Files
security-game/TODO.md
T
zwitschi d8cfddbf89 Integrate the Blender character, gear and prop library
NpcAvatar
- select one of 8 library character variants by role/seed (with npc_base and the
  procedural rig as fallbacks), keep Rig/Head and the existing bone animation
- tint only skin/cloth/pants/accessory/hair; fixed detail materials keep their
  colour, npc_vest keeps its hi-vis vest, firefighter/guard use dark uniform tints
- attach caps, hoods, helmets, backpacks, SCBA tanks, lanyards and hand items at
  the documented head/back/chest/hand points (primitive fallbacks retained)

WorldBuilder
- prefer assets/models/blender/props/ for the six replacements and the new
  street dressing (street lamp/tree, palms, planters, A-frame, cone, barrier,
  stanchion, podium, handrail, wall lantern, double door, marquee, sedan)
- fit the same colliders/navigation obstacles and keep the placement validator;
  collect library emissives (bulbs, marquee face, wall lanterns, door LED, sedan
  lights) for set_night_mode()
- add a library triangle counter + 60k budget check (current ~27,986); toggle
  prop gallery to the library models; fix the marquee label placement

Tests/smoke
- character selection/gear attach/fixed-material tint tests; library prop load,
  emissive and triangle-budget tests; smoke_props routes a guest around a
  stanchion in open sidewalk (the old bench route is now crowded by trees)
- headless 222/222, Python 68/68, all smokes pass, compare 11 good / 0 bad

Docs: TODO Phase 3.5 moved to DONE, README/architecture/blender-assets/plan
describe the integrated runtime, MEMORY records the integration rules.
2026-11-01 14:57:02 +01:00

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TODO

Godot 4.3 prototype. Latest release v0.5.0 (NPC characters and player movement). Headless suite 222/222 plus 68 Python tooling tests; the session, PLAN-verb, crowd, emergency, timeline, audio, scenario-content, props, NPC-budget, movement, and windowed focus/radial smokes pass. Anonymous downloads are enabled on the host.

The scheduled presentation pass is complete (see DONE.md). The next scheduled pass is the graphics-quality work in docs/plan-graphics-v0.6.md.

Blender asset library integrated (2026-11-01): 8 NPC character variants, 18 gear pieces, and 20 street/venue props are now loaded by NpcAvatar and WorldBuilder from assets/models/blender/ (manifest as source of truth, see docs/blender-assets.md). The procedural rig and primitive props remain offline fallbacks; AO/ORM baking is the remaining Phase 4 follow-up.

Graphics quality — Blender-authored NPC characters (v0.6.0)

Detailed plan: docs/plan-graphics-v0.6.md · ADR-0013

Phase 0 — Toolchain spike and contract freeze

  • Verify flatpak run org.blender.Blender --version reports Blender 5.2.x and runs headless in this shell.
  • Run a minimal headless Blender export using an absolute --python path (sandbox cwd is /app/blender); confirm the output file lands where expected.
  • Record the exact working invocation (flatpak + absolute paths) in MEMORY.md.
  • Freeze the NPC asset contract in docs/plan-graphics-v0.6.md and ADR-0013: file paths, bone names, material slots, triangle budget.
  • Fix the material-slot set (skin / cloth / pants / accessory / hair) and the ORM packing (R=occlusion, G=roughness, B=metallic).
  • Choose and record the initial tier-0 triangle/vertex budget (≤ ~6000 tris / ~4000 verts) in the plan.
  • Spike: Godot 4.3 imports the .glb as a PackedScene with a Skeleton3D; no clips are needed because _animate() drives the bones at runtime.

Phase 1 — Blender authoring + export pipeline

  • Author the low-poly base humanoid in Blender: torso, articulated arms/legs, head with a face front, hands, shoes.
  • Rig with an armature whose bones mirror the node contract (Head, HipL/R, KneeL/R, ShoulderL/R, ElbowL/R, HandL/R); origin at the feet, +Y up.
  • UV-unwrap the mesh into a power-of-two layout, one region per material slot.
  • Save the editable source as assets/models/npc/npc_base.blend (committed).
  • Add tools/npc_pipeline.py with list / build / audit subcommands, run through the Blender flatpak.
  • build exports assets/models/generated/npc_base.glb plus the material textures.
  • Bake neutral albedo per slot, normal maps (fabric weave, denim, knit), and the packed ORM map.
  • Bake ambient occlusion into the albedo or the ORM R channel (the Compatibility renderer has no SSAO).
  • audit enforces UVs in [0,1], expected bone names, triangle/vertex budget, feet at y≈0, and material-slot presence.
  • Reuse the model_pipeline.py colour-space discipline (linear factors vs sRGB textures) in the exporter.
  • Run godot --headless --path . --import and confirm npc_base.glb imports without errors.

Phase 2 — AI-assisted texturing

  • Generate seamless clothing albedos (shirt, trousers, jacket, hi-vis vest, coat, dress) with tools/asset_pipeline.py generate (OpenRouter, openai/gpt-5-image-mini) — written to assets/textures/npc/ai/ (512×512).
  • Tile-edge blending on each fabric — applied automatically by generate --role tile (make_seamless); the tile audit's edge check confirms continuity.
  • Run asset_pipeline.py audit on the outputs — 6 good, 0 bad (role tile).
  • Commit the validated textures under assets/textures/npc/ai/ (tracked in the v0.6.0 asset commit).
  • Derive per-role outfit palettes via model_pipeline.dominant_colors — written to assets/textures/npc/palette.json (npc_pipeline.py palette).
  • Bake normal/roughness procedurally and layer the AI albedos on top — npc_pipeline.py prepare + Blender build keeps the AI albedo for cloth/pants and regenerates normal/ORM; GLB audit ok (1204 tris / 2488 verts).
  • Regenerate the staged captures and run screen_designs.py judge after the Phase 3 integration (11 good / 0 bad in compare; judge: no diff).

