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# TODO
Work is grouped by theme. Each item should be small enough to complete and verify on its own;
see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these plans.
**Priority order (2026-11-04, owner):** 1) **Blender NPC model overhaul** — head, face and hands
with a local part pipeline; 2) finish the MakeHuman character + the 3D model and map improvements;
3) ship it together in the **0.10.0 minor**. The 0.9.7/0.9.8 character patches are published. See
`AGENTS.md` §Priority and Versioning and §Local Blender skills.
The MIT Blender skill pack lives locally at `.agents/skills/blender-skills/` (gitignored). Every
3D workstream below names the skills to load; they are guidance only, and the project contract,
`blender_assets.py audit`/`fit`/`inspect` and the capture gates stay authoritative.
## Blender NPC model overhaul (top priority)
Goal: replace the sphere-and-primitive face and hand construction with a local, part-based
development pipeline that can build, inspect and compare the **head/face** and **hands** separately
before assembling them into the shipped character. Prioritise face readability at portrait
distance, then hand silhouette and gear contact. Preserve the `npc_base` contract, the 13 core-bone rig (optional extra bones allowed),
five tint slots, 16,000/16,000 character cap, optional extra bones beyond the required 13, and the Compatibility/Web path.
*Skill route: `character-artist`, `retopology`, `sculpting`, `rigging`, `uv-workflow`,
`texture-workflow`, `materials`, `lookdev`, `asset-optimization`, `qa-review`.*
**Current state:** `assets/models/npc/` contains the tracked frozen `npc_base.blend` and its
gitignored `.blend1`; the 12 production characters are assembled procedurally by
`tools/blender_assets.py` from `_shape_head_mesh`, `_face`, `_hair` and `_hands_and_shoes`.
The MakeHuman head is now a second head source (`build_character(head="mh")`,
`build --head mh`, `npc_parts.py assemble --head mh`) and all 12 variants assemble inside the
16,000-triangle cap with it. The procedural body, hands and clothing remain unchanged. The
MakeHuman body prototype and its temporary head/hand swap live under `tmp/npc-research/` and are
not the shipped path. This overhaul supplies the reusable head/face and hand parts that both the
procedural characters and the MakeHuman body can consume.
This workstream supersedes the face/head and hands items in §C until the prototypes are approved;
the rest of §C remains the broad review checklist.
### 1. Baseline and acceptance
- [x] Inventory the real starting point: the frozen `assets/models/npc/npc_base.blend`, the 12
generated character GLBs/AO maps, the current `_face`/`_hands_and_shoes` builders and the
temporary MakeHuman head/hand swap. Recorded tris/verts, head subdivision, material slots,
UV layout and the exact locations of eye/mouth/finger geometry in
`docs/3d-model-review.md` §Baseline inventory.
- [x] Define measurable acceptance: face front/three-quarter/profile at 1.5 m and 1.85 m; hands
open and gripping at 0.8 m; silhouette, eye/mouth readability, ear/nose/jaw planes, finger
separation and gear contact. Keep the 16,000/16,000 cap; optional extra bones are allowed, but the required 13 core bones and rest positions must not move.
Recorded in `docs/3d-model-review.md` §Overhaul acceptance criteria.
- [x] Confirm the identity boundary: `npc_base.blend` is the frozen fallback and must not absorb
prototype detail unless a separate contract decision approves it.
Recorded in `docs/3d-model-review.md` §Baseline inventory and
`docs/blender-assets.md` §Frozen fallback boundary.
- [x] Choose a local working-set layout: `tmp/npc-parts/<variant>/` (gitignored) for part `.blend`
and preview GLBs; only the assembled character GLBs, AO/maps, manifest and review sheets are
committed. Do not add a new committed `.blend` source tree without a docs/ADR decision.
Recorded in `docs/3d-model-review.md` §Working-set layout and
`docs/asset-tooling.md` §Recommended part-workflow.
### 2. Local part pipeline
- [x] Add `tools/npc_parts.py` with a small, documented CLI:
`extract` (pull the current head/hands for comparison), `build --part head|face|hand_l|hand_r`,
`assemble --variant <name>`, `inspect`, `compare` and `sheet`. It reuses the existing
builder helpers (`blender_assets.py` `_face`/`_hands_and_shoes`/`_shape_head_mesh`); no
second face/hand implementation. Verified end-to-end: built `head`/`face`/`hand_l`/`hand_r`,
extracted `hand_l` from the shipped GLB, assembled `npc_casual` (contract inspect: no issues).
- [x] Keep the part pipeline local-only and headless: flatpak Blender for authoring, stdlib/Pillow
for inspection and sheets. No Blender MCP dependency, no new runtime dependency, no CI
Blender step.
- [x] Add tests for deterministic part assembly, contract output (mesh root, bones, slots, budgets)
and the non-Blender failure path. `tools/tests/test_npc_parts.py` covers the part-name set,
the clean Blender-required error path, sheet/compare error paths and a real-PNG sheet. The
assembled prototype passes `inspect` (npc_base, 14 bones, skinned, no issues).
- [x] Consider optional Blender MCP for interactive part exploration and document setup/safety.
(`docs/asset-tooling.md#optional-interactive-blender-mcp` covers addon/client setup, Pi `pi mcp add`, flatpak networking,
viewport/`bpy` workflow and the rule that headless audit/fit remains authoritative; MCP is
not a build/CI/runtime dependency.)
- [x] Document the commands, working-set paths and "part source is not a shipped asset" rule in
`docs/asset-tooling.md`, `docs/blender-assets.md` and
`.agents/skills/gig-line-blender-asset-contract/references/verification.md`.
### 3. Head and face prototype
- [x] Build one `npc_casual` head/face prototype as a connected head shell plus intentional feature
geometry — not a sphere with floating facial balls. Use loop-based eye sockets/lids, a
readable nose bridge/tip/ala, a mouth with upper/lower lip volumes, ears with concha depth,
and brow/cheek/jaw planes that survive the 256² AO bake.
Outcome (AI-judged, 2026-11-04): the displacement shell oscillated egg/spiky at ~3/5; the
judge picked the **decimated MakeHuman head**. That head is now built as `_makehuman_head`
(`build_character(head="mh")`, `npc_parts.py build --part head_mh`): committed CC0 source
`assets/models/blender_src/makehuman_head.glb` + project sclera/iris/lids/brows/mouth;
assembled `npc_casual` passes `inspect` (14 bones, no issues). Remaining polish: weld the
eye/brow pieces into the head shell and add a skull-conforming hair cap (owner-gated rollout).
- [x] Compare two or three subdivision/loop variants at 1.85 m front/three-quarter/profile and a
1.5 m portrait. Pick the variant that reads best before changing all 12 characters; keep the
rejected variants local.
- [x] Rebuild a standalone MakeHuman-derived head from the researched CC0 base and save it to
`assets/models/blender_src/makehuman_head.glb`; record provenance/review in
`docs/makehuman-head-review.md` and the preview sheet. Final build: 12,642 tris /
7,690 split verts, bounds x −0.094..0.094, y −0.180..0.042, z 1.530..1.803. The owner
accepted the **basic human head** on 2026-11-04; the automated vision gate still records
the eye-region REJECT as deferred polish (globe depth, lid overlap, iris at three-quarter).
The assembled path now adds a skull-conforming hair cap, a hidden-scalp trim and a narrowed
neck/shoulder body. Assembled `npc_casual --head mh`: 14,753 tris / 12,822 raw / 12,823
seam-split verts / 14 bones / 9 materials, `inspect` clean.
- [ ] Build true upper/lower eyelid masses that overlap the globe in front, three-quarter and
profile views (not a socket hole), then re-run the vision gate. Deferred: the owner accepted
the basic head, so this is polish, not a rollout blocker.
Compared `head_proto` at seg 24 (670 verts), 48 (1,558 verts) and 64 (2,470 verts) at 1.85 m
and 1.5 m, front/three-quarter/profile. Vision-judged: **s48 wins** — s24 is too faceted
(nose/lips melt, jagged silhouette), s64 is visually identical to s48 at both distances
(extra ~900 verts wasted). Rejected variants stay in `tmp/npc-parts/`.
- [-] Verify head weights stay on the Head bone, headgear clearance still passes `fit`, and the
face does not bake recessed creases into dark AO patches.
Weight check done: `npc_parts.py assemble --head-proto` passes `inspect` (npc_base, 14 bones,
skinned, no issues) and the head join is weighted 100% Head by construction
(`rigid=lambda p: "Head"`). Headgear clearance and the AO no-blotch check are pending the
§5 rollout (the `fit`/`bake_ao` tools read the committed assets; the ad-hoc AO bake on the
imported GLB came out black and is superseded by the proper `.blend`-source bake). Flag: the
prototype ears reach x ±0.162 vs the 0.1575 head-radius reference, so headgear may clip and
must be re-measured at rollout.
- [-] Owner review of the assembled one-variant prototype (`npc_casual --head mh`) before the
12 shipped GLBs change. The basic human head is accepted (2026-11-04); the review now covers
the skull-conforming hair cap and the narrowed neck/shoulder body silhouette. Local renders:
`tmp/npc-parts/prototype_mh/renders/` (portrait front/three-quarter/profile + full body).
Rollout starts only after this review.
### 4. Hands and grip prototype
- [x] Build separate left/right hand parts with a connected palm, four multi-segment fingers, a
thumb, knuckles and rounded tips. Support an open palm and a relaxed grip; preserve the
current `HAND_ITEM_FORWARD` behaviour for phone/cup/clipboard/camera/flashlight/wand/radio.
`npc_parts.py build --part hand_l_proto|hand_r_proto` fuses the palm/fingers/thumb into one
mesh (`_hand_proto` in `blender_assets.py`, remove-doubles at 6 mm). Vision-judged at 0.8 m:
"keep the fused version" — reads as a thumb + four fingertips, no missing fingers or holes.
Explicit knuckles and deeper fingertip notches are deferred polish (P2); the acceptance bar
"reads as a hand, not a mitten" is met.
- [x] Decide finger articulation explicitly: the current rig has no finger bones, so keep the
open/relaxed-palm approach unless an ADR approves optional finger bones and the
budget/weight path.
Decided 2026-11-04: keep the open palm + `HAND_ITEM_FORWARD` (no finger bones). Finger-curl
articulation stays out of scope; the contract already allows optional extra bones, so if the
owner later wants a grip rig it is an ADR + budget change, not a blocker. (Recorded in
`MEMORY.md`; re-confirmed here.)
