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Give Hollywood and the TV Studio the same queue story and validate every venue's placements
2026-11-06 20:55:52 +01:00

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# Changelog
All notable user-facing changes to Gig Line. The format follows
[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
Semantic Versioning.
## [Unreleased]
### Fixed
- The red event banners are lit from the top down at night instead of reading as flat red cards.
- Hollywood and the TV Studio got the same queue treatment, and the TV Studio's props no longer sit
in the entrance steps.
- The Joke Shop has a readable queue: a velvet rope line leading to the check-in podium, a thicker
bike-rack barricade on the curb side, and a planter no longer clipping the palm foliage.
- Street lamps now throw a warm pool on the pavement instead of dimly washing the whole walkway.
- The flashlight actually lights what it points at. It was tuned to a beam so weak it changed the
frame by less than one 255th of a level; it now throws a visible pool on the door and the pavement
ahead, in both venues.
### Changed
- Street greenery now reads as leaves instead of green rocks: the planter shrubs and tree crowns
are built from leaf cards, which also cut their triangle count by about a third.
### Changed
- Removed every hat and hood from the NPC roster: the firefighter helmet is the only head gear
left, so no character hides its face behind a cap. The street performer no longer wears the
cone hat and carries the baton and board in the hands instead.
- Hands, head gear and carried items were re-fitted to the new characters: hand items sit in the
palm instead of floating at the wrist, the lanyard moved up to the sternum, back gear moved up to
shoulder-blade height, and the clipboard is carried by its top edge.
- NPCs now wear eleven different outfits instead of three: the modular outfit pack brought a formal
suit for the influencer, a punk jacket and mohawk, beach wear, farmer overalls and straw hat, an
adventurer jacket, a second casual jersey, and royal armour with a gold crown for the street
performer.
- NPCs no longer all share one hairstyle: the roster now uses short, buzz and long hair silhouettes
instead of a single shell in twelve colours.
- Eyes now have whites and pupils instead of flat dark rectangles.
- Every NPC now has a visible mouth; the Quaternius heads shipped without one, so the faces read as
brow-and-eye masks.
- Fixed the modular Worker characters: the guard, delivery, firefighter and crowd roles had holes
in the torso and an open crown, a continuous unibrow and no visible eyes. They now have a closed
torso, hair, two eyebrows and two eyes.
## [0.9.9] — 2026-11-06
### Changed
- Raised the character mesh budget from 16,000 to 24,000 triangles and glTF
vertices so the Quaternius base and the role-dressed variants fit without
heavy decimation. Gear and prop budgets are unchanged.
- Replaced the whole NPC roster with the CC0 Quaternius characters. All twelve
characters (tourist, jacket, coat, vest, dress, hoodie, firefighter, guard and
the four crowd variants) now use one of three source outfits — casual tee,
hoodie or work clothes — dressed by role with the five tint slots and the gear
library. The procedural library and the MakeHuman head remain in the build as
the fallback.
- Characters stand with their arms down instead of a T/A pose, and the seated,
idle and walking poses swing from the shoulder and hip the way the animation
code intends on the new skeleton.
- Head gear (cap, hood, sunglasses, firefighter helmet) and the camera were
resized for the new head and arm. The camera now hangs from a wrist strap
instead of a neck strap that floated next to the head.
- The backpack straps were pulled in so they sit on the chest instead of
hovering in front of it.
### Fixed
- Characters no longer render with black legs or black patches: the new base
carried a collapsed UV map that made the ambient-occlusion bake come out
black, and the roster is now unwrapped and baked correctly.
## [0.9.8] — 2026-11-04
### Fixed
- Characters no longer detach at the wrist: the wrist and hand now track the same
bone, the hand was raised to meet the forearm, and the sleeve cuff follows the
hand instead of the elbow.
- Seated and walking poses no longer collapse the hip/thigh or pinch the knee:
the thigh and shin are rigid to their bones with a short blend at the knee.
