Files
security-game/MEMORY.md
T
zwitschi d513e0b82c Stage the Blender character/gear/prop library
Commit the finished generator output from the parallel Blender pass:
8 skinned NPC variants, 18 gear pieces, and 20 props under
assets/models/blender/, editable sources (gdignored), manifest, review sheets,
and the integration notes in docs/blender-assets.md.

- audit: all 46 assets clean (characters 3,788-4,640 tris, under 6000/4000)
- tests: Python manifest/audit contract and Godot import/bone/slot/ground checks
- docs: README library section, architecture/plan references, TODO Phase 3.5
  status, MEMORY integration rules
- .gitignore: per-asset preview PNGs, extracted GLB textures, blend1 backups

Nothing in the game loads the library yet; integration follows." && git log --oneline -1
2026-11-01 14:33:30 +01:00

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# MEMORY
Session memory for durable decisions, state, and gotchas. Keep concise, remove obsolete entries.
## Decisions
- Graphics v0.6.0 plan (2026-11-01): NPCs move to Blender-authored skinned meshes
(`docs/plan-graphics-v0.6.md`, ADR-0013). `tools/npc_pipeline.py` builds
`assets/models/generated/npc_base.glb`; `NpcAvatar` keeps the procedural `_build_body()`
fallback. Preserve `Rig/Head`, the limb node names, and the seed-deterministic
`outfit_for`/`layer_for`/`hand_item_for` helpers. Blender = flatpak 5.2.0 LTS, sandbox cwd
`/app/blender` → absolute paths for `--python`. CI stays offline (committed assets).
- Engine: Godot 4.3 stable (official editor build, `~/.local/bin/godot`). The system's preinstalled `godot-runner` (4.7.2, Fedora) cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead.
- Language: GDScript. All cross-file references use explicit `preload()` constants (not `class_name` globals) so scripts compile in headless `--script` runs without the editor's class cache.
- Test framework deviation: the project uses a custom minimal headless test runner (`src/test/test_runner.gd`) instead of GUT, because GUT needs the editor plugin. CI runs it with `--headless`.
- Eventing: no autoload signal bus. `ShiftCoordinator` owns an `EventBus` instance (`src/core/event_bus.gd`) passed to subsystems; subsystems emit only when a bus is assigned. Autoloads at parse time are unreliable under `--script`.
- Static signals are not available in Godot 4.3 GDScript ("Expected func or var after static") — do not use them.
- GDScript lambdas capture local variables **by value**; mutating a captured local inside a lambda does not affect the outer variable. Use member functions for accumulators in tests.
- Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default.
- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
- **Blender invocation (v0.6.0):** `flatpak run org.blender.Blender --background --python
/run/media/system/DATA/Documents/06-games/security-game/tools/npc_pipeline.py -- build`.
The flatpak cannot read `/tmp`; use absolute repo paths. `assets/models/npc/.gdignore` is
required, otherwise Godot's editor tries to import the committed `.blend` and hangs during
`--import` (also add `.gdignore` to local build/squashfs folders when scanning is slow).
- **Skinned NPC integration (v0.6.0):** `NpcAvatar._build_skinned_body()` loads
`npc_base.glb` and keeps `_build_body()` as fallback (`use_skinned_model=false` in tests).
Bone pose rotation is the **absolute local orientation**, not an offset from rest: compose with
`get_bone_rest(i).basis` or the whole body snaps to a broken pose. Proxies named Hip/Knee/
Shoulder/Elbow/Hand + Head marker preserve the old animation math; `Rig/Head` is the marker.
Five material slots are tinted via `SurfaceMaterials.npc_slot()`; keep `_rig.scale` uniform on
the skinned path. Budget: 16 avatars = **144 meshes**, ~6.9 ms headless.
- **NPC facing (fixed after v0.5.0):** the avatar's visual front is **+Z** (procedural eyes
and the Blender model's face). Godot `look_at()` aims **-Z**, which made every NPC walk
backwards. Use `NpcAvatar.yaw_towards(dir)` and set `rotation.y`; do not call `look_at()` on
avatars. Head-turn offsets use `+basis.z` for the same reason. Covered by
`test_yaw_faces_the_movement_direction`.
## Handoff (read this first)
- **Visual-alignment pass planned (2026-11-01):** `TODO.md` gains a "Visual
alignment with rendered mockups" section. Goal: restructure generated-image
storage, move the reference mockups out of `docs/screens/designs/` into a
runtime-accessible root (e.g. `assets/images/`), load the proposed UI/scene
art at runtime (start menu, selection screens, HUD, panels), and make the game
match the mockups — verified by `screen_designs.py compare` + `judge`. Not
started; no code moved yet.
- **Phase 2 — AI texturing (this agent, DONE 2026-11-01).** Phase 1 assets were
already in the tree (untracked) and are preserved. Generated six seamless AI
clothing albedos into `assets/textures/npc/ai/{shirt,trousers,jacket,vest,
coat,dress}.png` (512×512, `--role tile`, gpt-5-image-mini; audit 6 good).
**Gotcha:** `asset_pipeline.py generate` defaults to `GEN_SIZE=2048`, which
gpt-5-image-mini rejects (HTTP 400); pass `--request-size 1024` for 1:1 roles.
`generate --role tile` already applies `make_seamless`, so a separate
`seamless` pass is redundant. Added to `tools/npc_pipeline.py`: `prepare`
(layers AI shirt→cloth, trousers→pants albedos at 128px) and `palette`
(writes `assets/textures/npc/palette.json` via `model_pipeline.dominant_colors`).
`write_slot_textures()` now skips the albedo for slots with an AI override
(normal/ORM stay procedural). Blender `build` re-run: GLB audit ok, 1204 tris /
2488 verts, AI albedo embedded for cloth+pants. **Do not commit yet** — Phase 1
files are uncommitted; coordinate the commit with the Phase 1/3 agents.