- [-] Verify all hand gear at 0.8 m (contact, clipping, direction) and capture open/grip hand
close-ups for the review sheet.
Open close-up captured (0.8 m). Gear contact is unchanged by construction: `_hand_proto`
reuses the same palm geometry and the same `HAND_ITEM_FORWARD`/Hand-proxy attach, so the
existing `fit` hand-gear clearances carry over. The grip close-up + gear-in-hand context
needs the §5 assembly (hand_proto swapped into the character), so it is verified there.
- [ ] Roll the approved hands into all 12 variants only after the one-variant hand sheet passes.
### 5. Assembly and rollout
**MakeHuman 12-variant rollout.** - [x] Make the head source selectable from the main builder:
`blender_assets.py build --head mh --only npc_casual,...` and
`npc_parts.py assemble --variant <name> --head mh --out <stem>`. The default stays `face`
until the hair/body review passes.
- [x] Verify every variant assembles with the MakeHuman head inside the 16,000/16,000 cap
(pre-export triangle counts, `inspect` clean; `npc_casual` seam-split verts 12,823):
`npc_casual 14,753`, `npc_jacket 15,153`, `npc_coat 15,817`, `npc_vest 15,579`,
`npc_dress 15,215`, `npc_hoodie 15,837`, `npc_firefighter 15,987`, `npc_guard 15,729`,
`npc_crowd_a 14,947`, `npc_crowd_b 14,693`, `npc_crowd_c 15,433`, `npc_crowd_d 15,833`.
- [x] Recover head budget without touching the accepted face: remove head faces fully covered by
the hair cap, keep boundary faces as a safety band, and trim the hidden neck plug to 12
segments. This saves ~950 tris on every variant.
- [ ] Owner approves the hair cap and full-body silhouette on the local `npc_casual` prototype.
- [ ] Rebuild the 12 committed character GLBs with `--head mh`, in asset-family batches, then
regenerate their AO maps and manifest entries. Never run a no-op full-library rebuild.
- [ ] Run `blender_assets.py audit`, `fit`, `inspect` and `texels`, plus
`python3 tools/npc_proportions.py report`; record the 12-variant proportion table.
- [ ] Re-run the Godot NPC tests and capture the 12 × 6 baseline
(`src/test/capture_npc_baseline.gd` → `python3 tools/npc_baseline.py sheet`); inspect the
sheet for outliers before committing.
- [ ] Update `docs/makehuman-head-review.md`, `docs/3d-model-review.md`,
`docs/blender_previews/README.md`, `docs/npc-model-sourcing.md`, `CREDITS.md` and
`docs/development-status.md` with the accepted head/hair/body state and final counts.
- [ ] Integrate the approved parts into `build_character` with deterministic joins, weights, UVs and
AO. The final output remains one `npc_base` skinned mesh under the existing 13-core armature;
optional extra bones are allowed but the core rest positions stay fixed;
no second rig, no material-slot rename.
- [ ] Keep the MakeHuman body prototype consumable with the same approved head/hands; do not let it
grow a second face/hand implementation while the part pipeline is being proven.
- [ ] Rebuild only the changed character GLBs, AO maps and manifest entries; never run a no-op full
library rebuild. Commit one asset family per change.
- [ ] Re-run `blender_assets.py audit`/`fit`/`inspect`, `npc_proportions.py`, the 24-NPC budget,
Godot and Python tests, the 48-frame baseline and the 96-frame final-context review.
### 6. QA, docs and exit
- [ ] Capture front/three-quarter/profile head comparisons and open/grip hand comparisons; add
durable sheets to `docs/blender_previews/` and link them from the review docs.
- [ ] Update `docs/3d-model-review.md`, `docs/npc-visual-review.md`,
`docs/known-limitations.md`, `MEMORY.md` and the project skills with the accepted limits and
the new part workflow.
- [ ] Exit: head/face and hands are approved on one prototype, rolled out across all 12 variants,
all contract/budget/capture gates pass, the local part pipeline is documented, and no
runtime dependency or skeleton contract changed.
## Fix the Rig pose harness
Goal: `src/test/capture_npc_pose.gd` reports a pose but saves rest frames; the root cause is
narrowed to the skinned mesh ignoring its `Rig` parent transform. Fixing it unblocks the
weights/pose column of the 3D review and the pose/portrait evidence for the MakeHuman intake.
*Skill route: `rigging`; evidence in `docs/3d-model-review.md` §"Pose evidence is blocked".*
- [x] Root cause found (2026-11-04): the harness never disabled the avatar's `_physics_process`,
so `_advance_fsm` + `_move_toward_target` ran every tick and reset `arrived`/velocity, which
made `theater_pose()` return "idle" and reverted the pose to rest. (The earlier "moving the
`Rig` child does not render" probe was a red herring: it set `rig.position.y` inside `_shoot()`
in the same frame as `root.get_texture().get_image()`, so it never got a rendered frame.)
- [x] Harness rebuilt: `capture_npc_pose.gd` now calls `set_physics_process(false)`/
`set_process(false)` after staging the avatar; the pose survives because only the direct
`_animate()` ticks drive it. Verified: sit vs idle diff 5.63, walk vs idle diff 2.29, and the
vision judge confirms the seated frame reads as crouched.
- [x] Captured all poses for all 12 variants (idle / walk_contact / walk_pass / sit × full +
shoulder views = 96 frames) and built `sheet_pose.jpg`/`sheet_shoulder.jpg` under `tmp/`.
(No separate "wave" theater pose exists; the escalation raise-hand gesture is not a distinct
capture in this harness.)
## MakeHuman character pipeline
Goal: replace the procedural body generator with the CC0 MakeHuman base for the next character
pass — retopologised, rigged and dressed in project-owned clothing — so bodies read more
realistic than the current primitive shapes. This promotes the deferred MakeHuman evaluation to
an active track; ADR-0015 (CC0 / CC-BY with attribution) still governs every intake.
*Skill route: `retopology`, `rigging`, `uv-workflow`, `materials`, `character-artist`,
`asset-optimization`, `godot-export`, `qa-review`.*
### Intake and adaptation
- [x] `adapt` path added to `tools/blender_assets.py` (`adapt --file <in> --out <out>
[--target-tris 16000]`): imports the GLB, applies transforms, grounds the feet, welds seam
splits and decimates to the budget, then exports. The five tint slots + 13-core rig
(optional extra bones allowed) stay a manual step (recorded in the command doc).
- [x] `audit` stays the final gate; `test_adapt_requires_blender` covers the non-Blender error
path (162/162 Python).
- [x] Adapter commands + go/no-go documented in `docs/asset-tooling.md` §Intake adaptation.
### MPFB / MakeHuman body pipeline
- [x] Prototype the local pipeline: `tmp/npc-research/makehuman_intake.py` imports the CC0
`base.obj`, scales to 1.82 m, grounds the feet, triangulates, decimates and exports
`tmp/npc-research/makehuman/makehuman_body.glb` — 3,790 verts / 6,444 tris, bounds
x ±0.53 / y 0–1.82 / z −0.12…+0.35, one neutral material, UVs present, unskinned. The
body (no rig) is the input for the rigging step; the script + mesh stay in `tmp/` (CC0, not
committed).
- [x] Rig strategy decided (owner): **retarget the body to the 13-core contract; optional extra bones are allowed**.
`tmp/npc-research/makehuman_retarget.py` rotates the A-pose arms down (−38°/+38°), scales the
arms 1.63× to the contract 0.70 m length, welds the split vertices, smooth-shades, adds the
contract armature + `_auto_weights`, paints the five slot regions (hair/cloth/pants/accessory/
skin) and exports `makehuman_retargeted.glb`. **Contract passes:** 6,444 / 16,000 tris,
7,726 / 16,000 verts, 14 bones (13 + Hips), skinned, arm-down, grounded, five slots, no issues.
Vision-reviewed: arms hang down and the silhouette + slot regions read, but the 1.63× arm warp
distorts the deltoid/shoulder (spiky/warped), the decimated hands are blocky, and the slot
boundaries are rough — these are the refinement steps below.
- [x] Head/hands/feet swap (`makehuman_final.py`): cut the decimated MakeHuman head/hands/feet and
joined the project's `_face`/`_hair`/`_hands_and_shoes`, then re-weighted/re-UV'd. Contract
passes: 6,407 / 16,000 tris, 6,651 / 16,000 verts, 14 bones, skinned, five slots, no issues.
Vision-reviewed: the head now reads as a realistic face, the hands as detailed fingers and
the shoes as attached. Remaining (manual retopology): a 1.63× arm-scale warp still distorts
the deltoid/shoulder, stray hand blobs linger at the hips, shirt/shirt seams are rough, and
the head-neck junction has a shadow gap. The procedural generator stays the shipped fallback
until these are cleaned in an editor session.
## 3D model and local map re-evaluation
Goal: re-judge every shipped 3D asset against the newly available Blender skill guidance, rank
the real gaps, and fix only what the rankings justify (sections A–G); and re-evaluate the three
venues against licensed real-world data — OSM footprints and building massing, reference-derived
photoreal facades and the photo-driven geometry pipeline (sections H–M). Evidence comes from three
separate sources: licensed real-location photos, generated concept boards, and build captures. This
is an unversioned development track: it must not change the `npc_base` contract, the renderer or
the 0.10.0 release candidate.
**Sequencing (2026-11-03, owner):** the asset-review fixes (A–G, notably the character P0/P1
rebuilds and the face/foliage prototypes) stay **blocked** until the full local map rebuild
(H–M) is done **and** a fresh 3D model review runs against the new maps. The measurements and
scorecard in `docs/3d-model-review.md` stand as the pre-rebuild baseline, not a go-ahead to start
character work now. (Character development has since shipped — see `DONE.md` — and the next
character pass is the MakeHuman pipeline above.)
**Map rebuild status (2026-11-03):** H–M are complete — the Joke Shop is now a 6.0 m low hall
(dark stucco, white signature fascia, tied-back curtains, hotel tower) and Hollywood/TV Studio
share the limestone-ashlar Masonic facade. A fresh `capture_npc_review.gd` run produced 96/96
frames against the new maps (none blank) and a vision spot-check confirms the characters still
read cleanly. The remaining §L signage-texture candidates and the deferred 3D facade-reveal depth
are enhancements, not rebuild blockers.
Reference material is collected first (section A): local, gitignored, development-only photo
research may use any source the owner authorises (DuckDuckGo image search, street-view frames,
neighbouring properties, buildings across the street) **without the licence gate**. The licence
and privacy gates still apply the moment a frame is promoted into `docs/screens/refs/` or any
committed asset — local `tmp/research/` is the only licence-free zone.
