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MEMORY

Session memory for durable decisions, gotchas, and commands. Implementation history lives in DONE.md, user-facing changes in CHANGELOG.md, the live task list in TODO.md, and the canonical implemented-features list in docs/development-status.md.

Decisions

  • Local-only reference override (2026-11-03, owner): development-only photo research ignores the licence gate. Downloads live in tmp/research/ (gitignored): DDG image search, street-view frames, neighbouring buildings — never committed, never shipped. Promotion into docs/screens/refs/ always passes the sidecar licence + privacy gate and CREDITS.md.
  • MakeHuman head accepted (2026-11-04, owner): the basic human head is a pass. assets/models/blender_src/makehuman_head.glb is the CC0 MakeHuman-derived head (12,642 tris / 7,690 split verts). The automated vision gate still records REJECT on the eye/lid region (globe depth, lid overlap, iris at three-quarter) as deferred polish, not a blocker. The assembled path (build_character(head="mh")) adds a skull-conforming hair cap derived from the closed head shell, hides the scalp under that cap, and narrows the neck/shoulder body. Default head source stays face until the owner reviews the hair/body and the 12-variant rollout starts.
  • MakeHuman hair/body prototype (2026-11-04): npc_casual --head mh is 14,753 tris / 12,822 raw / 12,823 seam-split verts / 14 bones / 9 materials, inspect clean. All 12 variants were counted at 14,693–15,987 tris. Hair uses flat shading normals because the old hair normal map caused dark tangent patches on the new cap. Scalp faces fully covered by the hair cap are deleted (saves ~950 tris); the accepted face geometry is untouched. The procedural body was narrowed at the neck/shoulders (shoulder root z 1.345, chest 0.158, neck 0.060/0.054) and its skin decimate dropped to 0.21. The local renders are in tmp/npc-parts/prototype_mh/renders/.
  • MPFB full-body prototype (2026-11-04): the current body candidate is the local MPFB 2.0.18 pipeline at tmp/npc-research/build_mpfb_npc.py (dev-only; no .mhclo clothing installed). It creates a macro-driven human, bakes targets, adds the game_engine rig, captures arm points/weights, removes the rig, applies the helper MASK, scales to 1.81 m, retargets the A-pose arms to the contract wrist, cuts the neck at 1.505, decimates, bisects the clothing boundaries, paints the five slots, adds a short neck flare, project hands, rounded shoes and cuffs, the accepted head and the 14-bone contract armature. Current output: 15,317 tris / 13,690 glTF verts / 13,702 seam-split verts / 1.810 m / 14 bones / 10 materials; inspect clean and feet grounded. The torso is inflated radially by 12% through z 0.72–1.40 to loosen the shirt. The neck is a radial cut of the decimated column bridged by a four-ring, 20-segment lathe (lower rings painted cloth, reads as a crew neck); the ankles are hidden by a bevelled 0.11 m shoe shell, an inset 0.111 × 0.286 m sole, a tongue and a 0.08 m pant cuff. Sleeve cuffs use the cloth slot and the accessory slot is carried by the sole. A light smoothing pass on the closed thigh/hip region softens the decimated silhouette. Earlier torus collar, cloth cylinder collar, skin neck-blend sphere and destructive neck smooth_vert pass failed: the shells read as a brace, shelf or donut, and vertex smoothing tore the open collar boundary into a dark hole. An untucked shirt-hem band at the hips also failed: it read as a hanging white flap at the crotch. Protruding flat sole plates read as skates/bricks and were replaced by an inset sole under a rounded shell; laces were dropped for triangle budget. The neck skin rule needed a z > 1.35 guard: without it the radius < 0.08 test painted skin at the crotch. Lowering the hem to z 0.80 (unitard), tilting it up at the front (high-cut swimwear) and a 13% hem flare (peplum) were all rejected; the remaining crotch V is the dark hollow under a body-painted shirt, and a separate loose shirt shell is the real fix. Remaining polish: crotch V, partly loosened shirt, angular thigh facets. The prototype uses flat slot colours because the one-shot MPFB UV unwrap does not match the per-slot NPC atlases. Renders: tmp/npc-parts/mpfb_proto/renders82/; body-only: body_only.glb.
  • Project agent skills (2026-11-03): two tracked skills live in .agents/skills/: gig-line-blender-asset-contract and gig-line-release-qa. They are guidance only, add no runtime dependency and are referenced from tools/README.md. The third-party blender-skills pack remains gitignored.
  • TV Studio shares the Hollywood location (owner): the Late Night TV Studio is the same El Capitan Entertainment Centre block at 6840 Hollywood Blvd (which houses Jimmy Kimmel Live!), restaged for a late-night arrival. VENUE_SPECS["tv_studio"] is a 30.0 m variant of the 29.6 m Hollywood facade. One reference board serves both venues; never create a separate TV Studio board.
  • Jimmy Kimmel Live = starting point: the Hollywood first shift and the TV Studio arrival both begin at the El Capitan block. Stated in docs/venues.md#hollywood-boulevard and docs/gameplay.md.
