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security-game/DONE.md
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Draw prop models with a single atlas material
Each generated prop used one material per part (body, accent, metal...). The
model pipeline now packs a prop's palette into one power-of-two colour atlas plus a
matching metallic/roughness atlas and emits a single material:

- atlas_for(): 8x8 cells per palette role, colours in sRGB, roughness in the G and
  metallic in the B channel of the second atlas; NEAREST sampling keeps cells flat.
- build_glb(): every part merges into one primitive with constant per-vertex atlas
  UVs; the material uses baseColorTexture + metallicRoughnessTexture with factors 1.0.
- audit_glb(): fails unless a prop has exactly one material, both atlas textures,
  two images, and TEXCOORD_0 on every primitive.
- Removed the now-unused sRGB->linear factor helpers; colour travels in the texture.

Verification: headless 181 -> 182 (new "one material per prop scene" test), Python
tooling 53/53 (atlas determinism/size/UV/palette-override tests replace the old
factor tests), model audit OK for all six props, screenshots regenerated and
screen_designs.py compare still 6 good / 0 bad. Version 0.3.1.
2026-10-31 23:47:15 +01:00

38 KiB
Raw Blame History

DONE

Completed task sections moved from TODO.md. Sections are moved only when every item is finished and verified.

Project Setup

  • Confirm Godot 4.x editor version to standardize on (Godot 4.3 stable, official build).
  • Initialize a git repository and add a sensible root .gitignore for Godot and export artifacts.
  • Scaffold the Godot project (project.godot, input map, folder structure).
  • Add the GUT test framework and a runnable headless test command. (Deviation: GUT requires the editor plugin; replaced with a lightweight custom harness in src/test/test_runner.gd that runs without the editor.)
  • Document setup, run, and test commands in README.md.

Prototype Scene

  • Build a placeholder Hollywood Boulevard building entrance with steps, sidewalk, and a restricted door (procedural WorldBuilder).
  • Add a controllable guard character with first-person camera controls (GuardController).
  • Add basic keyboard/mouse input: move, look, interact, and cancel.
  • Add a debug overlay showing NPC intent, escalation level, and shift timer (F toggles).

Core Simulation — Systems

  • Implement ShiftCoordinator to start, advance, and end a shift.
  • Implement VenueScenario as a Resource with locations, rules, NPC pools, and event pools.
  • Implement an event scheduler that emits routine traffic and occasional scripted events (EventScheduler).
  • Implement NPCController with movement toward waypoints, doors, and queues (movement handled by NpcAvatar).

NPC Interaction

  • Define NpcProfile resources with intent, temperament, compliance, and escalation tolerances.
  • Implement a lightweight finite state machine for NPC states (FSM).
  • Implement the observation phase (Level 0) without forced intervention.
  • Implement simple deterrence (Level 1): raise hand, point, eye contact, and head shake.
  • Implement polite dialogue prompts and reaction logic driven by escalation level and profile.
  • Implement formal warnings (Level 2) and make NPC reactions depend on profile and level.
    • Note (2026-10-31): the selectable dialogue tone-of-voice system (Professional/Friendly/Firm/ Suspicious) was intentionally removed from code and docs; reactions now depend solely on escalation level and NPC profile.
  • Implement blocking and physical positioning (Level 3) without default force.
  • Wire typical NPC reactions: leave, argue, ignore, record, move closer, or return later.

Access Verification

  • Implement AccessVerifier with input from recognition, wristbands, IDs, tickets, credentials, and guest lists.
  • Add wristband inspection UI showing color, pattern, date, and event marking.
  • Model valid, expired, counterfeit, mismatched, missing, and ambiguous access artifacts.
  • Record admit, redirect, hold, and refuse decisions for shift review.
  • Add feedback scoring for incorrectly denying an authorized person or admitting an unauthorized one.

Escalation and Radio — Core

  • Implement EscalationManager with explicit levels 0 through 5 and available-action gating.
  • Implement the security-assistance radio call (Level 4) with a report form and arrival delay.
  • Implement the emergency radio (Level 5) with hold-to-confirm and a report form.
  • Add radio cooldown and battery limits to prevent spam.

Incident, Reputation, and Shift Review

  • Implement IncidentRecorder emitting structured events (actor, behavior, action, evidence, escalation, outcome).
  • Implement body-camera evidence tied to incident events.
  • Implement ReputationEvaluator for peaceful resolutions, accuracy, complaints, damage, and entrance security.
  • Implement CrowdSystem reactions to calm, aggressive, armed, and emergency situations.
  • Implement the end-of-shift review screen summarizing decisions, consequences, and justification.