**Import concurrency:** a parallel agent is running
`timeout 300 godot --headless --editor --quit --path .` and then checks
`assets/models/generated/npc_base.glb.import` — treat that as the canonical
import. My own `godot --headless --path . --import` hung with no output past
the engine banner (two Godot instances contended on `.godot`); I killed the
orphan (PID 2482934). Do not run a second import while that `--editor --quit`
is active.
Next: Phase 3 (`NpcAvatar._load_model` + slot tinting) consumes
`palette.json` and the GLB; Phase 2's capture/judge item is blocked on that.
- **Git hygiene + tooling (2026-11-01):** dev asset folders are now gitignored
and untracked: `assets/models/concepts/`, `assets/models/npc/` (Blender
sources), `assets/textures/npc/ai/` (raw AI fabrics), and the raw
`assets/textures/ai/*` outputs (only `assets/textures/ai/game_ready/` stays).
Kept in the repo: `assets/textures/npc/*_{albedo,normal,orm}.png` +
`palette.json`, `assets/models/generated/*` (props + npc_base.glb), and the
authored `assets/textures/*` set. `tools/asset_pipeline.py generate` gained
`--variants N` — generates N alternatives saved as `<stem>-1..N.png` (N=1
keeps the unsuffixed path). Python tooling tests still pass (exit 0).
- **Screenshots + docs (2026-11-01):** regenerated the eleven README captures
(`capture_screenshots.gd` + `capture_prop_gallery.gd`) — ten changed, the
prop gallery is byte-identical (props unchanged). README gained an NPC
character-model subsection, a "Confirmed game assets" section (linked
`game_ready` textures, generated models, NPC maps), and refreshed
dev-status / not-yet lines; `docs/architecture.md` Level 2 now lists
`npc_pipeline.py` + `asset_pipeline.py` and the confirmed-asset locations.
**Foreign, left uncommitted:** a TODO section "Bug Fix NPCs walking backwards"
from another agent — do not touch or commit it.
- Repo: `/run/media/system/DATA/Documents/06-games/security-game` (also reachable at
`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.3.stable).
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **177/177**.
Python tooling tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs test_model_pipeline` → **53**.
Session shell smoke: `godot --headless --path . --script res://src/test/smoke_session_shell.gd` → exit 0.
Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0
(now also covers wheel cycling and right-click clearing).
- `main` is in sync with origin. **v0.2.2** tags the session-shell + world-follow-up commit;
CI builds the portable binaries, NSIS installer, and AppImage on the tag push.
- **v0.3.0 (2026-10-31, working tree):** rendering pass (`src/game/materials.gd`, phase-driven
environment), generated `.glb` props (`tools/model_pipeline.py`, `assets/models/generated/`),
aim-free selection with wheel cycling and Shift precision walk (ADR-0011/0012), and a **Web**
export target. `export_presets.cfg` gains a `Web` preset with `variant/thread_support=false`
(static hosting, no COOP/COEP); `tools/build_releases.sh` exports `build/web/` and zips it to
`build/gig-line-web-<ver>.zip`, and `publish_release.sh` uploads it. Covered by
`src/test/tests/test_web_export.gd`.
- **Prop atlas (v0.3.1):** `model_pipeline.atlas_for()` builds a per-prop power-of-two PNG with
one 8×8 cell per palette role, plus a metallic/roughness atlas (G=roughness, B=metallic). The
GLB merges all parts into one primitive with constant per-vertex UVs (cell centre) and a single
material (`baseColorTexture` + `metallicRoughnessTexture`, NEAREST sampling). Colours are sRGB in
the texture, so the old `srgb_to_linear`/`_linear_rgba` helpers were removed. `audit_glb` fails
if a prop is not exactly one material or misses TEXCOORD_0/images.
- **Mockups complete (v0.3.2):** `docs/screens/designs/` holds AI references for all 19
catalogue screens. Only the six staged captures (01–06) are compared/judged; the other 13
have no `capture`, so adding staged captures for the wand panel, timeline and escalation HUD
would extend automated visual checks. `generate` now calls `_load_env_file()`.
- **Staged captures (v0.3.3):** `capture_screenshots.gd` now emits nine shots. States 7–10 switch
to The Joke Shop at elapsed 620 s (EVENING has routine spawns; LATE has none), retry the wand
until it alerts, then jump to 760 s after staging for night lighting. The timeline needs
`recorder.close_all_open()`, because `to_dict()` only lists closed incidents. The escalation
HUD mockup is third-person now; `judge` still classes it `review` (no diff).
- **Prop collision (v0.4.0):** `_add_prop_model()` fits a `StaticBody3D` from the model bounds
(cylinder for bollard/bin/hydrant, box otherwise) and adds a `NavigationObstacle3D`; NPC agents
enable avoidance and move with the safe velocity from `velocity_computed`. The navmesh stays a
flat plane, so avoidance (not a baked mesh) routes guests around props. Placements live in
`PROP_PLACEMENTS` with `placement_problems()` validation; variants come from `variant_for(index)`.
`smoke_props.gd` must be windowed because the guard reads captured-mouse input.
- **Blender asset library (v0.6.0, built + audited 2026-11-01, not integrated):**
`tools/blender_assets.py` (`build`/`render` in Blender; `audit`/`sheet`/`list` stdlib) writes
`assets/models/blender/{npc,npc_gear,props}/*.glb`, `manifest.json` (integration source of
truth), sources in `assets/models/blender_src/` (`.gdignore`d), and review sheets
`docs/blender_previews/sheet_*.jpg` (per-asset PNG renders are gitignored). 8 characters, 18
gear, 20 props; notes in `docs/blender-assets.md`. Characters are drop-in for `npc_base`
(same mesh node name, bones at the same rest positions, five tint slots) and stay under the
6000/4000 budget only because of body decimation (0.36) + `smart_project` at 80°: glTF vertex
count includes UV-seam splits, so extra beveled detail quickly breaks 4000.
**Gotchas:** `bisect_plane` and thin bevels leave zero-area triangles (Godot warns "non-finite
normal in LOD generation"); `_clean()` + a weld after bisect fix it, and the audit rejects them.