  • Street-view limitation: Google Street View panoramas need a Google API key or manual browser capture, so the local reference sets use DDG street-level photos instead.
  • Image-recitation filter: Gemini image models reject well-known branded facades (Comedy Store wall) as generation anchors (IMAGE_RECITATION). Workaround: anchor on a less-branded frame of the same block, or generate text-only when the reference adds no geometry.
  • OpenRouter image-to-image: /v1/images is text-to-image only; the working path is POST /v1/chat/completions with a content array carrying a base64 image_url. Response images arrive as message.images[].image_url.url (fallback: a data URI inside the message text). Implemented in generate_textures.generate_image(reference_path=...) and scene_concepts.py generate/anchor; provenance sidecars are .refgen.json.
  • Facade/venue material picks (2026-11-03): the Masonic/El Capitan facade uses the photo-anchored limestone_ashlar field (warm tint Color(0.85, 0.81, 0.74)) with stone_steps for trim; the Joke Shop uses dark_stucco; the marquee canopy/sign box stay black_metal by design (fictional "GIG LINE" marquee, not the red El Capitan Theatre marquee next door). The TV Studio reuses masonic_facade. Committed Comedy Store refs were removed in favour of the local-only tmp/research/comedy-store/ set; the three-up board's photo panel is a historical public-domain frame.
  • Godot 4.7.2 --import gotcha: with a stale .godot/ cache, new image files never import (no .import created) and preload() of the new texture fails every dependent script with the misleading Could not resolve external class member "spec". Fix: import in a scratch copy with .godot/ removed, then copy back the .png.import and .godot/imported/*.ctex/.md5.
  • Blender skills pack (local aid): MIT blender-skills at .agents/skills/blender-skills/ (94 skills + shared references/), gitignored, kept out of Godot's scanner by .agents/.gdignore. Keep the pack flat when updating (cp -a <pack>/.claude/skills/. ...). Pi gates project .agents/skills behind project trust.
  • NPC model sourcing (ADR-0015): CC0 acceptable for shipped assets; CC-BY only with attribution in CREDITS.md; no service assets with redistribution restrictions. The procedural generator is the primary path. Quaternius and MakeHuman were evaluated as references only, not shipped bases (Quaternius: 62-bone T-pose rig mismatch; MakeHuman: needs retopology + custom rig + clothing).
  • Gaussian splatting (unversioned): offline/development-only until an ADR proves licence, privacy, Compatibility/Web cost and mesh collision. Accepted photo channels: team captures, permissioned user/volunteer photos, clearly licensed downloads; every set needs a provenance/consent sidecar. No runtime splat dependency in 0.10.0.
  • 0.10.0 balance protocol: docs/release-qa.md#balance-acceptance defines targets/denominators for the 36 venue/difficulty/phase cells, seeds 1–100, and access/emergency error rates. Gotcha: _read_npc_truth() is type-derived, not behaviour-derived; the emergency-fairness review must account for that oracle mismatch.
  • Blender MCP is optional (2026-11-04): setup and safe part workflow are in docs/asset-tooling.md#optional-interactive-blender-mcp. The headless flatpak scripts remain authoritative; MCP is never a build/CI/test/runtime dependency, and anything MCP touched must pass the CLI audit/fit gates.
  • Character mesh cap (2026-11-04): all characters use 16,000 tris / 16,000 glTF vertices (CHAR_MAX_TRIS/CHAR_MAX_VERTS in tools/blender_assets.py; npc_pipeline.MAX_TRIANGLES/ MAX_VERTICES). The required 13 core bones stay, optional extra bones are allowed, and the low-poly npc_base fallback remains the shipped fallback. Measure the 24-NPC/Web budget after any geometry change; never silently lower the cap without a new decision.
  • Engine baseline: Godot 4.7.2 stable (official editor ~/.local/bin/godot). The system's godot-runner cannot load arbitrary project paths (compiled without path overrides); use the official editor binary.
  • GDScript/architecture: cross-file references use explicit preload() constants (not class_name) so scripts compile in headless --script runs; the test runner is a custom minimal harness (not GUT, which needs the editor plugin); no autoload signal bus — ShiftCoordinator owns the EventBus instance passed to subsystems.
  • Skinned NPCs (v0.6.0): NpcAvatar._build_skinned_body() loads npc_base.glb; procedural _build_body() is the fallback. Bone pose rotation is the absolute local orientation, not an offset — compose with get_bone_rest(i).basis or the body snaps to a broken pose. Five tint slots via SurfaceMaterials.npc_slot(); keep _rig.scale uniform on the skinned path.
  • NPC facing: the avatar's visual front is +Z; Godot look_at() aims -Z (made NPCs walk backwards). Use NpcAvatar.yaw_towards(dir) and set rotation.y; never look_at() on avatars. Head-turn offsets use +basis.z for the same reason.
  • Release blockers (still open): macOS unsigned, AI image provider terms/commercial rights not cleared, storefront/rating approval pending, external playtests and full hardware matrix pending. Recorded in CREDITS.md, PRIVACY.md, docs/accessibility.md, docs/known-limitations.md.