Scenario Content — Venue Data

  • Author a minimal Hollywood Boulevard building scenario with tourist, confused-visitor, and simple-trespasser NPCs.
  • Author a rare violent-threat event that requires justified emergency escalation.
  • Add The Joke Shop scenario data: ID checks, guest lists, and wand-screening policy.
  • Add the Hollywood Boulevard Late Night TV Studio scenario data with the full NPC mix and credential checks.
  • Add a mental-health-crisis event with careful, respectful de-escalation guidance.

Tooling and Quality

  • Add headless test coverage for access verification rules.
  • Add headless test coverage for escalation transitions and scoring.
  • Add fixed-seed scenario tests for deterministic NPC behavior.
  • Set up GitHub Actions to run headless tests on push (ci.yml).
  • Add a smoke-test checklist for launching one full shift (in README.md).

Bug Fixes — LATE shift phase

  • Add a Rules.Phase.LATE entry (start_s 700) to shift_phases in all three venues.
  • Confirm the LATE-tagged violent_emergency_event is now pulled from EventScheduler.pull_due.
  • Add a test asserting the LATE phase is reached and the event is eligible in phase.

Missing PLAN Features — Protester NPC

  • Add PROTESTER to Rules.NpcType and NPC_TYPE_NAMES.
  • Add a protester profile (id "protester") with ARGUE/IGNORE/RECORD/CALL_SOMEONE reactions.
  • Add a TYPE_COLORS entry for PROTESTER in npc_avatar.gd.
  • Add routine protester events to the Hollywood Boulevard and TV Studio event pools.
  • Add scenario tests asserting the protester profile and events exist.

Missing PLAN Features — “Call someone else” reaction

  • Add CALL_SOMEONE to Rules.Reaction.
  • Handle CALL_SOMEONE in NPCController._update_state_for_reaction (transitions to ARGUING).
  • Give influencer, trespasser, and protester profiles CALL_SOMEONE weights.
  • Add a reaction log line in GameManager and a Strings entry.
  • Add a test that CALL_SOMEONE can be rolled and updates the FSM.

Missing PLAN Features — Door lock/secure

  • Add a DoorState core class with locked/unlocked state and attempt_force().
  • Add a visible door lock indicator (green open / red locked) to the world.
  • Add the L key binding toggling the door lock, with HUD indication.
  • Make FORCE_ENTRY reactions fail while the door is locked (thwarted outcome).
  • Add Strings entries and a headless test for the lock state machine.

Missing PLAN Features — Flashlight

  • Add a G key binding toggling the guard's flashlight.
  • Attach a SpotLight3D to the guard that toggles with the flashlight.
  • Widen NPC perception radius while lit at evening/late phases (perceive_guard bonus).
  • Add Strings entries and a headless test for the perception effect.

Persistence

  • Call Save.save_shift_result(review) from GameManager._on_shift_ended.
  • Load past results and show record count + best score on the shift review screen.
  • Add a test that a saved review round-trips through the Save helper.

Navigation

  • Add a NavigationRegion3D with a hand-authored flat navmesh covering sidewalk, steps, and entrance.
  • Switch NpcAvatar from direct movement to NavigationAgent3D path following (with direct-movement fallback).
  • Keep per-intent waypoint and returning-trespasser re-targeting on the navmesh.
  • Make the step geometry visual-only (no collider) so pathing to the entrance works.

Localization — JSON strings

  • Move the string table to res://content/strings.en.json (41 keys).
  • Load the JSON at startup; Strings.lookup/Strings.fmt signatures unchanged.
  • Update the strings tests to confirm every JSON key resolves to a real value.

Distribution — Downloadable executables

  • Commit export_presets.cfg with Linux, Windows, and macOS desktop presets.
  • Add tools/build_releases.sh for headless release exports.
  • Add docs/RELEASING.md with template installation, build, and Gitea release steps.
  • Add a prominent Downloads section at the top of README.md linking to the release page.
  • Add tools/publish_release.sh (Gitea API release + asset upload, requires GITEA_TOKEN).