Scope: the shipped 3D catalogue — 8 library characters, the frozen `npc_base` fallback, 18 gear
pieces, 20 library props, 6 generated props and the three venue families — plus the local map
pipeline that re-evaluates those venues (OSM data/licensing, reference imagery, the photoreal
facade kit, AI-assisted composing, Gaussian-splatting evaluation and map QA).
**Exit (asset review, A–G):** `docs/3d-model-review.md` scores every catalogue asset; every P0/P1
is fixed or explicitly accepted with a measurement; `inspect`/`audit`/`fit`/proportions, the
24-NPC budget and the capture gates are green; no runtime contract, dependency or release artifact
changed except the rebuilt assets themselves.
**Exit (local map, H–M):** one local block is reconstructed from licensed data with
reference-derived photoreal facades, passes performance/navigation/visual QA and has complete
provenance; or the pipeline is rejected with the findings recorded.
### A. Local reference material collection (development-only, gitignored)
*Owner override (2026-11-03):* for local, development-only photo research the licence gate does
**not** apply. Anything downloaded for this track stays under `tmp/research/` (gitignored) and is
never committed, shipped, or used as a committed asset. The moment a frame is promoted to
`docs/screens/refs/<venue>/` it must pass the sidecar licence + privacy gate; local research is the
licence-free zone only.
- [x] Add a DuckDuckGo image-search fetcher: `tools/refcollect.py search <query> --slug <block>
--limit N` downloads top results into `tmp/research/<block>/` with a source-URL manifest
(no licence filter, marked `local_only`/`unchecked-local`), and `sheet` composes a local
contact sheet. Requests go through a token bucket plus polite jittered backoff that honours
`Retry-After`, and send a full Firefox header set. Tests in
`tools/test_refcollect.py`. **Run note:** DDG rate-limits aggressively; space batches and
run the per-venue collection below when the limit clears.
- [x] Collect Hollywood block reference: facade, marquee/blade-sign neighbour, Walk of Fame and
arrival staging are covered by `tmp/research/elcapitan/`, `hollywood-block/` and the
`jimmy-kimmel-*` sets (day, night, entrance and stage frames).
- [x] Collect Joke Shop / Comedy Store block reference: `tmp/research/comedy-store/` covers the
facade, canopy, street and visitor views; `ramada-hotel/` adds the neighbouring hotel and
`comedy-store-hillside/` the hillside/houses behind the roofline.
- [-] Collect street-view frames of both blocks: street-level DDG frames now cover the facades,
corners and opposite frontages for both blocks; true Google Street View panorama capture is
deferred (needs a Google API key or a manual browser capture — recorded in MEMORY).
- [x] Build a local contact sheet per block: `sheet.jpg` exists for every collected set
(`elcapitan`, `hollywood-block`, `jimmy-kimmel-stage`, `jimmy-kimmel-entrance`,
`comedy-store`).
- [x] Record which local frames changed a decision: added the frame→decision mapping to
`docs/venues.md#hollywood-boulevard` (recent `elcapitan-2026` geosearch → 2009 frame stays the
geometry reference; `jimmy-kimmel-entrance/07.jpg` → the four entrance concepts) and
`docs/venues.md#the-joke-shop` (`comedy-store/` → the four concept pairs + map plan;
`comedy-store-hillside/` → the day-concept anchor that clears the image-recitation filter).
Frames stay gitignored; only the provenance notes are committed.
### B. Baseline, scorecard and routing
- [x] Load `blender-director` plus the per-family specialists before touching geometry, and
record the skill stack and the advice that changed a decision in `docs/3d-model-review.md`.
(Routing, QA severity/verdict, texel-density tiers, character loop criteria and budget rules
recorded in the review doc; MCP-only steps translated to headless flatpak runs.)
- [x] Re-run the neutral NPC baseline (48 frames), the final-context review (96 frames), the
prop gallery and the 24-NPC budget on the current build; keep raw frames in `tmp/` and do
not replace committed sheets until a fix lands. (48/48 and 96/96 frames captured under
`xvfb-run`, none blank; raw sets in `tmp/model-baseline` and `tmp/model-review`; committed
sheets untouched. 24-NPC smoke still 6.94 ms / 168 meshes / 131,616 triangles.)
- [x] Create `docs/3d-model-review.md` with a per-asset scorecard: silhouette, anatomy/proportion,
topology/edge flow, UV/texel density, textures/materials, rig/weights, LOD/impostor,
collision/grounding, export contract, provenance, skill route, verdict (P0/P1/P2/accept).
(Doc created with character/gear/prop/venue tables, verdict columns and a ranked candidate
list; unmeasured cells are marked `—` instead of being guessed.)
- [x] Collect the baseline measurements in one table: `blender_assets.py inspect`, `audit`, `fit`,
`npc_proportions.py`, texel density, triangles/meshes, 24-NPC frame time. (All seven captured;
`texels` and `inspect --json --out` were added to make the measurements repeatable. All 46
assets audit/inspect clean; texel density 64–122 px/m authored, 287–440 effective fabric.)
- [ ] Review the scorecard with the project owner, rank the P0/P1 gaps and decide fix vs accept
per item; record the decision and the reason in the review document. **Deferred until the
full map rebuild (H–M) lands and a fresh 3D review runs against the new maps.**
### C. Character re-evaluation (8 variants + fallback)
*Skill route: `character-artist`, `retopology`, `rigging`, `uv-workflow`, `texture-workflow`,
`materials`, `hair-groom`, `asset-optimization`, `lookdev`, `qa-review`.*
- [x] Face/head review: the eight library characters ARE built with the 0.9.4 face detail in
`tools/blender_assets.py._face()` — sculpted chin plate + cheekbones (`_shape_head_mesh`),
socketed sclera + thin upper lid, nose bridge/tip/wings, rounded mouth and ear concha. The
plain sphere head in `tools/npc_pipeline.py` is the frozen `npc_base` fallback only. The
ranked P1 "flat faceted cheek/brow + slit eyes" is therefore a readability/scale question on
the existing sculpt (head `seg=18/rings=12`, small offsets), not missing geometry. Next step
if the owner funds it: a single-variant `npc_casual` prototype that raises head subdivision
and deepens the cheek/brow offsets. Fix is gated on the owner scorecard review.
- [x] Hands/grip review: the hands ARE detailed — `tools/blender_assets.py._hands_and_shoes()`
builds a wider shallower palm, four two-segment bent fingers with rounded tips and a thumb;
gear contact is the open palm plus the `HAND_ITEM_FORWARD` (0.04 m) offset. Decision: **keep
the open palm + forward offset; a finger-curl rig stays out of scope** — the current rig has
no finger bones, so a curl rig is a contract decision, not a modelling tidy-up. Optional
extra finger bones are now allowed by the cap/contract extension, but require an ADR and
weight/budget verification. Recorded as ranked gap #6 (accept; revisit only if face work
opens the budget).
- [x] Weights/pose evidence captured and vision-reviewed, and the P1s fixed: wrist/hand
detachment (wrist + hand now 100% `Hand`, hand raised, sleeve cuff follows the hand),
hip/thigh collapse + knee pinch (thigh/shin rigid with a short knee blend). Vision-verified:
hip fix clean, knee crease minor residual. The guard hip-pouch clip and the residual knee
crease remain as 0.10.0 refinements.
- [x] UV/texel density: measured (64–122 px/m authored, 287–440 px/m effective fabric on the 4×
repeat; table in `docs/3d-model-review.md`). Decision: **accept as-is** — the maps are
neutral/runtime-tinted (not painted skin), so density controls only subtle weave/noise, and
fabric already sits in the standard tier. No atlas/UDIM/resolution change is justified until
a portrait shows texture starvation; `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` stay unchanged.
- [x] Cloth and hair: hem clipping is already handled by the 0.76 stride scale for `npc_dress`/
`npc_coat` (v0.9.0), hair/beard are the five procedural styles, and headgear clearance is
verified clean by `blender_assets.py fit` (0.9.4). Decision: **cloth simulation stays out of
scope** for the 8-variant library and the Compatibility renderer — rigid procedural meshes
plus stride scaling are the accepted approach; a baked cloth-sim pipeline would only be
reconsidered if a later close-up shows visible hem/coat stiffness.
- [ ] Fix only the ranked P0/P1s, one asset family per commit; refresh the comparison sheet and
re-run `inspect`, `audit`, `fit` and `npc_proportions.py` after each fix. **Blocked until
the map rebuild + second 3D review (see the track's sequencing note).**
- [x] Crowd-variety reference: five licence-cleared Commons photos fetched to
`tmp/research/crowd-variety/` (CC0 ×2, CC BY 2.0, CC BY 3.0, PD) covering umbrella/dense
crowds and a pedestrian mall — general build/hair/outer-layer variety context, reference
only (never traced). The AI proposal set (generated crowd-variety concepts) will carry the
specific 4-variant detail when the character-development roster starts.
- [ ] Generate a face/hand concept board for the highest-ranked P1 and compare it with the 0.9.4
baseline before rebuilding anything; keep it development-only and record model and prompt.
- [ ] After each accepted fix, capture front/three-quarter/profile comparisons, add them to the
review sheet, and refresh the README character row.
- [x] `qa-review` sign-off: all eight variants **ship with notes** (face realism landed, hands/
cloth/gear accepted, props reviewed); the weights/pose column is the only open item (blocked
on the harness) and the full foliage carded-cluster is the one remaining owner-gated P1.
Recorded in `docs/3d-model-review.md` §qa-review sign-off.
### D. Gear and prop re-evaluation
*Skill route: `prop-artist`, `hard-surface`, `vegetation-artist`, `materials`, `collision-proxy`,
`lod-pipeline`, `qa-review`.*
- [ ] Gear: review the 18 pieces for silhouette, straps/buckles, helmet and lanyard readability
and rebuild only what fails the scorecard. (Attach/clearance verification is done — the
`fit` report is recorded in `docs/3d-model-review.md` with the back-gear-vs-hip-radius
measurement caveat; the visual silhouette read is what remains, pending the owner scorecard.)
- [ ] Props: review the 20 library props plus the 6 generated props for bevels, chamfers,
silhouette, ground contact and shared material language (`prop-artist`, `hard-surface`);
list the rebuilds that are actually worth the triangle budget. (Vision-reviewed 2026-11-03
via `tools/describe_image.py`: `fire_hydrant` rebuilt and shipped; `planter_box`/
`round_planter` foliage and `street_tree`/`palm_tree` are the foliage-language P1 (gated on
the owner); `newspaper_box` slot and `bollard` collar are minor rebuild candidates; `bench`/
`trash_bin` are ship-ready.)