Gotchas / Known Issues

  • Two character builders — do not confuse them. tools/blender_assets.py is the real builder for the eight library characters, 18 gear pieces and props (it has the 0.9.4 face/hand sculpting in _face()/_hands_and_shoes()); tools/npc_pipeline.py builds only assets/models/generated/npc_base.glb, the frozen plain-primitive fallback. Reading npc_pipeline.py to judge the library's face/hand detail is wrong.
  • Pose capture fixed (2026-11-04): the harness was missing set_physics_process(false)/ set_process(false) on the avatar, so the FSM (_advance_fsm + _move_toward_target) ran every tick, reset arrived/velocity and made theater_pose() revert to idle/rest. Disabling both fixes it (sit vs idle diff 5.63, walk vs idle 2.29). The earlier "moving the Rig child does not render" probe was a red herring — it set the position inside _shoot() in the same frame as root.get_texture().get_image(), so it never rendered a frame. Lesson: pose/portrait harnesses must freeze the avatar's process/physics before driving _animate().
  • Capture/pose harness gotchas: scripts that read captured-mouse input must run windowed (smoke_props.gd); the NPC FSM rewrites rotation.y every physics tick, so pose/portrait captures set the yaw after set_physics_process(false); visible=false does not keep the crowd out of a portrait frame (park the rest of the crowd away instead).
  • Blender: bisect_plane and thin bevels leave zero-area triangles (Godot "non-finite normal in LOD generation"); _clean() + a weld after bisect fixes them and the audit rejects them.
  • MakeHuman head/hair gotchas: the imported head is broad and flat, so a separate hair ellipsoid floats or leaves a bald patch; derive the cap from the closed head shell and boolean-cut the hairline. Do not reuse the skull's UVs with the old hair_normal.png (dark tangent patches) — hair skips the normal map. Generate the cap before deleting the hidden scalp, or the cap inherits the hole. The flatpak sandbox cannot read /tmp; helper scripts must live under $PWD.
  • MPFB gotchas: call TargetService.bake_targets(body) before any decimate (shape-key modifier error); add the built-in rig and capture arm weights before applying the MASK modifier, or build_basemesh_position_info divides by zero on an emptied bone group; decimate before bisecting the clothing loops, or the decimator collapses the bisect into a sawtooth. Clear custom split normals after joining (imported MPFB normals leave flat-shaded thigh facets). Imported GLBs may include helper Cube/Icosphere meshes at ±1.0, so select npc_base explicitly. Delete the MPFB hands by hand/finger vertex-group weights, not only by |x|, or leftover fingers become pants-coloured fins.
  • Image models have per-model size floors/caps (Seedream needs 1920+; GEN_SIZE=2048, do not lower; gpt-5-image-mini caps lower). generate_image applies model-specific sizing; concept generation defaults to --request-size 1536.
  • Local photo research tooling: DDG rate-limits by IP (HTTP 202) — the refcollect.py token bucket (0.5 req/s, burst 3) plus retry/backoff handles it; some DDG frames are AVIF mislabeled .png/.jpg (convert with ffmpeg; refcollect.py sheet skips unreadable). Commons API needs a descriptive User-Agent and rate-limits thumbnail downloads (fetch all metadata in one titles=A|B|C query).
  • Frozen decisions: do not re-open override_access; do not bind wand to W; do not remove the radio easter egg.
  • GDScript: no static signals; lambdas capture locals by value (mutating a captured local does not affect the outer variable — use member functions for accumulators).
  • Reference cycles: FSM holds its owner via WeakRef, ShiftCoordinator is RefCounted; if a new subsystem introduces a cycle, repeat the WeakRef pattern.
  • Headless (dummy renderer) logs Parameter m is null from mesh_get_surface_count — benign, does not occur with a real GL driver.
  • macOS export requires rendering/textures/vram_compression/import_etc2_astc=true (universal build demands ETC2 ASTC).
  • Typed spawn signal: handlers must accept the 4th event: Dictionary arg or Godot will not call them.
  • GDScript inference trap: a var typed as a base class (radial: CanvasLayer) exposes script members as Variant; type it as the script type (ActionRadial). --check-only --script cannot see the Save autoload — use a real boot (--quit-after 180) to verify full-scene compile.
  • Do not snapshot right after changing a transform in the same frame — capture_screenshots.gd needs a state/frame gap or the capture uses the old camera orientation.
  • EventScheduler probabilities are per simulated second, not per call; never poll it per frame.
  • Light falloff: omni_attenuation = 0.0 is constant, not physical, falloff in Godot 4.7 — all local lights use 1.0.
  • glTF baseColorFactor is LINEAR — writing sRGB makes props pastel; srgb_to_linear() is applied in build_glb. A new/changed .glb needs godot --headless --import before load() sees it.
  • Rebuilding a character GLB also requires re-baking its AO (tools/bake_ao.py -- --only <name>). blender_assets.py build writes the GLB only; the old <name>_ao.png then maps onto the new geometry and produces large dark cheek/jaw blotches. Bake the AO, re-import, and refresh the stale .godot cache (scratch-copy import) before judging a face/body change.
  • Save.SETTINGS_FILE is declared and unused; settings persist through load_settings()/save_settings().
  • Crowd reactions emit event_bus.crowd_changed; GameManager._connect_crowd() must reconnect after every coordinator.setup() (same class of bug as the radio-dispatch reconnect).
  • Packaging: NSIS uses -D defines (never /D) and resolves relative defines against the script directory (pass $PWD-absolute paths); installed exe must be space-free; ICO must be classic BMP entries (PIL emits PNG-compressed ICOs NSIS can't load). appimagetool runs system appstreamcli — pass --pedantic.
  • Credentials: ~/.git-credentials holds the Gitea creds; .env holds only OPENROUTER_API_KEY.
  • assets/textures/game_ready/ is not imported (no .import) — use the imported assets/textures/skyline.png path.
  • Godot 4.7 writes *.gd.uid files — kept out of git status via .git/info/exclude.
  • Collaborators occasionally leave uncommitted work in the shared tree; check git status before committing and leave foreign changes untouched.