## [0.9.7] — 2026-11-04
### Added
- Character development: a more realistic face on all eight library characters
(higher head subdivision, brow ridge, both eyelids, fuller lower lip) and four
crowd-variety characters (`npc_crowd_a`–`d`) with deterministic per-role pools
so the routine crowd no longer clones a single look.
### Fixed
- The NPC pose harness now captures seated, walking and idle deformation (the
harness froze the avatar's process so the FSM could no longer revert the pose).
## [0.10.0-rc.1] — 2026-11-03
### Changed
- Prepared the release-candidate packages for Linux, Windows, macOS, Web and the
optional Desktop HQ zip. The Web/HQ archives now include the credits, privacy,
accessibility and known-limitations pages, and release publishing writes
SHA-256 checksums and rolls back partial uploads.
### Fixed
- Corrupt or partial save files now fall back to safe defaults without logging a
parse error, and a failed atomic replace leaves the previous valid settings
intact. Added migration coverage for 0.8-era profiles and 0.9.0 checkpoints
across all three venues.
## [0.9.6] — 2026-11-02
### Changed
- The UI, model and texture passes are now integrated into a verified checkpoint
build. The gallery, NPC portraits, realism captures, asset audits, smoke
matrix, 24-NPC budget and Web/Desktop HQ packages were regenerated and
re-checked; no gameplay or content changes were introduced.
## [0.9.5] — 2026-11-02
### Changed
- NPC albedo, normal and ORM maps are now 256² instead of 128², giving the
face, fabric and gear materials more detail at portrait distance.
- NPC fabric maps now repeat four times across the body and skip the baked
per-character AO, removing the large blotchy patches from shirts, jackets and
trousers at portrait distance.
- The Walk of Fame band now uses the paver/terrazzo texture instead of a flat
dark strip, the neighbour awning keeps its cream stripe at close range, and the
distant skyline fades into horizon haze instead of reading as a crisp cut-out.
## [0.9.4] — 2026-11-02
### Changed
- Character meshes now have an 8,000-triangle / 8,000-vertex library budget
(up from 6,000 / 5,000) to support the remaining face, grip and clothing
detail; the `npc_base` fallback keeps its original 6,000 / 4,000 contract.
- Character necks are fuller and shoulders slope from the neck instead of
reading as a thin post on a hanger.
- Character eyes sit in the socket behind a thin upper lid, and the chin and
cheekbones are sculpted into the head instead of reading as separate spheres.
- Character torsos taper from the chest to the waist and flare slightly into
the hips, so shirts and jackets sit less like straight tubes.
- Character hands now have a wider palm, bent fingers with rounded tips and a
separate thumb instead of flat bars.
- Character noses gained ala wings and a smaller bridge/tip, the mouth is a
rounded slot, and the ears have a darker inner concha.
- Hand-held items now sit forward in the open palm instead of being partly
buried inside the hand.
- Shoes and responder boots now have rounded toes and heels instead of reading
as flat blocks.
### Fixed
- Tourists no longer appear to carry two backpacks: the photo-pose camera bag is
hidden except while they are actually taking a picture.
- Backpack shoulder straps are now flattened bands that sit outside the chest
instead of thin rods partly buried in the torso.
## [0.9.3] — 2026-11-02
### Added
- Eight committed gallery captures now cover the start menu, pause, settings,
shift review, emergency radio, action wheel, crowd panic and responder
arrival, so every screen-design reference has a deterministic current-build
capture.
### Changed
- All session, settings, radio, Help, review and timeline action buttons now
share explicit normal, hover, pressed, focus and disabled styles. Timeline
Previous/Next disable at their boundaries.
- Keyboard and gamepad focus rings now wrap through every modal, with explicit
default focus and A/B accept/cancel bindings; hidden Continue and disabled
timeline controls are skipped.