- [ ] Foliage: replace the flat-shaded `_shrub()`/`_tree()` clumps with `vegetation-artist`-style
carded clusters; measure triangles and keep the 60k `LIBRARY_TRIANGLE_BUDGET`.
(Partial 2026-11-04: `_shrub()` clumps and the palm fronds now alternate two green tones
(`foliage`/`foliage_dark`, `palm_leaf`/`palm_leaf_dark`) so the crown is no longer one flat
colour, and a `textured_solid` bug that broke `planter_box`/`round_planter` imports was
fixed. The two-tone read is subtle at gallery distance; the full carded-cluster pass remains
the owner-gated P1.)
- [ ] Materials and emissives: `lookdev` pass on bulbs, signs, lanterns, the marquee and the
sedan at day and late; confirm the flashlight stays a tight spot with no beam geometry.
- [ ] Collision: verify every prop collider and navigation obstacle matches its silhouette and
add the missing `collision-proxy` shapes where walking is blocked.
- [ ] Build a real-photo comparison for street furniture (bollard, bench, bin, hydrant, planter,
lamp) and rank the silhouette and proportion mismatches.
- [ ] Rebuild only the mismatched pieces through the assisted Blender pipeline
(`blender_assets.py inspect` → scripted retopo/UV assist → atlas → `audit`/`fit`); document
the exact commands in `docs/asset-tooling.md`.
- [ ] Refresh `sheet_props.jpg`/`sheet_npc_gear.jpg`, the README asset rows and
`docs/blender_previews/README.md` after the rebuilds.
- [ ] Exit: a prop/gear capture sheet, budgets and collision checks pass with no unreviewed asset.
### E. Venue and camera re-evaluation
*Skill route: `environment-artist`, `archviz`, `set-dressing`, `lighting`, `camera-cinematography`,
`lookdev`, `rendering`, `qa-review`.*
- [-] Facade/venue review: rank the top five shape-language fixes for Hollywood, the Joke Shop and
the TV Studio (`environment-artist`, `archviz`) and check them against the map-budget tests.
**Ranked 2026-11-03:** (1) TV Studio renders a generic pilaster/concrete box instead of the
six-column Masonic Temple — `tv_studio` lacks `masonic_facade`, so `_build_building()` runs
while the Jimmy Kimmel starting point is the same facade; (2) Joke Shop blade sign is a flat
slab + label, not the reference's circular sign on a roof pole; (3) Joke Shop canopy fascia
lacks the deep white-signature band; (4) Hollywood entrance signage shows `EL/CAPITAN/LIVE`
banners where the real building carries the Jimmy Kimmel Live marquee (owner content call);
(5) Joke Shop red-curtain bays and entrance-recess rhythm read flat under the canopy.
**Fix 1 landed:** `tv_studio` now reuses `masonic_facade` (architecture `masonic`, ashlar
field, six columns, eight steps, landing + guard spawn at y=1.0) while keeping the arrival
staging (`bulb_canopy`, `sedan`, `handrail`, barriers); Godot 276/276, screenshot smoke
21/0, `13-studio-arrival.png` recaptured.
**Fix 3 landed:** the Joke Shop canopy signature band is now white (`Color(0.90, 0.88, 0.80)`)
over the black fascia, matching the concept's "white celebrity signatures"; a test asserts
the `CanopySignatures` label is white, Godot 276/276, `12-joke-shop.png` + the three-up
board recaptured. Note: fix 2 (blade sign) is already a circular disc on a roof pole in the
code (`37f925c`); the ranking note was stale.
**Fix 5 landed:** the red curtain bays are now seven tied-back drapes (hourglass cinch, dark
recess between bays, scalloped hem) instead of four flat red slabs; vision-judged as
"tied-back/gathered fabric" via `tools/describe_image.py`. Joke Shop map is now 25,828 tris /
518 meshes (under the 150k/700 budget); Godot 277/277, `12-joke-shop.png` + board recaptured.
- [ ] Lighting: `lighting`/`lookdev` pass on sconces, canopy, marquee and street lamps with
day/late captures. (Attenuation is now gated: `test_venue_lights_use_physical_falloff`
asserts every `OmniLight3D`/`SpotLight3D` in all three venues uses `attenuation = 1.0`,
so a constant-falloff light cannot return unnoticed.)
Vision review 2026-11-03 (`tools/describe_image.py` on the night + flashlight captures):
the flashlight (`light_energy 4.2`, `spot_angle 14°`) washes the facade flat when pointed
at the door from close range and backlights the nearest NPC into a silhouette (staged-shot
artifact, but worth a shorter/softer cone or lower energy for the `06-night-flashlight`
stage); the El Capitan Theatre red marquee reads as a flat saturated block and the event
banners read as flat emissive decals rather than glowing signs — both are Compatibility
renderer limits (no bloom) plus the marquee's near-pure-red body; street lamps pool weakly
on near-black ground. No code change yet; these are owner-scorecard inputs.
- [ ] Set dressing: review entrance and sidewalk prop clusters (`set-dressing`) for occlusion,
navigation obstacles and readable storytelling clusters.
Vision review 2026-11-03 (`tools/describe_image.py` on the Joke Shop capture): the facade is
well dressed, the sidewalk under-dressed. Findings: (1) the queue story is weak — the
`security_podium` sits at x=6.8 while the entrance is at x=-8.8, so the host/podium and the
two `stanchion`/`crowd_barrier` pieces do not read as a line at the door; (2) the rope
barrier reads as thin bare geometry at night; (3) the west palm (x=-13.0) is inside the
27 m facade x-range so its fronds visually overlap the roofline from the beauty camera;
(4) the sidewalk has no light pool or A-frame/poster cluster. These are P2 composition
items, kept for the owner scorecard rather than moved unilaterally.
- [x] Camera height: already decided in the 0.9.0 pass — keep the 1.7 m gameplay camera; the
~1.55 m concept frames are art reference only (recorded in `DONE.md` 0.9.0 Animation).
- [x] Build the venue three-up boards (real photo | generated concept | current capture):
`tools/three_up.py compose` renders labelled strips into `docs/screens/boards/` (caption
sidecar per board, `rows` emits README rows). Boards committed: El Capitan day, El Capitan
night, Joke Shop day. Tests in `tools/test_three_up.py`.
- [x] Link each committed board from `docs/venues.md#hollywood-boulevard` and
`docs/venues.md#the-joke-shop`.
- [ ] Use the generated concept lighting and palette as the target for the `lighting`/`lookdev`
pass, and record the deviations that stay accepted.
- [ ] After the pass, regenerate the venue captures and update README plus both venue documents.
- [x] Hooded/winter portrait: `capture_realism.gd` now force-spawns the requested `--portrait-type`
when the role is event-driven (types 5–7 do not appear in the routine day crowd), so the
deferred close-up can be staged. Captured `--portrait-type=5` and vision-reviewed: the hood
reads as a hoodie (drawstrings + face opening) but is snug — no slack volume behind the
head/drape at the neck — and the face stays fully lit with no inner-rim shadow. Acceptable;
the snug hood is a minor scorecard note, not a P0/P1.
### F. Reference images, concept boards and screenshots
*Skill route: `lookdev`, `lighting`, `environment-artist`, `qa-review`; tooling:
`tools/scene_concepts.py`, `tools/screen_designs.py`, `tools/asset_pipeline.py`.*
Licensed photos are evidence of what a place looks like, generated boards are art-direction
proposals, and captures are proof that the build matches. Keep the three labelled and separate,
and never ship a generated or downloaded image without provenance.
- [x] Create `docs/screens/refs/` with a README and a sidecar template: source URL, author,
licence/attribution, capture or generation date, what it is evidence for, and whether it is
shipped or development-only. (`docs/screens/refs/README.md` defines the layout, naming,
licence and privacy gates and the three-way separation from concepts and captures;
`SIDECAR-TEMPLATE.md` carries the photo table, redaction/permission notes, derived-decision
log and the generated-board reference table. Linked from `docs/screens/README.md`.)
- [x] Hollywood board: five licence-cleared photos (facade day, blade sign, 1922 elevation,
Ovation across street, premiere staging) with a sidecar and per-image purpose, linked from
`docs/venues.md#hollywood-boulevard` and credited in `CREDITS.md`. Cropped the foreground crowd
out of the facade shot; EXIF stripped. (`docs/screens/refs/hollywood/`.)
- [x] Joke Shop board: three licence-cleared photos (hillside/canopy block, frontage with palms,
canopy signature band) with a sidecar, linked from `docs/venues.md#the-joke-shop` and credited in
`CREDITS.md`. The CC BY-SA `The Comedy Store.jpg` from the old link list was deliberately not
used; the public-domain frames cover the same evidence. (`docs/screens/refs/joke-shop/`.)
**Removed 2026-11-03:** the committed Comedy Store photo board was replaced by the local-only
`tmp/research/comedy-store/` research set (owner override; see §3D model and local map re-evaluation → A).
- [x] TV Studio: no separate board — the venue is the same El Capitan Entertainment Centre block as
the Hollywood day shift, restaged for a late-night arrival. The Hollywood board covers both
venues and the premiere-staging photo is the arrival evidence; the reuse is now stated in
`docs/venues.md#hollywood-boulevard`, `docs/gameplay.md`, `PLAN.md` and
`docs/development-status.md`.
- [x] Fill the Hollywood gaps that have a clean licence: El Capitan Theatre neighbour and marquee,
Walk of Fame terrazzo band, star close-up, and a night street-lighting context frame (cropped
to remove people and a plate). The board now has nine photos. (CC BY-SA night frame is
redistributed unmodified for study only; the review is recorded in the sidecar.)
- [ ] Generate one concept board per venue with `tools/scene_concepts.py generate` (palette, facade
rhythm, lighting), keep raw output gitignored, commit only the selected board, and record the
model, prompt and spend in the sidecar.
- [x] Build a three-up sheet per venue (real photo | generated concept | current build capture) and
use it as the reference for the character, prop and venue verdicts. (Done for the venue
exteriors via `docs/screens/boards/`; character/prop verdicts still use the Blender
preview sheets.)
- [ ] Apply the screenshot rule to every workstream: each accepted fix updates the relevant row in
`README.md` plus the matching docs page (`docs/blender_previews/README.md`,
`docs/screenshots/README.md`, `docs/3d-model-review.md` or the venue map doc).
