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.
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139 lines
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Markdown
# TODO
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Godot 4.3 prototype. Latest release **v0.5.0** (NPC characters and player movement). Headless
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suite **222/222** plus **68** Python tooling tests; the session, PLAN-verb, crowd, emergency,
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timeline, audio, scenario-content, props, NPC-budget, movement, and windowed focus/radial smokes
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pass. Anonymous downloads are enabled on the host.
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The scheduled presentation pass is complete (see `DONE.md`). The next scheduled pass is the
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graphics-quality work in [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md).
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> **Blender asset library integrated (2026-11-01):** 8 NPC character variants, 18 gear pieces,
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> and 20 street/venue props are now loaded by `NpcAvatar` and `WorldBuilder` from
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> `assets/models/blender/` (manifest as source of truth, see
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> [`docs/blender-assets.md`](docs/blender-assets.md)). The procedural rig and primitive props
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> remain offline fallbacks; AO/ORM baking is the remaining Phase 4 follow-up.
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## Graphics quality — Blender-authored NPC characters (v0.6.0)
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Detailed plan: [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) · [ADR-0013](docs/adr/0013-blender-authored-npc-characters.md)
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### Phase 0 — Toolchain spike and contract freeze
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- [x] Verify `flatpak run org.blender.Blender --version` reports Blender 5.2.x and runs headless in this shell.
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- [x] Run a minimal headless Blender export using an absolute `--python` path (sandbox cwd is `/app/blender`); confirm the output file lands where expected.
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- [x] Record the exact working invocation (flatpak + absolute paths) in `MEMORY.md`.
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- [x] Freeze the NPC asset contract in `docs/plan-graphics-v0.6.md` and ADR-0013: file paths, bone names, material slots, triangle budget.
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- [x] Fix the material-slot set (`skin` / `cloth` / `pants` / `accessory` / `hair`) and the ORM packing (R=occlusion, G=roughness, B=metallic).
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- [x] Choose and record the initial tier-0 triangle/vertex budget (≤ ~6000 tris / ~4000 verts) in the plan.
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- [x] Spike: Godot 4.3 imports the `.glb` as a `PackedScene` with a `Skeleton3D`; no clips are needed because `_animate()` drives the bones at runtime.
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### Phase 1 — Blender authoring + export pipeline
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- [x] Author the low-poly base humanoid in Blender: torso, articulated arms/legs, head with a face front, hands, shoes.
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- [x] 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.
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- [x] UV-unwrap the mesh into a power-of-two layout, one region per material slot.
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- [x] Save the editable source as `assets/models/npc/npc_base.blend` (committed).
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- [x] Add `tools/npc_pipeline.py` with `list` / `build` / `audit` subcommands, run through the Blender flatpak.
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- [x] `build` exports `assets/models/generated/npc_base.glb` plus the material textures.
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- [x] Bake neutral albedo per slot, normal maps (fabric weave, denim, knit), and the packed ORM map.
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- [x] Bake ambient occlusion into the albedo or the ORM R channel (the Compatibility renderer has no SSAO).
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- [x] `audit` enforces UVs in [0,1], expected bone names, triangle/vertex budget, feet at y≈0, and material-slot presence.
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- [x] Reuse the `model_pipeline.py` colour-space discipline (linear factors vs sRGB textures) in the exporter.
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- [x] Run `godot --headless --path . --import` and confirm `npc_base.glb` imports without errors.
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### Phase 2 — AI-assisted texturing
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- [x] 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).
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- [x] Tile-edge blending on each fabric — applied automatically by `generate --role tile` (`make_seamless`); the `tile` audit's edge check confirms continuity.
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- [x] Run `asset_pipeline.py audit` on the outputs — 6 good, 0 bad (role `tile`).
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- [x] Commit the validated textures under `assets/textures/npc/ai/` (tracked in the v0.6.0 asset commit).
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- [x] Derive per-role outfit palettes via `model_pipeline.dominant_colors` — written to `assets/textures/npc/palette.json` (`npc_pipeline.py palette`).
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- [x] 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).
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- [x] Regenerate the staged captures and run `screen_designs.py judge` after the Phase 3 integration (11 good / 0 bad in `compare`; judge: no diff).
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### Phase 3 — Godot integration
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- [x] Add `NpcAvatar._load_model()` that instantiates the imported `npc_base.glb` `PackedScene`.
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- [x] Keep `_build_body()` as the offline fallback; choose per-avatar and record `loaded_model` / `fallback_avatar` for tests.
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- [x] Map `outfit_for()` onto the model's material slots so seed variety, `layer_for`, `hand_item_for`, and archetype colors survive.
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- [x] Keep accessory attachments (cap / hood / backpack / sunglasses / lanyard) under `Rig` / `Head`.
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- [x] Add `SurfaceMaterials` baked-map recipes (`npc()` / `skin()` / `cloth()`); stop calling `Materials.flat()` for the body.