Commands

  • Tests: godot --headless --path . --script res://src/test/test_runner.gd
  • Boot check: godot --headless --path . --quit-after 120
  • Single screenshot: godot --path . -s res://src/test/take_screenshot.gd
  • Staged gallery: tools/check_screenshots.sh (re-run the whole script, never a partial capture)
  • Blender build: flatpak run org.blender.Blender --background --python tools/npc_pipeline.py -- build (flatpak cwd is /app/blender and cannot read /tmp — use absolute repo paths; .gdignore markers keep Godot from importing .blend/tmp)
  • Textures: python3 tools/generate_textures.py (then godot --headless --import); AI mode python3 tools/generate_textures.py --ai; general pipeline python3 tools/asset_pipeline.py
  • Character checks: python3 tools/blender_assets.py inspect|audit|fit, python3 tools/npc_proportions.py
  • Docs: python3 tools/check_docs.py (every tracked image must be linked from its folder README)
  • Reference research: python3 tools/refcollect.py search <q> --slug <block> --limit N (local-only), tools/refboard.py (Commons), tools/three_up.py compose/rows, tools/scene_concepts.py generate/anchor/realism

Open Questions

  • Whether the responder avatar should be playable/controllable or purely scripted.
  • Localization target languages beyond English.
  • macOS notarization approach for broad distribution.

Current State

The playable build covers the three venues, tutorial/campaign/checkpoints, the 0.9.3–0.9.6 polish/texture/integration passes and the Blender + realism asset pipeline (see DONE.md and CHANGELOG.md). The 12-character library (realistic face + four crowd variants) and the Comedy Store map rebuild are complete. Priority (2026-11-04, owner): 1) the Blender NPC model overhaul (head/face/hands, local part pipeline), 2) finish the MakeHuman character + the 3D model and map improvements, 3) ship it all together in the 0.10.0 minor. The 0.9.7/0.9.8 character patches are published; TODO.md is the priority source. Test counts as of 2026-11-04: Godot 277/277, Python 162/162, check_docs OK.