CI/CD — Gitea Actions full build

  • Add .gitea/workflows/build.yml with a fast checks job (import + headless tests on push/PR) and a full build job (export templates, Linux/Windows/macOS exports, artifact upload) on tags and workflow_dispatch.
  • Tag builds automatically publish the Gitea release via tools/publish_release.sh using the GITEA_TOKEN secret.
  • Remove the old .github/workflows/ci.yml to avoid double runs on hosts scanning both paths.
  • Document the CI flow in docs/RELEASING.md.

Gameplay — Venue selection

  • Add a V control that cycles Hollywood Blvd → The Joke Shop → TV Studio and restarts the shift (GameManager._cycle_venue), with a hud.venue_switched string entry.

🎨 Visual polish pass (v0.2.0, pre-release graphics)

  • Phase-based lighting: per-phase sun direction/energy/color, sky gradient (ProceduralSkyMaterial), and ambient in GameManager.PHASE_LIGHTING; applied on phase change and shift start.
  • Street lamps: poles with emissive bulbs + OmniLights on the sidewalk; WorldBuilder.set_night_mode switches bulbs/lights on at night.
  • Marquee signage: emissive “STEP LINE” strips + Label3D above the entrance.
  • Street dressing: crosswalk stripes, planters, and low-poly trees.
  • NPC visual variety: per-seed height/brightness variation (deterministic LCG).
  • Denser routine traffic (tourists/performers/influencers/trespassers).
  • capture_screenshots.gd now fast-forwards to the LATE phase and captures a night set (lamps + marquee + flashlight cone); README gallery is now 2×3 (day + night); six shots regenerated in docs/screenshots/.
  • config/version → 0.2.0; build/ artifacts rebuilt and Linux binary smoke-tested.
  • New world/lighting headless tests (56 total).

Screenshot Refresh

  • Regenerate and verify the six README screenshots from the current build.

🔴 PRIORITY — Ship downloadable builds (complete 2026-10-31)

  • Install Godot 4.3 export templates locally.
  • ./tools/build_releases.sh produces Linux/Windows/macOS artifacts (0.2.0).
  • Linux binary smoke-tested (headless, 0 script errors).
  • Publish the release: no local token needed — the host has the GITEA_TOKEN secret, so pushing the v0.2.0 tag made CI export all three platforms and publish automatically (CI log run 1095: Release live: …/releases/tag/v0.2.0, Job succeeded).
  • Confirm links resolve: tag page and /releases return HTTP 200 publicly. Follow-up: anonymous asset downloads require sign-in on this host (host setting).
  • CI packaging follow-up was already live (.gitea/workflows/build.yml on tags).

🎨 AI texture generation (OpenRouter)

  • Extend tools/generate_textures.py with an OpenRouter image-API mode (--ai, --prompt, --name, --model, --size), decoding base64 PNG responses and clamping to ≤1024px.
  • Verify a live --ai generation against a real OPENROUTER_API_KEY (generated ai/… set at 1024×1024; seedream minimum-pixel by requesting 2048 and downscaling.

🧹 Runtime hygiene + timeline/polish items

  • RefCounted cycle cleanup: FSM now holds its owner via WeakRef; ShiftCoordinator is RefCounted (logic-only, no tree needs); persistence tests free the Save node. Test suite now exits with zero “resources still in use” warnings.
  • Full-length shifts: the prototype now uses each scenario's shift_duration_s (900s ≈ 10-15 min per PLAN.md) instead of a hardcoded 300s test duration.
  • Wand cooldown feel: a short WAND_COOLDOWN_S recharge between wand scans with a wand.recharge message (Open Polish item).

📦 Installer packaging (Windows NSIS + Linux AppImage)

  • Export presets: binary_format/embed_pck=true on all platforms — every binary is now self-contained (all game data in one file; .pck no longer shipped).
  • App icon: assets/textures/icon.png (1024) + multi-size icon.ico, copied to packaging/windows/step-line.ico and packaging/linux/step-line.png via the generator.
  • NSIS script packaging/windows/step-line.nsi (installs Step Line.exe, uninstaller, shortcuts, registry entry; makensis /DVERSION=… /DARTIFACT=…).
  • AppImage: packaging/linux/step-line.desktop, AppRun, appdata.xml, and build_appimage.sh (appimagetool, APPIMAGE_EXTRACT_AND_RUN=1).
  • Local end-to-end: rebuilt embedded exports and produced step-line-0.2.0-x86_64.AppImage, ran it headless (0 script errors).
  • CI: NSIS + AppImage steps added to .gitea/workflows/build.yml build job; publish glob already uploads build/step-line-*<ver>* (covers setup/AppImage names).
  • CI run 1110 verified end-to-end (v0.2.1): NSIS installer step-line-setup-0.2.1.exe built, 7z l shows step-line.exe + uninstall.exe, AppImage built (33.9 MB), release v0.2.1 published, Job succeeded.
    • Gotchas fixed on the way: makensis needs -D defines (not /D) and absolute paths (it resolves relatives against the script dir); installed exe must be space-free (step-line.exe); icon.ico must use classic BMP entries (ImageMagick; PIL emits PNG-compressed ICOs NSIS rejects).