- [ ] Re-run `tools/check_screenshots.sh` and `python3 tools/check_docs.py` after gallery changes
and record both results in the handoff.
- [ ] Keep AI-generated images out of `assets/` until they are picked, cropped, credited and (for
textures) audited; `CREDITS.md` and ADR-0015 still govern provenance.
### G. Gates and documentation
- [x] Add the measurable checks the review needs (texel density, weight/pose sanity, collider
coverage, LOD/impostor check) as stdlib or GDScript gates where possible; CI stays offline.
(Texel-density gate in `tools/test_blender_assets.py` checks all five slots per character
and the 40–400 px/m authored band plus the 250 px/m fabric floor; the pose→bone contract is
covered by `test_pose_reaches_the_skeleton_bones`; LOD/impostor already has
`test_avatar_mesh_budget_and_lod_swap`. Collider coverage is still open — split below.)
- [x] Add a collider/proxy check: every library prop that blocks walking has a
`StaticBody3D` + `NavigationObstacle3D`, checked against the catalogue.
(`world_builder.gd` tags every library node with a `library_prop` meta and declares the
non-blocking `marquee`/`handrail`/`lantern`/`door` set; two tests in `test_world.gd`
verify placed props (body + shape + avoidance radius, all three venues) and library
dressing (body unless documented exempt). Mutation-checked: removing `_add_prop_collision`
fails 3 tests, dropping `handrail` from the exemption list fails with the exact node.
Suite is 275/275.)
- [x] Add a coverage test so every catalogue asset has a scorecard row and verdict.
(`tools/test_model_review.py`: every `CHARACTERS`/`GEAR`/`PROPS` entry needs a row in
`docs/3d-model-review.md`, and character rows need a non-empty verdict.)
- [x] Document the new gates: `docs/blender-assets.md` now lists `texels`, the
`test_model_review.py` coverage gate and the `test_world.gd` collider/proxy gate; skill
routes live in `AGENTS.md` §Local Blender skills and each `TODO.md` section; the scorecard
and evidence table are in `docs/3d-model-review.md`.
- [x] Record accepted limits/deferred rebuilds: `docs/known-limitations.md` already records the
stylized low-poly style, no finger-curl rig and the >26 m impostor; `MEMORY.md` holds the
durable decisions (texel density accepted, cloth sim out of scope, open palm + forward
offset, face subdivision prototype gated on the owner). The corrected face note is also in
`docs/blender-assets.md`.
**Local map workstreams (H–M).** Build a local, data-backed map pipeline that can replace or
supplement the stylized venue geometry with licensed OpenStreetMap footprints, 3D building
massing, reference-derived photoreal facades and AI-assisted composition. This remains part of
the same unversioned track, not a release gate. The shared reference/provenance gates in A/F
still apply; the map pipeline has its own exit in M.
*Local-map skill route: `environment-artist`, `archviz`, `hard-surface`, `geometry-nodes`,
`procedural-modeling`, `vegetation-artist`, `set-dressing`, `lighting`, `materials`,
`texture-workflow`, `lookdev`, `scene-assembly`, `qa-review`.*
### H. Local map data, licensing and scope
- [x] First target block + role: **Hollywood (El Capitan, 6840 Hollywood Blvd) and the Comedy
Store (8433 Sunset Blvd)**; the result **supplements/informs** the stylized `VENUE_SPECS`
(reference-derived materials, facades and massing), never replaces them with imported OSM
geometry. Recorded in both venue map docs.
- [x] ODbL audit: OpenStreetMap is used as **reference only** (hand-built geometry informed by
OSM ways + Commons photos), so the shipped geometry is not an ODbL derived database and no
share-alike obligation attaches. Attribution is still kept via the OSM way links in
`docs/venues.md#hollywood-boulevard` / `docs/venues.md#the-joke-shop`. If derived OSM geometry ever
ships, it needs the attribution + share-alike review in a separate ADR.
- [x] OSM extract workflow: no offline extract is required while OSM is reference-only. If the
pipeline later imports footprints, pin an Overpass query + extract date and record it in a
provenance sidecar (see below); no city-scale extract is imported into the runtime.
- [x] 3D building datasets: OSM Buildings/Overture/CityGML are **not needed** for the
reference-only approach. If massing import returns, OSM Buildings LOD1 is the first
candidate (CC0-ish footprints); CityGML/Overture need a licence review per source.
- [x] Provenance sidecar: map sources are attributed in the venue map docs (OSM ways, Commons
photos, local-only research sets). Any future **derived** map asset adds a sidecar with
source URL, licence, capture/extract date and attribution text before it is committed.
### I. Local map reference imagery
**Recent-photo research (2026-11-03):** Commons geosearch around 34.10118/-118.34009 (500 m) plus
category/date sorting shows usable imagery from the last 12 months: Dolby Theatre billboards
(2026-09-30, CC0, 6 frames), Dolby street level and a fresh Walk of Fame star (2026-07-17, CC0),
a Michael Jackson impersonator at the El Capitan frontage (2026-02-25, CC BY-SA 4.0), the Celia
Cruz Square marker and a 2025-09-28 star series (CC0), and a Thunderbolts premiere (2025-04-28,
CC BY-SA 2.0). No recent frame shoots the El Capitan facade straight-on in daylight; the best
facade evidence is still the 2009 CC BY frame. The 8 downloaded candidates are in
`tmp/research/elcapitan-2026/` (gitignored) with `meta.json`; nothing was committed.
- [x] Wire `tools/refboard.py` (standalone, stdlib-only): `search --source search|geo|category`
lists candidates with ISO date, age-in-months and a commit/review/skip licence gate
(`--allow-ccbysa` after a recorded review); `fetch` downloads usable rows into `tmp/` with
spaced requests and writes `meta.json`; `rows` emits SIDECAR + README table rows from the
manifest. Six recent CC0 photos of the block were re-fetched into
`tmp/research/elcapitan-2026-tool/`. Tests in `tools/test_refboard.py` (licence gate, recent
filter, review-row exclusion, row emission).
- [ ] Add a `--max-age-months` filter (default 12) and a `--must-reuse` mode that matches the
folder's existing sidecar entries so a refresh only reports what changed.
- [ ] Research-diff step: keep the last-12-months board as the "current reality" evidence and the
older photos as the geometry evidence, labelled per photo; no sidecar date field needs to
change, only the purpose column.
- [ ] Write a reference shot list per block: facade materials, windows, signage, rooflines,
street furniture, curb cuts and lighting.
- [ ] Download and catalogue **committed** reference images from Wikimedia Commons, local/own
photography or other clearly licensed sources; record author, licence and attribution with
the §F sidecar template. Local-only research that ignores licence limits (DuckDuckGo,
street-view frames, neighbours, across-street buildings) is collected under §A into
`tmp/research/` and is never committed.
- [ ] Separate development-only references from shipped textures; commit only images with clear
redistribution rights and keep the rest under `tmp/` or the ignored reference folders.
- [ ] Build the per-block real-photo board under `docs/screens/refs/<block>/` using the sidecar
template from the 3D review §E, and link it from the venue map documents.
- [ ] Define the photoreal target and a material-derivation workflow (albedo/normal/roughness,
AO, weathering) that matches the existing Compatibility renderer (`texture-workflow`,
`materials`, `lookdev`), with the recent 2026 street frames as the current-reality reference
and the 2009 facade frame as the geometry reference.
- [ ] Remaining Hollywood gap: a licensed **night photograph of the hero facade and blade sign**
(the night frame on the board is a different block, near Vine), plus a sidewalk-level shot of
the steps/door recess and the east retail neighbour. For the committed board the licence gate
stays (no unlicensed Street View or scraped social media); local-only copies of the same
viewpoints go through section A instead.
### J. Local map geometry and AI-assisted composing
- [x] OSM footprint import and 3D building massing: **deferred** — the §H decision keeps OSM as
reference-only, so no footprint/massing import runs; the procedural `VENUE_SPECS` plus the
reference-derived materials carry the geometry instead.
- [x] Facade kit approach: **superseded** for this pass — §K delivered the banding/mass via
procedural geometry plus photo-anchored tiles (`limestone_ashlar`, `dark_stucco`). A reusable
Blender facade kit (window bays, cornices, storefronts) is a future enhancement, not a
blocker for the current maps.
- [x] Joke Shop building-appearance pass: `dark_stucco` tile (1024 px) promoted via the picks
pipeline and wired into `_build_comedy_store_building`, replacing the grey paver tile so the
hall reads as flat matte charcoal instead of masonry; photo-anchored day concept generated
from the hillside PD frame (the branded frontage photo trips the model's image-recitation
filter — recorded in the concept README); day capture promoted and the three-up board rebuilt.
Test asserts the hall wall carries `dark_stucco`.
- [x] Building-appearance realism pass, measured against the reference set: bring the masonic
facade's material response (limestone value/roughness, joint lines, weathering streaks),
the banner/canopy and marquee materials, and the night emissive balance to the level of the
2009 facade photo and the 2026 street frames; capture before/after and record each delta.
(Ashlar field: `limestone_ashlar` tile, reference-anchored on the facade photo, 768 px over
~4.6 m of wall = ~167 px/m, promoted via the picks pipeline, warm-shifted tint behind
`VENUE_SPECS`. Banner cloth: warm self-light registered with `_marquee_emissive` (0.14 base;
0.28 night / 0.028 day). Marquee sign face + bulbs: warm-incandescent already in the prop
PALETTE, now test-verified to brighten at night via `_marquee_emissive`. Day and night
captures promoted, both three-up boards rebuilt.)
- [ ] Upgrade the facade from flat material bands to 3D photoreal detail (real cornices/reveals,
not just the ashlar/stucco tiles). Recorded as a deferred enhancement — the tiles already
give the material read; the remaining gap is geometric reveal depth (texture-projected or
Blender modules). Verify texel density, tiling and night look when it lands.
- [x] Integrate behind `WorldBuilder.VENUE_SPECS`: the photo-anchored tiles are wired into
`_build_masonic_building` / `_build_comedy_store_building` with colliders, navigation
obstacles and the existing day/night materials.
### K. Comedy Store map recreation
*Plan (2026-11-03): rebuild the Joke Shop venue geometry from the new local-only reference set
(`tmp/research/comedy-store/`, gitignored) and the four photo-anchored scene pairs now in
`docs/screens/concepts/joke_shop/`. Evidence wins for shape; the concepts win for material/mood.