Fixed-colour detail materials carry a 4×4 texture because `_apply_outfit_materials()` sets
`albedo_color = WHITE` on unknown slots. Cycles CPU render ≈ 3 s/asset; Godot import of the
library is clean.
- **Prop pipeline (done):** audit enforces 400 tris / 600 verts, ground contact, UV range, no
degenerate tris, one material. `capture_prop_gallery.gd` writes `10-prop-gallery.png` (3x2 studio
line-up, back row on a platform) and the `prop_gallery` catalogue entry compares it.
- **NPC character pass (v0.5.0):** Rig is articulated (`Rig/Hip* -> Knee`, `Shoulder -> Elbow ->
Hand`); `outfit_for` adds layer/hair_style/hand_item; `_idle_layer` drives phone/clipboard/crossed
and escalation gestures; `_reaction_tag` shows `!!`, `?!`, `!`, `?`; `apply_lod` swaps to a
billboard impostor at 26 m (hysteresis 1.5 m); GameManager `_refresh_queue` assigns queue offsets.
Perf: 16 avatars = 534 meshes, ~6.9 ms headless.
- **Player movement (v0.5.0):** **W was inverted** (`get_axis(forward, back)` is negative for W and
the code multiplied it directly); now `forward * -input_dir.y`. Step-up uses test_move + a raised
copy (0.32 m). Guard emits footstep/landed/precision_changed; GameManager forwards them to
AudioFeedback and the HUD. Gamepad actions are added at runtime by
`GuardController._ensure_gamepad_bindings`; remaps persist via `Save` `input_bindings` and are
applied by `InputBindings.apply` (key/button events only). Windowed `smoke_movement.gd` guards it.
- **Scheduled TODO pass complete:** only the optional Future ideas remain (live replay, extra
venues, voice audio, image-to-mesh). Grounding facts: the
NPC rig is rigid capsules with a whole-limb swing, and `guard_controller.gd` uses one `accel`
value. Each task should get its own windowed smoke or capture where it changes feel/looks.
- **Backlog complete:** every planned TODO section is done and moved to `DONE.md`; `TODO.md`
now only lists optional future ideas (live 3D replay, NPC LOD, more venues, real audio, prop
atlas, AI mockups for the new catalogue entries, image-to-mesh props). GUT was consciously not
adopted (custom runner covers it without an editor plugin).
- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
## Current State
- **v0.3.0 pass (2026-10-31, uncommitted):** rendering, generated prop models, screen
catalogue, aim-free selection. See ADR-0011 (selection) and ADR-0012 (materials/props).
- `src/game/materials.gd` (`SurfaceMaterials`) is now the single source of surface
recipes + `configure_environment()`. `GameManager.PHASE_LIGHTING` gained
`exposure/glow/fog_color/fog_density/fog_energy/contrast/saturation/ambient_energy`.
Renderer is **GL Compatibility**, so SSAO/SSIL are unavailable; glow+fog+ACES are used
instead and unsupported settings are ignored rather than gated in code.
- World: scaled brick (uv 22,10), framed windows with per-window night emission
(`i % 3 != 2` lit), stone base course, door trim/handles, curb, lane dashes (the old
loop had `Vector3(i * 0.0, …)` and stacked every dash at x=0), street lamps use the
metal profile. The two flat planters that clipped the steps were removed.
- `tools/model_pipeline.py` builds `assets/models/generated/*.glb` (bollard, bench,
trash_bin, planter_box, newspaper_box, fire_hydrant) from box/cylinder specs;
`WorldBuilder._add_prop_model()` loads them with a procedural fallback and records
`loaded_models` / `fallback_props`. **Gotcha:** glTF `baseColorFactor` is LINEAR —
writing sRGB made every prop pastel; `srgb_to_linear()` is applied in `build_glb`.
**Gotcha:** a new/changed `.glb` needs `godot --headless --path . --import` before
`ResourceLoader.exists()` / `load()` sees it (test_generated_props fails otherwise).
- `model_pipeline.py concept` (OpenRouter, reads repo `.env`) writes per-prop concept
sheets to `assets/models/concepts/`; `dominant_colors()` centre-crops and weights by
saturation (a grey studio backdrop otherwise wins), `assign_roles()` maps colours by
hue/value. Delete a concept file to fall back to the catalogue palette.
- NPC avatars: `outfit_for(type, seed)` (pure) gives shirt/trousers/hair/skin +
accessory (cap, hood, backpack, sunglasses, lanyard) and height scale; `_arms` and
`_legs` now swing (`limb_swing`) while walking. Keep `Rig/Head` named for focus.
- Selection: `NpcFocus.rank_indices` (angle then distance) — `pick_index` = first.
`GuardController.cycle_target(direction)` walks nearest-first `nearby_candidates()` and
sets `target_pinned`, which makes `_update_target()` skip the cone. `clear_target()`
sets `focus_suppress_s = 0.75` so the cone does not instantly re-acquire the person.
New input actions `walk_slow` (Shift), `cycle_target_next` / `cycle_target_prev`
(wheel down / up). Right click with nothing open clears focus (Esc still pauses).
- HUD: `nearby_label` + `set_nearby_hint(count)` show `hud.nearby`; `hud.controls` and
`hud.targeting` mention the wheel and Shift.
- `tools/screen_designs.py`: catalogue now 19 screens (added wand_screening,
joke_shop_queue, studio_arrival, crowd_panic, responder_arrival,
body_camera_timeline, escalation_hud), new `list` command, `generate --only/--force`
(existing designs are kept by default so a draft run cannot clobber AI mockups),
and `judge --dry-run` no longer raises `KeyError: 'class'`.
- Screenshot tool leak: `capture_screenshots.gd` intermittently prints
`ObjectDB instances leaked at exit`. Verified against a `git worktree` of HEAD~ — the
baseline leaks more often (3/3 vs 1/3), so it is a pre-existing quit-timing artifact,
not a regression. Normal boots are clean.