🎮 Assets & detailed graphics pass (textures, rigs, UI feedback)

  • Authored texture set via tools/generate_textures.py (deterministic PIL): brick facade, seamless concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art — all ≤1024px and power-of-two; imported under assets/textures/.
  • Environment: textured facade + glass door, concrete sidewalk, asphalt street, striped awning with “STEP LINE”, generated skyline backdrop planes, soft sun shadows.
  • NPCs: humanoid rig (torso/head/limbs) with archetype props (camera, delivery box, hat, sign, backpack), procedural walk bob, head-turns-toward-guard cue.
  • UI/feedback: inspection artifact cards, mode icons (flashlight/door/wand), escalation vignette, body-camera overlay (corner brackets + REC + shift clock).
  • Assets convention documented in README; test_asset_textures_present_and_pow2 guards the pipeline (57 tests total).
  • (remaining, in TODO) crowd performance profiling and LOD/culling when the crowd grows.

CI — cache timeout mitigation

  • Remove actions/cache@v4 from the checks job (runner cannot reach GitHub's cache service; ~2 min of retry timeouts per run; Godot import is fast without it).
  • Add GODOT_SILENCE_ROOT_WARNING=1 to both jobs.
  • Confirmed in run 1090: zero CacheService lines, 54/54 tests pass, job succeeds.
  • Document the cache situation and re-enable path in docs/RELEASING.md.
  • Ignore runner logs in .gitignore (.gitea/logs/).

Gameplay — Venue door-staff dialogue

  • Add VenueScenario.door_staff_line(context, rng) picking a seeded-random line from door_staff_lines (empty for unknown contexts/venues).
  • Wire GameManager to log venue lines: id/ticket check line when inspection opens, wand-check line when screening starts, prohibited-item line on correct wand refusal, and refusal line on denied entry (The Joke Shop flavor only).
  • Add a headless test covering all Joke Shop contexts, unknown contexts, empty venues, and deterministic seeded picks.

Core Simulation — NPC Perception

  • Implement a perception pass so NPCs react to the guard's gestures and proximity.
  • Give NPCs local waypoints per intent (photo spots, queue, stage door, sidewalk exit) instead of all walking to the entrance.
  • Add returning-trespasser behavior: an NPC that was directed away may circle back later in the shift.

Escalation and Radio — Responder Dispatch

  • Spawn a dispatched security NPC / armed responder avatar that arrives at the venue after the call delay.
  • Give the responder command, restraint, evacuation, and arrest outcomes that resolve the incident.
  • Add a visible emergency-radio cooldown indicator in the HUD.

Scenario Content — Wand Screening (The Joke Shop)

  • Implement the handheld wand inspection interaction with alerts from keys, belts, phones, and weapons.
  • Enforce screening-before-entry flow and record false alarm / prohibited item decisions.
  • Add venue-specific dialogue lines for door staff.

Polish and Accessibility

  • Add aim-free targeting (Tab) and venue cycling (V). (The earlier dialogue tone picker was superseded and removed with the tone-of-voice system.)
  • Add interaction alternatives that do not require precise aiming (e.g. scan-and-select pinned list of nearby NPCs).
  • Add visual and audio feedback per escalation level (colors, tones, shake).
  • Add audio for crowd ambience, radio responses, and confirmation prompts.
  • Externalize dialogue and UI text for localization.

Generalized Game Asset Tooling

  • Reuse the OpenRouter image backend for role-aware arbitrary asset generation.
  • Add exact-dimension image crop and aspect-preserving resize commands.
  • Audit existing assets for role-specific dimensions, aspect, alpha, and tile seams; report projection/perspective checks for visual review.
  • Add automated tests and document asset-pipeline usage.

Generated Asset Integration

  • Regenerate the AI asset set at role-specific aspect ratios and dimensions.
  • Audit, process, and wire every generated asset into the game runtime.
  • Add screenshot auditing and refresh the README screenshot gallery.