Nothing is committed until the licence gate on any promoted reference and the map-budget tests
pass. The current `_build_comedy_store_building()` stays as the fallback.*
- [x] Extract the real proportions and reconcile: vision-read `tmp/research/comedy-store/` frames
via `tools/describe_image.py` and recorded the reconciled table in `docs/venues.md#the-joke-shop`
§Measured proportions. Key finding: the game facade is proportionally **taller** than the
real (3.2:1 vs ~6:1) — the main shape-language deviation; canopy pitch, blade-sign diameter,
entrance and roofline all match closely. Curtain-bay count is crop-dependent (3–7), so 7 is
accepted as a readable stylization.
- [x] Rank the shape-language gaps and write the top-five fix list (measurements from the
proportions pass, §`docs/venues.md#the-joke-shop`):
1. **Facade height** — game 8.4 m vs real ~5.5–6 m (≈3.2:1 vs ~6:1 ratio). **Fixed
2026-11-03:** `facade_height` lowered to 6.0 m; the wall now reads as a low single-storey
hall with the canopy capping the top (vision-verified).
2. **Rounded west corner** — the real building has a ~3–4 m radius corner; the game uses a
hard 90° corner, and the entrance sits at the rounded corner.
3. **Canopy depth/slope** — game 4.9 m at 11° vs real ~4–4.5 m with a shallower pitch.
4. **Neighbouring hotel/parking mass** — absent; the hotel reference frame shows a low
blocker mass east of the club.
5. **Hillside silhouette** — present but a simplified 60° ramp; the reference shows a
tighter rise of houses/palms directly behind the roofline.
- [x] Canopy + blade sign: kept as procedural geometry in `_build_comedy_store_building` (no
separate library prop needed) — the circular 3.9 m white disc on a roof pole and the sloping
black canopy with the white signature fascia both match the reference and were vision-verified
against the entrance concept.
- [x] Add the neighbouring hotel mass: `WestHotelTower` now rises behind the west cream block
(12 × 18 m pink slab with a parapet and a 5×4 window grid, stepped back from the podium)
matching the Ramada Plaza reference; Joke Shop map is 26,828 tris / 580 meshes (under the
150k/700 budget), Godot 277/277. The parking-ramp/drop-off detail stays out (low-detail
blocker mass only).
- [x] Facade field banding: `dark_stucco` field, deep black canopy + shadow, white signature
fascia, seven tied-back red curtain drapes and the west recessed entrance all landed and were
vision-verified; the remaining shape gaps (facade height, rounded corner) are recorded in the
top-five list.
- [x] Gates after the rebuild: Godot 277/277 (map budget 26,828 tris / 580 meshes under 150k/700;
navigation/collider tests pass), `tools/check_screenshots.sh` 21 good / 0 bad; the three-up
board and `docs/venues.md#the-joke-shop` were refreshed.
- [ ] Update `docs/development-status.md`, `docs/asset-tooling.md` and `CHANGELOG.md` when the
rebuild lands; record any accepted deviations from the reference.
### L. Generated location imagery
*Skill route: `lookdev`, `lighting`, `environment-artist`, `texture-workflow`; tooling:
`tools/scene_concepts.py`, `tools/asset_pipeline.py`, `tools/screen_designs.py`.*
**Tool plan for reference-anchored generation (plan first, implement after this section's review):**
- [x] Add `scene_concepts.py generate --reference <photo.png>`: attach a licence-cleared real photo
as a source image to the OpenRouter image request (multimodal chat endpoint with a base64
data URL), with a prompt suffix that preserves the photographed facade geometry. Record the
reference file, its licence and page in the `.refgen.json` provenance sidecar next to the
generated frame.
- [x] Extend `generate_textures.generate_image()` with an optional `reference_path` argument
(base64 data URL of the photo); existing call signatures unchanged, and the path is gated by
`scene_concepts._reference_source` requiring a refs-board `SIDECAR.md` row (or an explicit
`--reference-unchecked`). Verified live on the El Capitan day concept anchored on the CC BY
2.0 2009 facade photo; tests in `ReferenceGateTests`.
- [x] Add a sidecar-driven variant pass: `scene_concepts.py anchor --reference <photo>
--treatments day,night,weathered` generates same-framing variants with treatment clauses,
one `.refgen.json` provenance sidecar per frame. Verified live on the facade photo (night +
overcast frames committed; the weathered treatment reads as mild overcast — noted on the
board). Tests in `AnchorTests`.
- [x] Concept frames generated and committed: El Capitan facade day/night/weathered + entrance
day-v2; Comedy Store facade/street/strip/visitor pairs (gemini + gpt) + entrance day/night
+ across-street; Jimmy Kimmel entrance day/night × two models. Each frame carries a
`.refgen.json` sidecar (model, prompt, source photo).
- [x] Palette/lighting/material targets derived: `limestone_ashlar` (masonic field), `dark_stucco`
(comedy hall), the warm banner/marquee emissive and the awning tile are the material targets;
the deltas (3D reveal depth) are recorded in §J as the deferred facade-detail enhancement.
- [ ] Generate signage, awning and poster texture candidates with `asset_pipeline.py`; run the
role audit and the `CREDITS.md` provenance check before anything is used in the kit.
- [ ] Compare generated concepts against the licensed photos: where they disagree, the photos win
for shape and the generated board only informs colour, mood and detail density. Human review
stays the acceptance gate, and AI output is never treated as licensed map data.
### M. Local map QA and exit
- [x] Compare the block against screenshots/map docs and keep the stylized fallback: the three-up
boards (photo | concept | capture) and `docs/venues.md#the-joke-shop` record the evidence chain;
the procedural `_build_comedy_store_building()` remains the fallback.
- [x] Budget/navigation/collider + day/night captures: Godot 277/277 (Joke Shop 26,828 tris /
580 meshes under 150k/700; navmesh, step collider and prop-collider tests pass),
`tools/check_screenshots.sh` 21 good / 0 bad.
- [x] Gallery + before/after: the Joke Shop day gallery frame and three-up board were recaptured
after each facade change; the photo/concept/capture strip is the before/after record.
- [x] `tools/check_screenshots.sh` re-run (21/0) and the Joke Shop three-up board refreshed.
- [x] Docs: `docs/venues.md#the-joke-shop` (mapping, measured proportions, simplifications),
`docs/asset-tooling.md` (`describe_image.py`) and `docs/development-status.md` updated.
`CHANGELOG.md` is untouched (unversioned track; no release).
- [x] Exit: **one local block (the Comedy Store) is reconstructed with reference-derived facades
and massing** — 6.0 m low hall, white signature fascia, tied-back curtains, hotel tower —
passes performance/navigation/visual QA with complete provenance; the rounded west corner
and hillside detail are recorded as accepted simplifications.
## Maintenance and documentation hygiene
Unversioned housekeeping that keeps the planning sources trustworthy. Do these when they block a
task, not on a schedule.
**Status (2026-11-03):** v0.10.0-rc.1 source; three venues; 277 headless + 161 Python tests; the
Hollywood and Joke Shop facade-realism passes landed (`limestone_ashlar`, `dark_stucco`, banner
night emissive, marquee emissive test); reference boards (`hollywood`, `joke-shop`) with sidecars;
three-up boards; `tools/refboard.py` + reference-anchored generation (`--reference`, `anchor`) +
`tools/three_up.py`. Gaussian splatting is deferred to the end of this file.
### Memory and status accuracy
- [x] Trim `MEMORY.md` from ~1088 lines to the durable set: dropped the superseded 2026-11-01
handoff, the v0.2.x host/disk/NSIS/release anecdotes and duplicated release notes; kept the
gotchas (async/event wiring, import order, colliders, RNG, contracts, Godot `--import` cache,
image-recitation filter, capture-harness windowing, bisect zero-area triangles) and the
easter-egg note. Now ~800 lines.
- [x] Re-check the remaining memory claims against code before deleting them; `MAX_LIVE_NPCS` is
still 16 for gameplay while the separate budget smoke spawns 24, so do not "fix" that.
(Verified phase timing is data-driven via `shift_phases`, fixed the stale `REQUIRE_SIGNIN_VIEW`
contradiction and the old 272/108 counts.)
- [x] Fix stale status claims as they are found; add a documentation check or grep note only if
the same class of drift returns. (Counts and the sign-in state corrected on 2026-11-03.)
- [x] Keep the Gap Analysis baseline and the README status line in sync when a test count, version
or feature milestone changes (the baseline was bumped to 277/161 on 2026-11-03).
### Imagery and provenance upkeep
- [ ] Keep `docs/screens/refs/` sidecars, concept-board records and `CREDITS.md` in sync whenever
an image is added, replaced or dropped; photo-anchored concept frames must keep their
`.refgen.json` provenance sidecar (source photo, licence, page, model) next to the frame.
- [ ] Run `python3 tools/check_docs.py` after any gallery or reference-board edit so every tracked
image stays linked from its folder README.
- [ ] Use `tools/refboard.py search/fetch/rows` for new Commons research instead of ad-hoc API
scripts; downloads stay under `tmp/` and only licence-cleared rows (commit/review gate)
reach a board after a sidecar entry.
- [ ] Delete or ignore development-only photos and raw generations once a board is committed; the
repository carries the picks and their provenance, not the working set.
### Godot import-cache hygiene
- [ ] When a new committed texture (`assets/textures/...`, `picks/`) fails to import under the
existing `.godot/` cache, use the scratch-copy import (`rsync --exclude .godot ...` then
`godot --headless --import` and copy back the `.import` + `.godot/imported/*.ctex/.md5`);
never hand-edit the `uid=` in a copied `.import`. Record any new instance in MEMORY.
- [ ] Prefer `tools/scene_concepts.py promote` (or a manual move into `game_ready/v2/` plus a
`PICKS` entry) so new picks follow the same path as `limestone_ashlar` and `dark_stucco`.
### Agent skill upkeep
- [x] Add the tracked project skills `gig-line-blender-asset-contract` and
`gig-line-release-qa` under `.agents/skills/`, with references for the
asset contract/verification and release/QA runbooks.
- [x] Keep the third-party `blender-skills` pack local/gitignored while allowing
project-authored skills to be committed; reference the skills from
`tools/README.md`, `AGENTS.md` and `MEMORY.md`.
- [ ] Revisit the skills after the next Blender or release work changes the
contract, commands or gates; stale skills are worse than no skill.
### Blender skills upkeep
- [ ] Re-check the installed Blender pack (`version.json`) when updating it and record the version
in `AGENTS.md` if it changes; keep `.agents/` gitignored and `.agents/.gdignore` in place.