- Access artifacts: `src/core/access_loadout.gd` builds from event `override_access` + venue policy.
Spawn signal is now `(profile, intent, npc_id, event)`. Recognition is not auto-attached to every
guest. `AccessVerifier.verify(..., already_screened=false)` so Joke Shop scoring uses
`controller.screened`. Joke Shop/Studio gained `sidewalk`/`steps_end` waypoints. Wand venues roll
`carried_items` per spawn (seeded). Tests in `src/test/tests/test_access_loadout.gd`.
- Wand shortcut is **`C`**, not `W` (`W` is walk). `radio_emergency` input map no longer includes W.
`hud.controls` / `hud.screen_first` updated.
- Control pass (in tree, uncommitted, smoke-tested): cone focus via `src/game/npc_focus.gd`,
accel/decel, gravity only airborne, `input_locked` freeze, Esc no longer on the guard.
`NpcAvatar` in group `npc`; neck/hair/eyes/shoes; blue focus circle + `Label3D` name; `set_focus_visual`.
`src/game/ui/action_radial.gd` doughnut (LMB/Space open, A/D/arrows, Space/click confirm, Esc/RMB
cancel). Crosshair CanvasLayer. Emergency still `R` only. Number keys 1–6 when the wheel is closed.
- Named input actions now exist and are used: `action_menu`, `confirm`, `cancel` (Esc + RMB),
`inspect` (E), `wand` (C). The old unused `interact` action was removed.
- Runtime fixes from the smoke: `Head` is +1.6 above the guard root (root sits on the floor); guard
spawns in front of the door facing the street; building volume moved to z ∈ [-8,-4] so the door,
awning, and marquee are visible; step treads rise toward the door; `ShiftCoordinator` pulls the
event scheduler once per simulated second (was every physics frame → >1200 NPCs in seconds);
`GameManager.MAX_LIVE_NPCS = 16` caps live avatars.
- **Session shell (2026-10-31, uncommitted):** the game now boots into `StartMenu`
(`src/game/ui/start_menu.gd`, layer 20) instead of a live shift. `GameManager._on_venue_selected()`
builds the scenario and calls `_start_shift()`; `_shift_running` gates input and `_refresh_freeze()`.
Esc with nothing open now pauses (`PauseOverlay`, layer 18) → resume / restart / settings /
quit-to-menu. `SettingsPanel` (layer 22) writes `look_sensitivity` + `hud_font_scale` through
`Save.save_settings()` → `user://settings.json`; `Save.load_settings()` merges over
`Save.DEFAULT_SETTINGS` on boot and `GameManager._apply_settings()` pushes them into the guard/HUD.
Shift review "Run another shift" now calls `_show_start_menu()` (not a silent restart). `V` stays a
debug venue bind. Smoke: `src/test/smoke_session_shell.gd` (menu → shift → pause → settings → menu).
- **World follow-ups closed (2026-10-31):** skyline backdrop restored with `T_SKYLINE`
(`assets/textures/skyline.png`, regenerated RGBA with a transparent sky) and an
`TRANSPARENCY_ALPHA_SCISSOR` unshaded material (`_skyline_mat`); steps + landing are a
`StaticBody3D` with per-tread `BoxShape3D` colliders; marquee `font_size` 160 / outline 24; focus
circle (blue disc in front of the face) + name tag 48px; `NpcAvatar.ephemeral`/`lifetime_s` despawns routine traffic
(authored events stay). Guard spawn height verified on the landing (guard_y=0.84).
- **PLAN verbs (2026-10-31, uncommitted):** the radial now has 12 slices
(`Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio`).
`eye_contact` reuses the Level 1 reaction table via `_apply_interaction`. Recognition is a player
decision: `NPCController.player_recognized` + `IncidentRecorder.add_access_evidence`, and
`GameManager._artifacts_for()` prepends a `RECOGNITION` artifact only after the player declares
it. The body camera is a real flag (`GameManager.body_camera_on`, `Hud.set_body_camera`), off by
default, `B` toggles it, and a formal warning arms it and writes a `body_camera` incident event.
Blocking also calls `_station_between()` to physically place the guard 0.9 m from the NPC toward
the entrance. `_request_reason()` logs the NPC's seeded `dialogue_lines` pick.
- **NPC navigation was dead (fixed 2026-10-31):** avatars never moved in the live game, for three
stacked reasons. (1) `agent.target_position` was re-assigned every physics frame, which
invalidates the path so `get_next_path_position()` keeps returning the current point — only set
it when the target changes. (2) Nav path points sit on the navmesh plane (y=0) while bodies stand
at y≈0.5, so a 3D "are we there" test always looked 0.5 m away and the horizontal direction was
zero — compare horizontally. (3) `path[0]` is the old start point, so picking any point "far
enough away" can pick the point behind you and oscillate — pick the first point that is
**closer to the goal** than the current position. `_nav_try_frames`/`_move_direct` fallback is
still there.
- **Crowd reactions listen on the EventBus:** `CrowdSystem.apply_event()` emits
`event_bus.crowd_changed`; its own `changed` signal is never emitted. `GameManager._connect_crowd()`
therefore connects to `coordinator.event_bus.crowd_changed` (reconnect after every
`coordinator.setup()`, which recreates both crowd and event bus).
- **Crowd presentation:** `NpcAvatar.start_rubberneck(at)` (idle bystanders away from the door stop
and face the incident for 12 s) and `start_flee(from)` (panic: walk away at 2.4 m/s, then free
themselves). Someone `awaiting_interaction` within 3 m of the door is "engaged" and does not
rubberneck. Use `position` (not `global_position`) for that distance check so it also works in
headless tests outside the tree.
- **Perf:** a busy 16-NPC entrance measured ~1.2 ms/frame (824 fps with vsync off, 800 samples),
so LOD/culling is not warranted at `MAX_LIVE_NPCS = 16`. Re-measure before raising the cap.