Phase 3 — Godot integration

  • Add NpcAvatar._load_model() that instantiates the imported npc_base.glb PackedScene.
  • Keep _build_body() as the offline fallback; choose per-avatar and record loaded_model / fallback_avatar for tests.
  • Map outfit_for() onto the model's material slots so seed variety, layer_for, hand_item_for, and archetype colors survive.
  • Keep accessory attachments (cap / hood / backpack / sunglasses / lanyard) under Rig / Head.
  • Add SurfaceMaterials baked-map recipes (npc() / skin() / cloth()); stop calling Materials.flat() for the body.
  • Add _set_limb_rotation() so _animate() / _idle_layer() write to bones or pivots; keep Rig/Head findable by the focus cone.
  • Update test_npc_character, test_npc_theater, and test_target_cycle for the skinned path (or document why they stay on the fallback).
  • Re-measure smoke_npc_budget.gd; tune LOD_TIERS if the skinned rig is heavier up close.
  • Re-verify the focus-cone smoke (smoke_focus_radial.gd) and the movement smoke.

Phase 4 — Environment and lighting lift

  • Bake AO for the prop set through the Blender library (replacements above) or into the ORM/albedo maps behind the existing WorldBuilder contract; keep the procedural fallback.
  • Regenerate higher-resolution brick / concrete / asphalt textures via asset_pipeline.py with normal maps, keeping the current UV scales; apply the same map discipline to the library's street materials.
  • Evaluate a desktop-only Forward+ export preset (SSAO/SSIL/volumetrics); keep the Web preset on GL Compatibility with thread_support=false.
  • Record the renderer decision in an ADR addendum or MEMORY.md.
  • Regenerate docs/screenshots/ with capture_screenshots.gd and run screen_designs.py compare.

Phase 5 — Verification and release

  • Headless suite green: fallback build, outfit determinism, Rig/Head presence, material recipe assertions, npc_pipeline.py audit, and blender_assets.py audit + manifest tests (skip Blender builds with a reason when Blender is absent).
  • Windowed smokes pass: smoke_npc_budget.gd, smoke_movement.gd, smoke_focus_radial.gd, smoke_props.gd.
  • screen_designs.py compare and judge show no regressions; blender_assets.py sheet contact sheets reviewed for the character/gear/prop library.
  • Bump config/version to 0.6.0.
  • Update README.md, docs/architecture.md (Level 2 gains tools/npc_pipeline.py), and mark ADR-0013 Accepted.
  • Publish the release per docs/RELEASING.md.

Visual alignment with rendered mockups

The AI-rendered references in docs/screens/designs/ (start menu, pause, settings, shift review, radial menu, HUD, scene views) describe the intended look of every screen. This pass reorganizes how generated images are stored, makes the game load the proposed interface/scene art from disk, and aligns the selection screens, HUD, and scene visuals with those mockups — verified with tools/screen_designs.py compare + judge.

Storage restructure

  • Decide the canonical runtime image root (e.g. assets/images/ for UI/scene art) and record it in MEMORY.md and an ADR.
  • Move the reference mockups from docs/screens/designs/ into the runtime root (keep docs/screens/designs/ as a docs-only copy or replace it with the new path).
  • Document one convention for game vs reference vs development images across assets/textures/, assets/images/, assets/models/generated/, docs/screenshots/, and docs/screens/designs/.
  • Re-run godot --headless --path . --import to regenerate .import sidecars after any move.
  • Confirm .gitignore still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout.

Documentation path updates

  • Update README.md paths (screen-designs section, confirmed-assets links, the assets/images/backgrounds resize example).
  • Update docs/architecture.md, PLAN.md, and ADR-0010/0011/0012/0013 references to docs/screens/designs/.
  • Update tools/screen_designs.py docstrings and mark the old paths in DONE.md as historical.

Code path updates

  • Point tools/screen_designs.py generate at the new design output path and keep compare/judge reading the right locations.
  • Update GDScript preload() paths (materials.gd, hud.gd, world_builder.gd) if the game textures move.
  • Update capture_screenshots.gd / capture_prop_gallery.gd output directories if captures relocate.

Load proposed interfaces + scene art from disk

  • Add a central UI/scene art loader (e.g. src/game/ui/art.gd) that loads the mockup-derived images from the new runtime root, with a procedural fallback when a file is missing.
  • Wire the start menu and venue selection screen to use the start_menu scene art.
  • Wire the pause overlay, settings, shift review, radial menu, and HUD chrome to their reference images.

Align in-game visuals

  • Make the venue selection screen match the start_menu mockup (layout, palette, background).
  • Make the HUD match the targeting_npc / escalation_hud mockups (focus ring, escalation meter, log, hints).
  • Align the remaining panels (pause, settings, shift review, radio, wand, timeline) to their mockups.
  • Align scene lighting, fog, and post-processing for venue_overview and late_night_avenue.

Verify against the mockups

  • Regenerate the staged captures and run screen_designs.py compare (no gross drift).
  • Run screen_designs.py judge and clear every diff verdict (target match/review).
  • Add the capture + compare step to CI or a repeatable smoke so drift is caught early.

Future ideas (optional, not scheduled)

  • Live 3D body-camera replay (the timeline is text-only today).
  • Additional venues or seasonal events authored from the new .tres files.
  • Real voice/dialogue audio (the crowd bed 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.