- [ ] Prune the skill routes in `AGENTS.md` if a skill stops matching the project (for example if
a future second-rig path makes `rigging`/`animation` guidance authoritative).
## Gap Analysis and 0.x Roadmap
**Published baseline:** v0.9.6 (2026-11-03) — three playable venues, tutorial/campaign/checkpoint
resume, access/radio/escalation loop, shift review, the Blender asset library, 277 Godot + 161
Python tests, a 21/21 screen-design judge and Compatibility/Web/Desktop HQ builds.
**Current source:** 0.10.0-rc.1. Its clean release-candidate build is verified, but it is not
published while the gates below remain open.
### Open gaps
| Area | Remaining gap | Milestone |
| --- | --- | --- |
| 3D model and local map re-evaluation | Skill-guided asset scorecard/repairs; OSM/3D data, reference-derived facades, AI-assisted composition and map QA | Unversioned |
| Character development | Complete (moved to `DONE.md`); the MakeHuman body pipeline is the next character pass | 0.11.0 |
| Content and balance | External first-time-player evidence, balance sweeps/tuning and content lock | 0.10.0 |
| Audio, accessibility and localization | Accessibility/localization acceptance, caption coverage and pseudo-locale/layout sign-off | 0.10.0 |
| Performance and platform | Target-hardware matrix, Web/Desktop HQ profiling and frame/memory evidence | 0.10.0 |
| QA and release engineering | Final smoke matrix, clean build/checksum verification and target-matrix launch tests | 0.10.0 |
| Legal, signing and storefront | macOS signing/notarization, AI-provider rights, storefront/rating approval and privacy sign-off | 0.10.0 |
| Documentation and sign-off | Final README/status/TODO/manual evidence and known-limitations sign-off | 0.10.0 |
| Future 0.x | Live replay, more venues, VO/music, image-to-mesh props and seasonal content | Unscheduled |
The 0.9.3 UI, 0.9.4 animation, 0.9.5 texture, 0.9.6 integration and save-migration work are
complete in `DONE.md`; they are not remaining gaps. The 2026-11-01 documentation audit
(architecture ownership, stale-claim cleanup and obsolete-plan removal) is also closed.
**Priority (2026-11-04):** fix the `Rig` pose harness, then the MakeHuman character pipeline,
then re-evaluate the 3D models, then ship the **0.11.0** minor release. The 0.10.0 candidate
still accepts only release-blocking fixes until its external-playtest, legal/storefront, signing
and platform gates clear.
## Milestone 0.10.0 — 3D model and map improvements (minor)
Goal: ship all 3D model and map improvements together as the **0.10.0 minor** — the MakeHuman
body retarget (contract armature + project head/hands), the rebuilt Comedy Store/Hollywood maps,
and the re-evaluated 3D scorecard — plus the external playtest, legal/storefront, signing and
platform gates from the old release candidate. The character-development patch (0.9.7) ships
first; this minor contains the model/map work.
### Content lock and external playtest
### Content lock and external playtest
- [x] Declare a content/feature freeze for 0.10.0; only release-blocking fixes and balance changes
may land after the freeze. (Frozen 2026-11-03 after the 0.9.6 integration
checkpoint; this pass is limited to release reliability, accessibility,
balance evidence and packaging.)
- [x] Produce a release-candidate build with the tutorial, campaign, all three venues, Help,
accessibility settings and checkpoint/resume enabled. (Clean worktree
`a9658ec` built `0.10.0-rc.1`: Linux 161.5 MB, Windows 197.2 MB, macOS
148.0 MB, Web 97.8 MB and HQ 241.6 MB. The Web/HQ archives include the
credits, privacy, accessibility and known-limitations pages; SHA-256
manifests were written; the Linux and HQ binaries launched headless and the
Web index/wasm/pck/docs returned HTTP 200. Not published because external
playtest and legal approval remain open.)
- [ ] Run at least five first-time-player sessions covering the tutorial and one full venue shift;
record where players get stuck, misunderstand evidence or choose disproportionate escalation.
- [ ] Triage findings by severity (P0/P1/P2) and fix every P0/P1 onboarding/accessibility issue;
keep the rest as explicit known limitations or post-0.10 items.
- [ ] Re-run the affected tutorial/campaign smokes after each fix and capture a fresh first-hour
walkthrough for the release notes.
### Balance and fairness pass
- [x] Define measurable targets for routine compliance, access-decision accuracy, peaceful
resolution, justified emergency calls and false-positive/false-negative rates.
(`docs/release-qa.md#balance-acceptance` defines cohorts, denominators, 36 matrix cells,
seeds, thresholds and matched emergency-first comparisons. Documentation verified;
targets are not measured results.)
- [ ] Run scripted venue sweeps across easy/normal/hard and all four phases; compare outcomes and
tune event weights, reaction tables, compliance and report strictness where targets fail.
- [ ] Review emergency calls against actual danger: no routine behavior should make emergency the
dominant winning move, and genuine threats must remain answerable. Include the
type-derived `_read_npc_truth()` mismatch with observed threats/forced entry;
use independently labelled behavior evidence, not the helper as its own oracle.
- [ ] Verify the reputation grades, debrief explanations and campaign progression still communicate
the de-escalation-first design after tuning.
- [ ] Record the balance evidence and any deliberate exceptions in `docs/development-status.md`
or `MEMORY.md`.
### Save migration and session reliability
- [x] Add fixtures for a 0.8-era settings/campaign/history save and a 0.9.0 checkpoint; verify
migration/default-filling and a clean first launch with no files. (Committed
fixtures under `src/test/fixtures/saves/`; 9 migration/failure tests cover
old settings/campaign/history, the 0.9.0 checkpoint, all three venue
checkpoint round-trips, clean install, corrupt JSON and a blocked atomic
replace. Suite is now 272 tests.)
- [x] Test fresh install → tutorial → campaign → pause → quit → resume → review → next venue on
an isolated user-data directory. (Tutorial and campaign smokes shared one
isolated `XDG_DATA_HOME`; tutorial completion/replay/skip then campaign
resume/review-continue/help both passed. Pause/menu behavior is covered by
`smoke_session_shell.gd`.)
- [x] Test corrupt JSON, partial temp files, missing optional fields and a failed atomic rename;
confirm fallback behavior never destroys a valid save. (Corrupt/partial files
fall back to defaults; a blocked temp path reports an error and leaves the
prior valid settings intact. `_load_json` now uses the non-logging JSON
instance parser.)
- [x] Verify checkpoint resume after all three venues, after an incident, with NPCs at the door and
with flashlight/body-camera/door state set. (The migration suite round-trips a
checkpoint for Hollywood, the Joke Shop and the TV Studio with an open
incident, one NPC row, flashlight/body-camera/door flags; the campaign smoke
resumes a live checkpoint through the real `GameManager`.)
- [x] Document save locations, schema versions, reset behavior and rollback/export instructions in
`docs/getting-started.md` and the release notes. (`getting-started.md` now
documents the four files, version-1 checkpoint, atomic write/fallback,
clean install, reset and backup/rollback.)
### Release engineering and distribution
- [x] Run `tools/build_releases.sh` from a clean checkout and verify Linux/Windows/macOS/Web/HQ
artifact names, sizes and checksums. (Clean worktree `a9658ec` built the
five artifacts listed above; `PUBLISH_DRY_RUN=1` produced and printed
`build/SHA256SUMS-0.10.0-rc.1.txt` without touching the API.)
- [ ] Smoke-test fresh Linux portable/AppImage, Windows portable/installer, macOS unzip/launch,
Web static hosting and Desktop HQ Vulkan fallback on the target matrix.
(Linux portable and Desktop HQ launched headless; Web files served over a
local static server with HTTP 200. AppImage/installer were not built locally
and Windows/macOS launch testing still needs the target matrix.)
- [x] Add a disk-space preflight and retention policy to the release/publish scripts so a full
Gitea host cannot leave a partially uploaded release. (`publish_release.sh`
checks artifact size/free space, writes SHA-256 checksums, supports
`PUBLISH_DRY_RUN`, rolls back uploaded assets/new releases on failure, and
offers opt-in `RETAIN_RELEASES` pruning; dry-run verified.)
- [x] Verify release metadata, tag/version consistency, asset counts and download links; retain
at least the latest 0.8/0.9 releases and document older-asset pruning.
(Source/version and tag are both 0.9.6; all seven published releases carry
5–7 assets, including the retained v0.8.0/v0.8.1/v0.9.0/v0.9.1 line.
`publish_release.sh` documents opt-in `RETAIN_RELEASES` pruning and
`RELEASING.md` describes the seven-release policy.)
- [x] Decide and document whether macOS signing/notarization is required for 0.10.0 or explicitly
remains a future release blocker; record the quarantine instructions either way.
(0.10.0 ships unsigned with quarantine instructions; signing/notarization
remains an explicit public-release blocker in `RELEASING.md` and
`known-limitations.md`.)
### Legal, credits and platform policy
- [x] Audit AI-assisted asset provenance and licenses; record source/model usage and any
redistribution constraints for textures, characters, props and UI art.
(`CREDITS.md` records the Blender/OpenRouter toolchain, default model slugs,
missing per-file generation metadata and the commercial-rights review as an
explicit release blocker.)
- [x] Audit audio/SFX/music licensing (or confirm everything is procedural) and add a credits file.
(All runtime audio is procedural; no external music/SFX files are bundled.
`CREDITS.md` records this.)
- [x] Review body-camera/privacy language, mental-health-crisis representation, age/content rating
and storefront requirements; fix any release-blocking copy or content.
(`PRIVACY.md` clarifies the simulated body camera/local-only data; the
accessibility and known-limitations pages record the remaining
mental-health/rating/storefront review as a release blocker rather than
claiming approval.)
- [x] Add the player-facing credits, known limitations, accessibility statement and privacy note to
the release package/README. (`README.md` links `CREDITS.md`, `PRIVACY.md`,
`docs/accessibility.md` and `docs/known-limitations.md`; the Web and Desktop
HQ package builders copy those documents into the shipped archives.)
- [ ] Mark external legal/storefront approval as complete or explicitly block the 0.10.0 release on it.
### Documentation and visual sign-off
- [ ] Update `README.md`, `PLAN.md`, `docs/architecture.md`, ADRs, `docs/development-status.md`,
`docs/getting-started.md`, `docs/release-qa.md#manual-smoke-checklist`, `CHANGELOG.md` and this roadmap.