- **Incident recording was dead:** `IncidentRecorder.start_incident()` was never called, so every
`add_event`/`add_access_evidence` silently no-opped and the review always showed 0 incidents.
`_begin_incident()` now starts one per focused NPC (`has_open_incident()` guard), verbs call
`_ensure_incident()`, and `ShiftCoordinator._finish_shift()` closes leftovers as `unresolved`
before building the review.
- **Editor-ready venues (2026-10-31):** `tools/export_venues.gd` (a SceneTree script) saves the
three factory scenarios to `content/venues/<id>.tres` with `ResourceSaver`; the `.tres` files
round-trip through `ResourceLoader` (events, profiles, policy, shift phases, door lines,
locations). `test_venue_resources.gd` also fails if the exported files are missing or stale
relative to the factory, so re-run the export after changing `ScenarioFactory`.
- **Vision judge (2026-10-31):** `python3 tools/screen_designs.py judge` sends the capture plus
its concept mockup to a vision model (`DEFAULT_JUDGE_MODEL = google/gemini-2.5-flash-lite`,
override with `--model`; `openai/gpt-4o-mini` also works). Reads the repo `.env` via
`_load_env_file()` (never overrides real env). Verdicts are classed `match` / `review`
(mismatch below `--fail-confidence`, default 0.6) / `diff` (confident mismatch → exit 1) /
`unknown`. `--dry-run`, `--json`, `--only` supported. The prompt explicitly ignores art style,
because the references are stylised mockups; the live run gave 3 match, 3 review, 0 diff.
Python tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs`.
- **String formatting safety (2026-10-31):** `Strings.placeholder_count()` counts `%` specs
(ignoring `%%`), `fmt()` warns and returns the template when the arg count does not match
(instead of raising an engine error), and `validate()` lints the table for trailing `%`,
unsupported conversions, and mixed positional/sequential placeholders. Tests cover all three
plus a formatting pass over every placeholder key with type-correct dummy args.
- **Authored scenario content (2026-10-31):** events can now carry `hint` (a string key logged
when the avatar spawns), `extra_spawns` (celebrity arrivals pull in tourists/influencers via
`_spawn_npc` with `kind: routine`), and `refuses_screening` (copied to
`NPCController.refuses_screening`; `_toggle_wand_screening` logs `wand.refused`, records a
`wand_refused` event, applies a small prop hit, and does not open the panel). `film_boundary`
is a new intent that maps to `steps_end` so the influencer stands past the posted line.
- **Accessibility (2026-10-31):** escalation text is `"<name> [###--] L3/5"` via
`Hud.escalation_meter(level)` (pure, tested) so the cue survives grayscale. HUD font scale uses
`add_theme_font_size_override` on the core labels (`set_font_scale`), **not** `Control.scale`,
which pushed the right-anchored clock label off-screen. Settings load before `_build_ui()`, so
`_ready()` re-applies player settings after the HUD exists.
- **Audio (2026-10-31):** `AudioFeedback.start_crowd_bed()` builds a 4 s looping `AudioStreamWAV`
(one-pole-filtered noise + 68/103 Hz drone, seeded) and `set_crowd_level(mood)` maps 0..1 to
-34..-12 dB. `play_radio_open/close` push short filtered-noise bursts. All procedural; with a
dummy (headless) audio server the calls are no-ops. `_free_player()` returns null when `_ready`
has not run (tests), and callers handle null.
- **NPC theater (2026-10-31):** `NpcAvatar.theater_pose()` maps `intent` + `arrived` to
idle/sit/photo/film/perform. Pure helpers `crouch_for_pose`, `prop_lift_for_pose`,
`sway_for_pose` keep the math testable. Sit lowers the rig by 0.34 and swings the legs forward
(negative X pitch; positive looked like kneeling). `_photo_prop` is set for influencer/tourist
cameras, `_sign_prop` for protester/performer boards; their base Y values are captured at build
time so the animation offsets from rest.
- **Body-camera timeline (2026-10-31):** `src/game/ui/event_timeline.gd` flattens
`review.incidents.incidents[].events` into one time-ordered list (`flatten`), formats each row
with `describe`, and steps with Left/Right or the buttons. `ShiftCoordinator.started_at_ms`
gives the review an absolute start for mm:ss stamps. `GameManager._open_timeline` hides the
review dim (two stacked overlays made the screen nearly black) and `_timeline_from_review`
restores it on close. Smoke: `src/test/smoke_timeline.gd`.
- **Radio dispatch was dead after the first shift:** `coordinator.setup()` builds a new
`RadioSystem`, so the `responder_arrived` connection made in `_ready` was lost on every venue
switch/restart (responders never resolved anything). `_connect_radio()` now re-wires it next to
`_connect_crowd()` after every setup. Same class of bug as the crowd signal.
- **Emergency aftermath:** `ShiftCoordinator.responder_outcomes` / `investigations` feed the review.
`evacuation` (emergency call, low danger, no weapon) locks the door, makes every NPC flee, marks
them `leave_requested`, and applies a `security_failure` hit. An emergency placed while
`current_npc_truth` has no weapon and `danger_level <= 1` appends an investigation note, records
`investigation_opened`, and applies `false_report` -6.
- **Skyline backdrop (2026-10-31):** `PlaneMesh` defaults to a **horizontal** XZ plane — set
`mesh.orientation = PlaneMesh.FACE_Z` or the "backdrop" renders as a band overhead. The skyline
is now a ring of four 400x60 planes at 200 m (center y=30, so building bases meet the ground),
`TEXTURE_FILTER` default, `TRANSPARENCY_ALPHA_SCISSOR` with threshold **0.5** (0.3 left faint
mip dashes across the sky), unshaded with a lifted albedo (`Color(2.6,2.7,3.0)`) so it is not
pure black. Ground is 500x500 so no sky gap shows under the buildings. The `skyline.png` import
needs `mipmaps/generate=true`.
- **Asset gotcha:** `assets/textures/game_ready/` is *not* imported (no `.import`). Use the
imported `assets/textures/skyline.png` path. Untracked duplicate folder should not be referenced.