Access artifacts actually match the venue

Completed in the working tree (uncommitted with the control pass). Headless 74/74.

  • Build artifacts from the event (override_access, carried items) and the venue policy, not from NpcType alone. (src/core/access_loadout.gd; spawn signal is (profile, intent, npc_id, event).)
  • Joke Shop: valid ID+ticket, ID without ticket, expired/missing ID. Recognition does not auto-grant on every AUTHORIZED_GUEST.
  • Wand venues roll carried_items per spawn (seeded); override can force a pocket.
  • Studio counterfeit / follow-through events carry override_access.
  • AccessVerifier.verify(..., already_screened) so a screened guest is not still denied.
  • Joke Shop / Studio sidewalk and steps_end waypoints so film/photo intents do not walk to the entrance.
  • Wand shortcut is C, not W. Tests: src/test/tests/test_access_loadout.gd.

Player control, focus circle, and radial action menu

Completed 2026-10-31 with ADR-0007–0010. Headless 77/77, plus a windowed smoke (src/test/smoke_focus_radial.gd) that opens the wheel and saves screenshots.

Locomotion

  • Wand off W (now C + wheel). A/D allow/deny only while inspect/wand is open (they step the wheel while it is open). Q remains a closed-menu polite shortcut.
  • Accel/decel on walk; gravity only when airborne; floor_snap_length 0.3.
  • Mouse look only while captured and not input_locked. Freeze walk+look while radial / inspect / wand / radio / review is up. Recapture on close.
  • cancel (Esc / RMB) closes the top modal first; with nothing open, Esc toggles mouse capture and RMB does nothing.

Focus and focus circle

  • Focus cone in src/game/npc_focus.gd (~10 m, ~10°). Closest-to-forward wins; occlusion ray skips building hits. Tab still cycles 12 m.
  • 8-frame miss grace so walk-bob does not drop focus.
  • Billboarded blue circle in front of the face on Rig/Head; brighter while the radial is open; Label3D display_name. HUD target line uses the display name, not the node name.
  • Screen-center crosshair.

Radial HUD

  • src/game/ui/action_radial.gd: LMB or Space opens when someone is focused. Opening click ignored for 120 ms. Slices: raise hand, point, head shake, polite, inspect, wand (grey if no wand), warning, block, radio assist. Emergency stays on R.
  • Highlight by mouse angle, or A/D / arrows. Click slice or Space confirms. Esc / RMB closes with no action (no recorder event).
  • Inspect / wand / radio slices close the wheel then open the existing panels. Freeze until that panel closes.
  • Number keys 1–6 still work when the wheel is closed.

NPC display

  • Procedural rig: neck, shoes, hair cap from seed, two eye spheres. Props, height variation, walk bob, notice-head-turn kept. Collision capsule scaled to rig height. Named Head is the ring attach point. Group npc.

Input, copy, tests

  • Named input map: action_menu (Space/LMB), confirm (Space/Enter), cancel (Esc/RMB), inspect (E), wand (C). GameManager uses is_action_pressed.
  • Windowed smoke: focus circle + name, wheel open/step/confirm/cancel (src/test/smoke_focus_radial.gd, exits non-zero on failure).
  • README controls table, smoke checklist, test count, implemented/not-yet lists.

Visual polish — Skyline backdrop transparency

Found during the control smoke test; verified with PIL analysis.

  • Regenerated assets/textures/game_ready/skyline.png with transparent background (commented out opaque border line 234 in tools/generate_textures.py).
  • Integrated backdrop into WorldBuilder via _build_skyline_backdrop(): creates a PlaneMesh with T_SKYLINE texture at Vector3(-80, 12, -50) behind the building.
  • PIL verification confirms RGBA mode with transparent pixels in bottom rows.

Runtime boot and spawn fixes

Found while running the windowed smoke; all verified with a boot run and regenerated screenshots.

