrival events, the studio filming-boundary repeat, and a celebrity-arrival crowd spike.

[0.2.12] — 2026-10-31

Fixed

  • Release uploads fail loudly instead of leaving an empty release with a green job.
  • Pruned releases restored and CI publishing verified end to end.

[0.2.11] — 2026-10-31

Fixed

  • Releases publish using the runner's checkout credentials when no token or git credentials exist.

[0.2.10] — 2026-10-31

Fixed

  • Release publishing fixed with a CI token fallback.

[0.2.9] — 2026-10-31

Added

  • Accessibility pass: escalation feedback that reads in grayscale and a working HUD font scale.

[0.2.8] — 2026-10-31

Added

  • Procedural crowd ambience that rises with crowd mood, and a radio crackle.

[0.2.7] — 2026-10-31

Added

  • NPC theater poses: sitting, taking photos, filming, and performing.

[0.2.6] — 2026-10-31

Added

  • A body-camera timeline on the shift review for stepping through recorded events.

[0.2.5] — 2026-10-31

Added

  • Emergency aftermath: evacuation clears the entrance, and unjustified calls write an investigation note with a false-report reputation hit.

[0.2.4] — 2026-10-31

Added

  • Crowd presentation: onlookers rubberneck at incidents and clear out during panic.

Fixed

  • NPC navigation issues resolved.

[0.2.3] — 2026-10-31

Added

  • Remaining PLAN actions: eye contact, "I recognize this person", a formal-warning body-camera flag, blocking that stations the guard in front of the door, and requesting a reason for entry.

Fixed

  • A dead incident-recording path.

[0.2.2] — 2026-10-31

Added

  • Session shell: startup menu with venue selection, pause overlay, settings persistence, and a "run another shift" flow back to the menu.
  • Control pass: focus cone, head ring, radial action menu, and named input actions.

Fixed

  • Release publishing now uploads the installer and AppImage.

[0.2.1] — 2026-10-31

Added

  • Windows NSIS installer and Linux AppImage packaging; all exports embed the PCK.
  • An AI texture generation mode in the asset pipeline.

Fixed

  • NSIS build fixed for Linux (absolute defines, space-free installed exe, BMP icon).
  • Runtime hygiene: RefCounted cycle cleanup, full-length shifts, and a wand cooldown.

[0.2.0] — 2026-10-31

Added

  • First playable build of the security-guard simulation at the Hollywood Boulevard entrance.
  • Core simulation: shift coordination, venue scenarios, event scheduling, NPC movement and states, and escalation from observation through deterrence, warnings, and blocking.
  • Access verification for wristbands, IDs, tickets, credentials, and guest lists, with admit/redirect/hold/refuse decisions and feedback scoring.
  • Escalation levels 0–5 with radio assistance and a hold-to-confirm emergency call.
  • Incident recording, body-camera evidence, reputation scoring, crowd reactions, and an end-of-shift review.
  • Scenario content for Hollywood Boulevard, The Joke Shop, and the TV Studio, including a mental-health crisis event.
  • A protester NPC, the "call someone else" reaction, a lockable door, and a flashlight.
  • Save/persistence, navmesh pathfinding, and JSON localization.
  • Visual polish: phase lighting, street lamps, marquee, street dressing, and NPC variety.
  • Detailed graphics: authored textures, a humanoid NPC rig, and HUD/inspection feedback.
  • Downloadable Linux, Windows, and macOS builds published by CI.

Removed

  • The dialogue tone-of-voice picker (reactions now depend on escalation level and NPC profile).