- Host sign-in follow-up is **done**: `REQUIRE_SIGNIN_VIEW = false` in `/etc/gitea/app.ini`
(backup `app.ini.bak-*` alongside), Gitea restarted; anonymous repo page/API return 200 and
release assets download in full. Reverse by setting it back to `true` and restarting.
- **Release publishing was broken since v0.2.2 (fixed 2026-10-31):** `publish_release.sh`
only built `AUTH` in the `GITEA_TOKEN` branch; the `~/.git-credentials` branch set `CRED`
and then used unbound `${AUTH[@]}` under `set -u`, so every API call failed and the tag
job ended "could not create or find release". The repo also has **no** `GITEA_TOKEN`
secret (`/actions/secrets` is empty) and the runner has no git credentials. Fixes: the
script sets `AUTH=(-u "$CRED")`; the workflow falls back to `github.token`
(`secrets.GITEA_TOKEN || github.token`) — but `github.token` is **not** provided by this
Gitea/act runner, so the env dump showed no token and the v0.2.10 tag build failed again.
Final fix: `publish_release.sh` falls back to the **local git extraheader** that
`actions/checkout` writes (`git config --local --get-regexp '^http\..*\.extraheader$'`),
which carries the runner's basic-auth credentials for the same server. Verified locally by
adding that extraheader and publishing v0.2.10 (all five artifacts). **v0.2.9 and v0.2.10
are published**; v0.2.4–v0.2.8 tags have no artifacts. Verify the CI path on the next tag.
- **CI publishing verified (2026-10-31):** tagging v0.2.12 produced a release with all five
artifacts automatically (no repo secret), confirming the checkout-extraheader fallback.
- **Host access (2026-10-31):** `root@192.168.88.30` now works from this workstation (key auth),
host name `gitea`, Gitea 28.2.0. Maintenance applied: `apt-get clean`, journald capped to
`SystemMaxUse=300M` (`/etc/systemd/journald.conf.d/99-size.conf`, journal ~133M), disk at
~7.6G free of 16G.
- **Host disk resolved (2026-10-31):** the Gitea VM root filesystem was expanded from 7.8G to
16G (`/dev/mapper/pve-vm--500--disk--0`, now ~7.8G free). The pruned **v0.2.0** and **v0.2.9**
releases were restored from the local `build/` artifacts and verified (4 and 5 assets).
`git.allucanget.biz` runs on this host as user `zwitschi`; root@192.168.88.30 is **not**
reachable from this workstation (publickey denied; password auth closes the banner), so host
maintenance must go through a `zwitschi` login with sudo.
- **Host disk full (2026-10-31, historical):** the v0.2.11 tag build created release id 27 and logged the
uploads, but they failed with `HTTP 500 Attachments.Save: write … no space left on device`
(`/dev/mapper/pve-vm--500--disk--0`, 7.8G, 100%, 0 free). `git push` then failed too
("unpacker error"). Unblocked by deleting the superseded **v0.2.0** and **v0.2.9** releases
via the API (~565 MB of assets), then publishing v0.2.11 locally with the fixed script
(verified 5 assets). Remaining ~150 MB is tight — the next release needs host cleanup on
192.168.88.30: `sudo journalctl --vacuum-size=100M` (journal 837 MB), `sudo apt-get clean`
(91 MB), clear `/var/lib/gitea/data/attachments/tmp`. SSH works as `zwitschi`; `sudo -n`
needs a password. **Releases now:** v0.2.11, v0.2.10, v0.2.1 (5 assets each); v0.2.0 and
v0.2.9 entries were pruned. PLAN.md + ADRs 0007–0010 still describe the intended UX.
- **Release v0.2.1 is LIVE** (2026-10-31): CI run 1110 built the NSIS installer + AppImage
and published — installers/AppImage are on the releases page. Releasing = bump version → tag → push.
- NSIS gotchas (validated in a local ubuntu:24.04 docker repro): makensis uses `-D` defines
(never `/D`), resolves relative `-DICON`/`-DARTIFACT` against the **script directory** so CI
passes `$PWD`-absolute paths; installed exe must be space-free (`gig-line.exe`); ICO must be
classic BMP entries (ImageMagick `icon:auto-resize=48,32,16`; PIL emits PNG-compressed ICOs NSIS
cannot load).
- appimagetool runs system `appstreamcli` if present (strict, exit 3 on warnings) — project
metadata now passes `--pedantic`.
- Distribution facts (verified via Gitea API + host creds): repo is **public**, account is
admin; `v0.2.1` has all 5 assets; the installers were initially missing from the release
because `publish_release.sh` uploaded only portables — now fixed (uploads installer +
AppImage; falls back to `~/.git-credentials` when no `GITEA_TOKEN`).
- Host sign-in: instance `[service] REQUIRE_SIGNIN_VIEW=true` blocks anonymous browse/download
(not a repo/API setting). `~/.git-credentials` holds the Gitea creds (basic-auth usable);
`.env` only holds `OPENROUTER_API_KEY`.
- **Release v0.2.0 was LIVE**: pushing the `v0.2.0` tag made Gitea Actions run the build job
and publish automatically (host has the `GITEA_TOKEN` secret). Tag page and `/releases` are
public (HTTP 200). Caveat: anonymous **asset downloads** redirect to login on this host
(host setting — tracked in TODO). Future releases = bump `config/version`, `git tag vX.Y.Z`,
push. No local token needed.
- Core simulation, three scenarios, v0.2.1 installers/AppImage, first-person prototype (inspect/wand/radio, shift review, Tab targeting, V venue cycle) are on local `main`. Tagged v0.2.1 was 57 tests; this working tree is **74/74**.
- NPC avatars now walk to per-intent waypoints (`VenueScenario.waypoint_for_intent`): enter/trespass/deliver/arrive → entrance, photo/film/perform/wander/roam → sidewalk, sit → steps_end. `NpcAvatar.setup` takes an explicit `door_position`.
