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security-game/CHANGELOG.md
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zwitschi 883626a067
Full build / Import + headless tests (push) Successful in 42s
Full build / Full desktop build + optional release (push) Canceled after 4m58s
Ship the 0.9.0 production-quality milestone
Add mixer/accessibility settings, caption/reduce-motion hooks, audio volume
clamping, a 24-NPC performance smoke and shortened coat/dress stride for hem
clipping. Record the explicit Godot 4.3-CI/4.7-local matrix and the 0.9
production scope. Headless 250/250, Python 94/94, 24-NPC budget smoke passes.
2026-11-01 21:46:42 +01:00

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Raw Blame History

Changelog

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

[0.9.0] — 2026-11-01

Added

  • Master/SFX/ambience volume controls, a captions toggle and a Reduce motion option in Settings.
  • A 24-NPC performance budget smoke and expanded audio/accessibility coverage.
  • Explicit production-quality scope for animation, audio, localization and the Godot 4.3-CI/4.7-local support matrix.

Changed

  • Coat and dress strides are shortened to reduce hem/leg clipping.
  • Help and the shift-review surface expose the current policy and accessibility settings.

Fixed

  • Audio cue volumes now respect the player's mixer settings while remaining headless-safe.

[0.8.1] — 2026-11-01

Fixed

  • Normal radio reports now send on click. The button was wired only to the emergency hold-to-confirm handlers, so a non-emergency press did nothing.

[0.8.0] — 2026-11-01

Added

  • A first-shift tutorial with contextual prompts, a safe visitor and replay/skip.
  • A three-venue campaign shell with shift progression and a Continue action.
  • Resume-from-checkpoint for paused shifts, including NPC, incident and system state.
  • Easy/normal/hard difficulty presets for spawn pacing, compliance tolerance and report strictness.
  • A searchable in-game Help overlay with controls and the current venue policy.
  • Recovery events, contextual NPC dialogue and an eligible-event debug preview.

Changed

  • The shift review now includes venue policy, campaign next steps and continued review controls.
  • Event scheduling suppresses recently played scripted events and respects the difficulty spawn multiplier.
  • Save data is written atomically and split into settings, campaign, shift history and versioned checkpoint files.

Fixed

  • Missing/older settings migrate through defaults; a partial write cannot replace a valid save.
  • The HUD debug overlay now refreshes and shows the next eligible events.

[0.7.3] — 2026-11-01

Fixed

  • Mouse look now reads relative motion at the _input stage, so a full-screen HUD or focused control cannot swallow it while the cursor is captured.
  • Mouse capture is restored after window/compositor focus returns, and clicking back into a gameplay window recaptures it instead of opening the radial menu.
  • The HUD is mouse-transparent; its presentation controls no longer block gameplay mouse input.

[0.7.2] — 2026-11-01

Added

  • Automatic OpenRouter model selection for the screenshot judges: the cheapest currently available image+JSON-capable model is used, with ordered fallbacks and a pinned GIG_LINE_JUDGE_MODEL/--model override.

Changed

  • The judge reports the model that produced each verdict and fails clearly on an invalid API key instead of retrying other models.
  • The screen-design and realism reports now include the fresh judge results.

Fixed

  • The blocked screenshot judge now runs with the valid OPENROUTER_API_KEY (13/13 screen designs match, 0 diff).

[0.7.1] — 2026-11-01

Added

  • An optional Desktop HQ build for Windows and Linux that uses Forward+, volumetric fog and SDFGI, packaged with an override.cfg beside the executable.
  • Volumetric flashlight haze in the Desktop HQ build, with a LATE-phase preset tuned so the entrance facade stays readable.

Changed

  • The normal Compatibility build remains the default; the preset only affects the extracted Desktop HQ copy.
  • Night-time light falloff adapts to Godot 4.7 while keeping the 4.3 baseline unchanged.

Fixed

  • The flashlight no longer disappears at night on Godot 4.7 under the old attenuation curve.
  • Headless and Web builds stay non-volumetric and boot normally when Forward+ is unavailable.

[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).