- [ ] Regenerate the full screenshot gallery and realism baselines from the release-candidate
build (not the dev tree) after content lock; run `check_screenshots.sh` and the pinned vision
judge, recording model/spend/verdicts, and refresh the README and venue-doc images.
- [ ] Include the reference/concept boards and the updated asset sheets in the release docs, and
verify every README and docs-page image resolves from the tagged build.
- [ ] Run the manual smoke checklist on every target and attach/link the release-candidate evidence.
- [ ] Verify the tutorial/campaign/help text at maximum font scale and with the longest strings.
- [x] Remove or archive stale plans/notes and confirm no contradictory version/status claims remain.
- [x] Document the character development toolchain in `docs/architecture.md`: base vs library
sources, tool/artifact/gate table, runtime attach/animation contracts and rebuild discipline.
(Added §5 "Character development tooling" plus risk and ownership-map updates;
documentation check passed.)
### Release-candidate QA and exit
- [ ] Run the complete headless suite, Python tooling, tutorial/campaign/session/scenario smokes,
24-NPC budget smoke and release build from a clean checkout.
- [ ] Run the manual QA matrix: fresh install, upgrade, offline launch, gamepad, accessibility
settings, pause/resume, all venues and Desktop HQ fallback.
- [ ] Confirm no P0/P1 defects remain; P2 items must be documented as known limitations or
post-0.10 work.
- [ ] Create the `v0.10.0` version bump, changelog entry and tag; build/publish the release and
verify all assets and download links.
- [ ] Exit: the release candidate is content-locked, externally played, legally reviewed,
documented, reproducibly built, and approved as the 0.10.0 release candidate.
## Milestone 0.9.7 — Character development (patch)
Goal: release the finished procedural character development — the realistic face on all eight
variants, the four crowd-variety characters and the per-role pools — as a **patch** on top of
0.9.6. This keeps the 3D model and map improvements out of the patch; they land together in the
0.10.0 minor.
- [x] Rig pose harness fixed and the weights/pose evidence captured (see the top track).
- [x] Character work done: 12-character library, realistic face, crowd variants, per-role pools,
24-NPC budget 6.94 ms (152,464 tris / 168 meshes).
- [x] QA + local build for 0.9.7: Godot 277/277, Python 161/161, audit 49 OK, fit/proportions
12/12, release smoke matrix green, gallery 21/0, clean worktree build (Linux 172 MB,
Windows 206 MB, macOS 159 MB, Web 111 MB, HQ 266 MB), checksums verified, Linux binary
launches headless. Tagged `v0.9.7` (CI build/publish follows).
**Exit:** met — 0.9.7 ships the 12-character library (face realism + crowd variety) with the pose
harness fixed; the runtime contract is unchanged. The MakeHuman body and the map rebuild are not
in this patch (they target 0.10.0).
## Roadmap dependencies and risks
- Content volume is the largest schedule risk; tutorial and campaign work must not outrun the
event/dialogue matrix.
- The vision judge is a dev-time aid with an external key/budget; CI must never make it a hard gate.
- Godot version changes can alter lighting/imports; do not combine an engine baseline move with a
content/feature milestone.
- Signed macOS builds and legal/AI provenance are release blockers, not polish.
- Photo-derived map assets add a second provenance risk: downloaded or user-supplied photos can
carry unclear licences, identifiable people, plates and property restrictions. No photo or
splat-derived asset ships without a completed sidecar, consent/licence review and redaction.
- Gaussian-splat training is GPU/disk-heavy and the toolchain churns quickly; keep it offline,
version-pinned and outside CI, and never make a runtime splat renderer a release dependency.
- Keep the de-escalation-first rules and rare-emergency design unchanged while adding progression,
difficulty and feedback.
- The Blender skill pack is local, unversioned guidance; it can drift from the project contract or
assume Blender MCP. Re-verify every adopted technique with `inspect`/`audit`/`fit` and never
make a skill, asset pack or tool version a build or CI dependency.
- The 3D re-evaluation can expand without bound (retopo every head, rig every finger). Cap it with
the scorecard ranking: P0/P1 only, one asset family per commit, and an explicit accept for
everything else.
## Future / deferred (not scheduled)
- [ ] Live 3D body-camera replay; the timeline is text-only today.
- [ ] Additional venues or seasonal events authored from the `content/venues/` resources.
- [ ] Real voice/dialogue audio; ambience, cues and radio crackle are procedural.
- [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same
`assets/models/generated/<prop>.glb` contract.
- [ ] Rare easter eggs/cameos (e.g. Bob Dobbs) only after core content and QA are stable.
## Gaussian splatting evaluation (deferred)
Postponed for further development on 2026-11-03. The local-map track ships the facade kit and
reference-anchored material passes first; this photo-driven pipeline stays an unversioned,
offline study with no runtime or release dependency until an ADR closes it. All licence and
privacy gates below remain in force whenever the track resumes.
### Photo intake and provenance
Gaussian splatting is evaluated as a photo-driven pipeline: licensed or permissioned photos
become a reference, texture source, mesh proxy or distant backdrop. It is an unversioned local
track with no runtime dependency or release gate until the ADR closes it, and it extends the
reference-image licence and privacy gates above rather than replacing them.
- [ ] Define the accepted photo channels: project/team captures, volunteer or user-supplied
photos with written permission, and downloaded images from clearly licensed archives
(Wikimedia Commons, Openverse, Mapillary and similar). Record which channel produced
each reconstruction.
- [ ] Write a one-page capture brief for user-supplied photos: overlapping arc or orbit around
the facade, 60–80% view overlap, 12 MP+ originals, fixed exposure/white balance, HDR and
filters off, no motion blur, no people or plates in frame where avoidable, overcast or
even light, and the facade height/doors/steps included in several frames.
- [ ] Build an intake checklist and provenance sidecar per photo set: contributor, consent or
property permission, licence and attribution text, source URL, capture date, camera/lens,
location, faces/plates/interiors present, redactions applied, file hashes and whether the
set is shipped or development-only.
- [ ] Set the licence gate: own photos need an explicit contributor licence; CC0/CC BY are
preferred; CC BY-SA triggers a share-alike review for derived textures and meshes; reject
Street View, social-media scrapes, unlicensed commercial imagery and AI-upscaled copies of
unknown originals. Attribution must be feasible in `CREDITS.md` before use.
- [ ] Set the privacy gate: blur or remove faces, minors, licence plates, screens, private
interiors and anything behind a closed door; obtain property permission where required;
keep a redacted copy as the reconstruction input and never commit the originals.
- [ ] Treat downloaded photo sets as sparse and of unknown intrinsics. Use them for reference,
palette and texture study, or as extra training views; do not expect a usable splat from
10–30 casual web photos of a facade.
- [ ] Keep photos, masks, COLMAP databases, checkpoints and splats outside git; commit only
derived, licensed, provenance-stamped assets that pass the review gate.
### Reconstruction and alignment
- [ ] Pin a reproducible offline toolchain (for example COLMAP or GLOMAP for camera poses plus
gsplat, OpenSplat, Nerfstudio or Brush for training), with exact versions, GPU/VRAM/disk
needs and known failure modes recorded in the sidecar.
- [ ] Reconstruct two quality tiers: a dense 100–400-photo arc/orbit capture and a sparse
10–30-photo downloaded set. Record camera-registration rate, training time, splat count,
file size and held-out PSNR/SSIM/LPIPS for both.
- [ ] Mask sky, people, vehicles and moving foliage before training; verify the masks do not
erase facade edges, signage or window detail, and keep the redacted input variant.
- [ ] Align the splat to game coordinates from the OSM footprint plus surveyed points (door
width, column spacing, step rise, storefront height) and record alignment residuals in a
Blender scene containing both the splat and the current venue geometry (`scene-assembly`).
- [ ] Judge quality from held-out views and a render from the game's day/night camera poses
(`camera-cinematography`, `lookdev`, `qa-review`), not from training views alone; reject
splats that only look correct from the capture path.
- [ ] Maintain a coverage map per block: which facades, corners and rooflines have usable views,
and which areas must fall back to the facade kit or stylized geometry.
### Map enhancement paths
- [ ] **Path A — Reference and QA (lowest risk):** render the splat from game camera poses and
compare it with the realism captures; derive dimensions, signage placement, facade rhythm
and material colours. No splat data reaches the runtime.
- [ ] **Path B — Texture derivation:** project splat renders **or reference photos** onto the
facade kit to produce albedo, normal, roughness and AO candidates; de-light and bake them
(`texture-workflow`), then verify UV scale, tiling and readability under the Compatibility
renderer. Deriving directly from a committed reference photo requires its licence to allow
derived works and a `CREDITS.md` entry; CC BY-SA sources stay out unless reviewed.
- [ ] **Path C — Mesh proxy:** extract a mesh from the splat or dense reconstruction, retopo and
dress it in Blender (`retopology`, `prop-artist`), assign LODs (`lod-pipeline`), and keep it
inside the venue triangle/material budgets with mesh-based colliders (`collision-proxy`).
- [ ] **Path D — Distant backdrop:** test a baked panorama, impostor or billboard generated from
the splat for skyline and opposite-street depth where the player cannot walk; measure file
size, loading and visible pop at the venue boundary.
- [ ] **Path E — User-photo supplement:** let a small supplied photo set improve one facade or
landmark (a signage patch, colour reference or hero detail) without rebuilding the venue;
define the minimum evidence and the same licence/privacy/review gate as a full capture.
- [ ] For every path record quality gain versus effort, licence compatibility of the derived
output, and whether the result may ship or stays development-only. Prefer the cheapest
path that closes the visible gap.
### Runtime evaluation and decision
- [ ] Probe Godot 4.7.2 Compatibility and Web support for splat rendering in a throwaway scene:
addon or importer availability, shader/sort cost, memory, load time and fallback behaviour.
Do not add a splat dependency to the release project during evaluation.
- [ ] Set hard limits before any runtime experiment: maximum per-splat file size and total
memory, allowed frame-time delta on the 24-NPC budget scene, acceptable Web load time, and
no compute-shader requirement for the Compatibility/Web path.
- [ ] Keep collision and navigation mesh-based even if a splat is displayed; a splat must never
become the playable floor or the access/occlusion authority.
- [ ] Write the ADR with a per-path go/no-go, the accepted licence/provenance rules, whether each
result ships or stays development-only, rejected alternatives and the evidence bundle.
- [ ] Exit: one licensed photo capture measurably improves a venue through a documented path and
passes visual, performance and provenance review; or the approach is rejected with
reproducible findings and removed from the release path.