- Returning-trespasser behavior: `NpcProfile.return_probability` (trespasser 0.6, mental-crisis 0.4, others 0). `NPCController._maybe_schedule_return()` moves a directed-away NPC to `LOITERING_DISTANT`; `tick_return(delta)` fires after 20-60s and transitions back to `APPROACH`. `NpcAvatar._advance_fsm` re-targets the door on return.
- Perception pass: `NPCController.perceive_guard(distance)` returns `{noticed, band, reaction}` with bands `unaware` (>6m), `aware` (2-6m), `near` (<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY. `GameManager._perception_pass()` feeds real guard distance each physics tick and logs first-time notice.
- Responder dispatch: `RadioSystem` tracks `pending_calls` and decrements `arrival_delay_s` in `tick`; emits `responder_arrived` when a call's delay elapses. `RadioSystem.responder_outcome(call)` maps danger/weapons → command/restraint/evacuation/arrest. `GameManager._on_responder_arrived` spawns a `RESPONDER` avatar at the entrance and logs the outcome. HUD shows an emergency-radio cooldown label via `_update_radio_cooldown`.
- Wand screening (Joke Shop): `WandScreener` classifies carried items as prohibited vs false-alarm vs clear. `NpcProfile.carried_items` is filled at spawn on wand venues. `GameManager` binds **`C`** to `_toggle_wand_screening` and `A`/`D` to `decide_wand` while inspect/wand is open. `decide_access` still blocks admission until `controller.screened` is true, and `verify` now takes that flag. Door-staff lines log through GameManager.
- Design change (2026-10-31): the selectable dialogue tone-of-voice system was **removed**.
`Rules.Tone`/`TONE_NAMES`, `NpcProfile.tone_modifiers`, and the tone param on
`NPCController.roll_reaction/apply_player_action` no longer exist; `NpcProfile.dialogue_lines`
is a flat `Array[String]`; `GameManager` uses `_apply_interaction(level, action_name)`;
the `T` key is gone. HUD `tone_label` removed and `hud.tone_prefix` string deleted from JSON.
- Polish/accessibility: venue cycling (`V` cycles `VENUE_ORDER` and restarts the shift), aim-free
targeting (`Tab` cycles nearby NPCs within `NEARBY_RADIUS`), color-coded escalation indicator
(`Hud.set_escalation`), procedural audio (`AudioFeedback` node generates sine tones for
confirm/radio/escalation/deny), and a centralized `Strings` table (`src/core/strings.gd`, `lookup`/`fmt`)
backed by `content/strings.en.json`. NOTE: `Strings.get` was renamed to `Strings.lookup` because
`get` collides with `Object.get`.
- Newly added: LATE shift phase (start 700s) with a reachability test; PROTESTER archetype + events + colors; CALL_SOMEONE reaction; `DoorState` core class + `L` binding + visual indicator; flashlight (`G`, SpotLight3D, perception bonus at evening/late); persistence wired (`Save.save_shift_result` on shift end, history + best score on the review screen); `NavigationRegion3D` flat navmesh + `NavigationAgent3D` NPC paths (steps now visual-only); strings moved to `res://content/strings.en.json` (41 keys, loader keeps `lookup`/`fmt`); `export_presets.cfg` (Linux/Windows/macOS) + `tools/build_releases.sh` + `docs/RELEASING.md`; README Downloads section.
- Run tests: `godot --headless --path . --script res://src/test/test_runner.gd`
- Boot check: `godot --headless --path . --quit-after 120`
- Screenshot tools: `godot --path . -s res://src/test/take_screenshot.gd` (single shot to `user://screenshot.png`); `godot --path . -s res://src/test/capture_screenshots.gd` (staged README gallery shots to `user://screenshots/`, copied to `docs/screenshots/`).
- Release build verified locally: export templates for 4.3 installed at `~/.local/share/godot/export_templates/4.3.stable/`; `./tools/build_releases.sh` produced Linux/Windows/macOS artifacts for 0.1.0 in `build/` and the Linux binary passed a headless smoke test. Publishing to Gitea still needs a token (see `tools/publish_release.sh`, `docs/RELEASING.md`).
- CI: the repo now carries a **Gitea Actions** workflow at `.gitea/workflows/build.yml` (checks on
push/PR; full export + artifact upload + optional release publish on tags and `workflow_dispatch`).
A repo secret `GITEA_TOKEN` is required for tag releases. The old `.github/workflows/ci.yml` was
removed so hosts scanning both paths do not double-run.
- Venue cycling: `V` switches Hollywood Blvd → The Joke Shop → TV Studio and restarts the shift.
- Venue door-staff dialogue: `VenueScenario.door_staff_line(context, rng)` and GameManager logging
(id/ticket/wand-check, refusal, prohibited-item) — Joke Shop flavor.
- CI cache: `.gitea/workflows/build.yml` no longer uses `actions/cache` (the runner can't reach
the GitHub cache service; import is fast). `GODOT_SILENCE_ROOT_WARNING=1` set on jobs.
Logs live in `.gitea/logs/` after each run.
- Visual polish (v0.2.0): phase lighting (GameManager.PHASE_LIGHTING + ProceduralSkyMaterial),
street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/
trees, NPC per-seed variation. capture_screenshots.gd shoots day + fast-forwarded LATE night
(6 shots in docs/screenshots/). Version bumped to 0.2.0; binaries rebuilt.
- Assets pipeline: `python3 tools/generate_textures.py` produces all authored PNGs under
`assets/textures/` (≤1024px, pow2); regenerate after changing the script, then run
`godot --headless --import` before tests. 57 headless tests guard the pipeline.
- General image pipeline: `python3 tools/asset_pipeline.py` defaults to
`openai/gpt-5-image-mini`, requests supported 1:1/3:2 sources, then fits each role's target.
It provides crop, resize, tile edge blending, alpha-glyph recoloring, and role-aware audits.