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- [x] Add `_set_limb_rotation()` so `_animate()` / `_idle_layer()` write to bones or pivots; keep `Rig/Head` findable by the focus cone.
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- [x] Update `test_npc_character`, `test_npc_theater`, and `test_target_cycle` for the skinned path (or document why they stay on the fallback).
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- [x] Re-measure `smoke_npc_budget.gd`; tune `LOD_TIERS` if the skinned rig is heavier up close.
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- [x] Re-verify the focus-cone smoke (`smoke_focus_radial.gd`) and the movement smoke.
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### Phase 4 — Environment and lighting lift
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- [ ] 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.
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- [ ] 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.
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- [ ] Evaluate a desktop-only Forward+ export preset (SSAO/SSIL/volumetrics); keep the Web preset on GL Compatibility with `thread_support=false`.
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- [ ] Record the renderer decision in an ADR addendum or `MEMORY.md`.
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- [ ] Regenerate `docs/screenshots/` with `capture_screenshots.gd` and run `screen_designs.py compare`.
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### Phase 5 — Verification and release
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- [x] 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).
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- [x] Windowed smokes pass: `smoke_npc_budget.gd`, `smoke_movement.gd`, `smoke_focus_radial.gd`, `smoke_props.gd`.
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- [x] `screen_designs.py compare` and `judge` show no regressions; `blender_assets.py sheet` contact sheets reviewed for the character/gear/prop library.
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- [ ] Bump `config/version` to `0.6.0`.
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- [ ] Update `README.md`, `docs/architecture.md` (Level 2 gains `tools/npc_pipeline.py`), and mark ADR-0013 Accepted.
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- [ ] Publish the release per `docs/RELEASING.md`.
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## Visual alignment with rendered mockups
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The AI-rendered references in `docs/screens/designs/` (start menu, pause, settings,
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shift review, radial menu, HUD, scene views) describe the intended look of every
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screen. This pass reorganizes how generated images are stored, makes the game load
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the proposed interface/scene art from disk, and aligns the selection screens, HUD,
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and scene visuals with those mockups — verified with
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`tools/screen_designs.py compare` + `judge`.
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### Storage restructure
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- [ ] Decide the canonical runtime image root (e.g. `assets/images/` for UI/scene art) and record it in `MEMORY.md` and an ADR.
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- [ ] 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).
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- [ ] Document one convention for game vs reference vs development images across `assets/textures/`, `assets/images/`, `assets/models/generated/`, `docs/screenshots/`, and `docs/screens/designs/`.
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- [ ] Re-run `godot --headless --path . --import` to regenerate `.import` sidecars after any move.
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- [ ] Confirm `.gitignore` still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout.
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### Documentation path updates
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- [ ] Update `README.md` paths (screen-designs section, confirmed-assets links, the `assets/images/backgrounds` resize example).
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- [ ] Update `docs/architecture.md`, `PLAN.md`, and ADR-0010/0011/0012/0013 references to `docs/screens/designs/`.
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- [ ] Update `tools/screen_designs.py` docstrings and mark the old paths in `DONE.md` as historical.
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### Code path updates
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- [ ] Point `tools/screen_designs.py generate` at the new design output path and keep `compare`/`judge` reading the right locations.
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- [ ] Update GDScript `preload()` paths (`materials.gd`, `hud.gd`, `world_builder.gd`) if the game textures move.
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- [ ] Update `capture_screenshots.gd` / `capture_prop_gallery.gd` output directories if captures relocate.
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### Load proposed interfaces + scene art from disk
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- [ ] 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.
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- [ ] Wire the start menu and venue selection screen to use the `start_menu` scene art.
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- [ ] Wire the pause overlay, settings, shift review, radial menu, and HUD chrome to their reference images.
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### Align in-game visuals
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- [ ] Make the venue selection screen match the `start_menu` mockup (layout, palette, background).
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- [ ] Make the HUD match the `targeting_npc` / `escalation_hud` mockups (focus ring, escalation meter, log, hints).
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- [ ] Align the remaining panels (pause, settings, shift review, radio, wand, timeline) to their mockups.
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- [ ] Align scene lighting, fog, and post-processing for `venue_overview` and `late_night_avenue`.
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### Verify against the mockups
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- [ ] Regenerate the staged captures and run `screen_designs.py compare` (no gross drift).
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- [ ] Run `screen_designs.py judge` and clear every `diff` verdict (target `match`/`review`).
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- [ ] Add the capture + compare step to CI or a repeatable smoke so drift is caught early.
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## Future ideas (optional, not scheduled)
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- [ ] Live 3D body-camera replay (the timeline is text-only today).
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- [ ] Additional venues or seasonal events authored from the new `.tres` files.
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- [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
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- [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same
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`assets/models/generated/<prop>.glb` contract.
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