- Esc and right-click now close the top panel consistently, restore the venue
menu after menu Settings, and recapture the mouse without leaving the guard
frozen. Help no longer opens Pause behind itself.
- The HUD target chip grows and caps with the selected font scale, top labels
clip safely, and long action-button labels ellipsize instead of pushing panels
wider than the screen.
- Campaign reset and tutorial replay now share a guarded confirmation dialog;
repeated presses cannot stack dialogs or fire the action twice. Emergency
hold-to-send still submits once and ignores the release after submission.
- NPC reason answers now use role-specific dialogue contexts, so staff, guests,
delivery workers, performers and other archetypes answer instead of silently
deflecting the Reason verb.
- Hollywood and the TV Studio now have door-staff lines for their wristband,
ticket, credential and guest-list checks.
- Clarified the emergency radio cancellation message, the Ask verb in Help/HUD
hints, the start-menu key hint and the campaign-reset confirmation.
## [0.9.2] — 2026-11-02
### Added
- A stylized reconstruction of the real El Capitan Entertainment Centre block at
6840 Hollywood Boulevard: six Ionic columns, eight stone steps, the Masonic
parapet motto and medallions, red event banners, central and side entrances,
the El Capitan Theatre and retail neighbours, the Ovation Hollywood arcade,
the Walk of Fame and four-lane street markings.
- Real-site reference notes and AI art-direction frames for the Hollywood block.
- The Joke Shop is now a Sunset Strip comedy-club block based on The Comedy Store at
8433 Sunset Blvd: a 27 m black hall under a signature-covered canopy, a circular
**THE JOKE SHOP** blade sign, red velvet curtain bays, a west-end entrance, cream
and white neighbours, a dry hillside of stucco houses and palms, and a low retail
and billboard frontage across Sunset.
- Real-site reference notes and AI art-direction frames for the Joke Shop block,
including day, night and across-the-street concepts.
- A separate day capture stage for the Joke Shop, so the club can be compared in
both lighting states.
- Completed the UI string migration: start menu, settings, pause, Help, HUD,
radio and shift-review labels now come from the English string table.
- Separate **Hollywood Boulevard — Day** and **Hollywood Boulevard — Night**
rows in the venue menu. Night starts directly in the late phase and keeps the
full shift after dark.
### Changed
- The default Hollywood venue is no longer a generic brick entrance; the venue
name and policy copy now identify the El Capitan Entertainment Centre.
- Night lighting on the landmark uses low-energy practical washes rather than
the street-lamp brightness, so the facade reads without blowing out.
- The Joke Shop lighting now uses warm sconces, canopy downlights and ground
uplights; the hillside stays a dark silhouette at night instead of a lit wall.
- The Joke Shop venue copy and gallery captions describe the Sunset Strip block,
not the old brick alley.
### Fixed
- The Ovation Hollywood sign faces the boulevard instead of rendering mirrored.
- Local night lights use linear attenuation instead of constant falloff, so
sconces and street lamps pool on the ground and stone rather than washing the
whole facade flat and yellow.
- The captured HUD clears stale objectives and target prompts between staged
screenshots.
- The Joke Shop beauty capture closes a stale wand/inspection panel before shooting
and frames the entrance and sign instead of a nearby target.
- Multiline HUD and wand strings now render real line breaks instead of a literal
`\n`; the wand panel also lists the guest's carried items.
- Final-context NPC gear fit: authorized-guest lanyards now show their badge in
front of the jacket, and responder helmets sit above the eyes instead of across
the brow.
## [0.9.1] — 2026-11-02
### Changed
- Unified the project, local tooling and CI/release environment on Godot 4.7.2,
including matching export templates and project feature metadata.
- Evaluated Gitea Actions cache for the Godot binary/templates; disabled it after
cache saves timed out or were rejected, pending a healthy host cache service.
- Updated release and setup documentation for the 4.7.2 baseline.
## [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
### 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).