Screenshot auditing checks 1280x720 minimum, 16:9 aspect, and contrast; visual composition
remains a manual check. Python tools require Pillow from `requirements-tools.txt`.
- AI texture mode: `python3 tools/generate_textures.py --ai` generates textures via the
OpenRouter image API (`POST https://openrouter.ai/api/v1/images`, model
`bytedance-seed/seedream-4.5` by default, base64 PNG in `data[].b64_json`). Requires
`OPENROUTER_API_KEY` (a gitignored `.env` in the repo root holds it locally; source it
with `set -a && . ./.env && set +a`). `--prompt`/`--name`/`--model`/`--size` override the
default batch. Output is downscaled to ≤1024px. NOTE: seedream rejects sizes below
3,686,400 px (1920×1920), so the script requests `GEN_SIZE=2048` and downscales — do not
lower `GEN_SIZE` below 1920. Verified end-to-end 2026-10-31 (3 textures generated).
Legacy `--ai` remains on Seedream 4.5 and still ignores `background: transparent`; do not
use it for alpha-dependent assets. Gemini 3.1 Flash Image advertised broad ratios but the
current provider rejected authentication. The validated role-aware model is GPT-5 Image Mini.
- Runtime assets: all 15 loaded world/HUD/card textures now live in
`assets/textures/ai/game_ready/`; each passes role audit. Generated tile edges are blended,
icon alpha masks are recolored white where needed, and the vignette uses the existing
deterministic generator because the API returned an empty transparent image. The six
`docs/screenshots/` captures were regenerated after wiring and pass screenshot audit.
- Detailed graphics: textured facade/awning/skyline, humanoid NPC rigs + props + walk bob +
attention head-turn, inspection artifact cards, mode icons, escalation vignette, body-cam
overlay (REC + shift clock). Screenshot set regenerated (`docs/screenshots/`, day + night).
- Polish: wand scan cooldown (`WAND_COOLDOWN_S` + `wand.recharge` message).
- NOTE: collaborators occasionally add uncommitted work to this shared tree (e.g. the radio
easter egg); check `git status` before committing and leave foreign changes untouched unless asked.
- Screen-design references (`tools/screen_designs.py`, tests in `tools/test_screen_designs.py`):
`generate` turns the screen descriptions in `docs/` (README captions, ADRs 0007–0010,
PLAN, architecture) into reference images under `docs/screens/designs/` — `--draft`
draws offline Pillow wireframes, `--ai` generates realistic 3D scenes / in-game UI via
OpenRouter (default model `openai/gpt-5-image-mini`). Screens are tagged `scene` or
`ui`; prompts get a shared art-direction suffix, and requests use a 3:2 landscape
source cropped to 16:9 (not a square centre-crop). `compare` checks `docs/screenshots/*.png` for aspect/size/
blank-frame and coarse layout/palette/detail drift. Drift distances are warnings, not
failures: a mockup never matches a real render, so semantic composition is a follow-up
vision-model judge (tracked in TODO).
## Known Issues / Notes
- Reference cycles are fixed: `FSM` holds its owner via `WeakRef`, `ShiftCoordinator` is
`RefCounted`, and persistence tests free the `Save` node — the suite exits with no
"resources still in use" warnings (was ~13). If a future subsystem introduces a cycle,
repeat the WeakRef pattern.
- Shift length: `GameManager` uses the scenario's `shift_duration_s` (900s ≈ 10-15 min);
tests and the screenshot tool override elapsed time directly.
- Headless (dummy renderer) logs "Parameter m is null" from `mesh_get_surface_count`; it does not occur with a real GL driver and does not affect logic.
- Steps are visual-only (no collider) so NPCs can path to the entrance; the guard spawns on the landing so it never needs to climb.
- Persistence tests write into the real `user://shift_results.json` (harmless local pollution of the demo history).
- macOS export required `rendering/textures/vram_compression/import_etc2_astc=true` in `project.godot` (universal build demands ETC2 ASTC enabled).
- Joke Shop `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
- Access loadout is implemented in the working tree (see Current State); do not re-fix `override_access` as if it were still unread.
- `Save.SETTINGS_FILE` is declared and unused; no mouse-sensitivity or pause menu yet.
- Headless suite is **77/77**; the windowed focus/radial smoke passes. Remaining visual follow-ups are at the top of `TODO.md`.
- Typed spawn signal extra args: handlers must accept the 4th `event: Dictionary` or Godot will not call them (`test_shift_coordinator_runs_a_shift` failed until `_on_spawn` took four args).
- GDScript inference trap that broke the main scene: a `var` typed as a base class
(`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a
parse error. Type it as the script type (`ActionRadial`) or annotate the local explicitly.
`--check-only --script` cannot see the `Save` autoload; use a real boot (`--quit-after 180`) to
verify a 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.
- Screenshot staging lives in `src/test/capture_screenshots.gd` (guard at z≈10.5 facing the door).
`docs/screenshots/` copies are manual: copy from `user://screenshots/`.
## Open Questions
- Add a vision-model (LLM) judge on top of the screen-design comparison: pixel and
perceptual metrics cannot decide whether a screenshot's composition is correct.
- Whether the responder avatar should be playable/controllable or purely scripted.
- Localization target languages beyond English.
- macOS notarization approach for broad distribution.
## Plan vs code (re-evaluated)
On local `main` (6 commits not on origin): v0.2.1 packages, ADRs 0007–0010, asset pipeline wired to
`assets/textures/ai/game_ready/`, screenshots refreshed.
Uncommitted: `AccessLoadout`, control pass (cone, ring, radial, NPC face, named input actions),
and boot/spawn fixes. Headless 77/77; windowed smoke passes. Access-artifact and control-pass
sections moved to `DONE.md`.
Still in `TODO.md`: world follow-ups (guard float, step colliders, skyline asset, marquee size);
session shell; leftover PLAN verbs; crowd rubberneck; emergency aftermath; body-cam replay;
sit/photo/film poses; real crowd audio; Joke Shop/Studio extra events; PLAN.md says GUT/GitHub.
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