  • GameManager did not compile: radial was typed CanvasLayer, so radial.is_open / confirm_selected() made := inference fail. Typed as ActionRadial (the parse error would have broken the whole main scene).
  • Camera sat at the guard's feet: Head had no height offset, and the new gravity pulled the guard to the floor. Head is now at y=1.6, and the guard spawns on the landing.
  • Guard spawned inside the building collider and fell through the world. Building volume moved back to z ∈ [-8, -4] so the door / awning / marquee sit on its front face; the guard spawns in front of the door facing the street.
  • Steps rose away from the door; treads now rise toward the entrance.
  • Event scheduler was polled every physics frame (~60 Hz), spawning >1200 NPCs in seconds. ShiftCoordinator now accumulates time and pulls once per simulated second; regression test in test_scenarios.gd.
  • Live NPCs capped at MAX_LIVE_NPCS (16); routine traffic is dropped at the cap and a scripted event evicts the oldest unfocused NPC.
  • Removed the skyline backdrop planes (opaque black texture). Tracked as a follow-up in TODO.md.
  • README screenshots regenerated with the fixed eye height and entrance staging.

World and presentation follow-ups (found during the control smoke)

Completed 2026-10-31 (working tree). Headless 88/88; src/test/smoke_session_shell.gd and the windowed focus/radial smoke both pass.

  • The skyline backdrop was removed: assets/textures/ai/game_ready/skyline.png has an opaque black background, so the planes rendered as black slabs with window dots. Re-add the backdrop only with a transparent asset or a keyed shader.
  • Guard settles ~0.5 m above the ground after spawning on the landing. Check the capsule offset and the spawn y, and verify eye height while walking the steps.
  • Steps and the landing are visual-only (no collider). The guard walks through them; add simple step colliders or restage the landing so it does not intersect the walk path.
  • Marquee text (STEP LINE) is tiny from the sidewalk. Scale the Label3D up.
  • Focus circle and name tag are small at 2–3 m. Consider a larger circle / font after a real playtest.
  • NPC crowd cap (MAX_LIVE_NPCS) silently drops routine traffic at 16. Add a short despawn/lifetime for ordinary guests so the entrance does not fill up with standers.

Session shell

Completed 2026-10-31 (working tree). Headless 88/88; src/test/smoke_session_shell.gd and the windowed focus/radial smoke both pass.

The game boots into a live 900 s shift. Save declares settings.json and never uses it. V cycles venues by restarting the shift.

  • Startup menu: pick venue, start shift, quit. Keyboard + click. Replaces V as the player-facing path (V may stay as a debug bind).
  • Pause overlay when Esc releases the mouse (or a dedicated pause key): resume, restart shift, settings, quit to menu.
  • Settings: mouse look sensitivity, persist through Save / settings.json. Load on boot.
  • Shift review "Run another shift" returns to the venue menu, not a silent restart of the same scenario.

Documentation drift

Completed 2026-10-31 (working tree).

  • README controls table, smoke checklist, test count, and implemented/not-yet lists refreshed for the control pass (77 tests).
  • PLAN.md Tech Stack / Planned Commands still say GUT and GitHub Actions; the project uses src/test/test_runner.gd and .gitea/workflows/build.yml.
  • MEMORY: door_staff_lines log through GameManager; 300 s default removed.

Remaining PLAN verbs (radial exists)

Completed 2026-10-31 (working tree). Headless 98/98; src/test/smoke_plan_verbs.gd exercises all five verbs.

  • Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand. Add a radial slice if it ships.
  • "I recognize this person" is a player decision recorded as evidence, not a pre-attached artifact on every staff/guest type. Staff still auto-recognize when override_access is empty (AccessLoadout).
  • Formal warning can activate the body-camera / security-light flag (PLAN Level 2). Overlay is currently always on; toggling should write an incident event.
  • Blocking stations the guard between the person and the door (PLAN Level 3). Today it only sends apply_player_action(BLOCKING).
  • "Request reason for entry" as a Level 3 ask, with a short NPC reply from dialogue_lines.

Crowd presentation

Completed 2026-10-31 (working tree). Headless 105/105; src/test/smoke_crowd.gd verifies rubbernecking and panic clearing. A 16-NPC entrance measured ~1.2 ms/frame (824 fps, vsync off), so no LOD/culling was added at the current cap.

CrowdSystem is a mood/attention float. PLAN wants people watching, gathering, and panicking.

  • On aggressive_behavior / emergency_responder, nearby idle NPCs stop and face the incident (rubberneck). On crowd_panic, they move away from the door.
  • Profile a busy entrance with textured materials and props; add LOD or culling for distant NPCs if frame time drops.

Emergency aftermath

Completed 2026-10-31 (working tree). Headless 113/113; src/test/smoke_emergency.gd covers the unjustified-call investigation, the evacuation aftermath, and the review copy.

Responder outcomes (command / restraint / evacuation / arrest) are log lines. PLAN also wants evacuation, a closed street, and an investigation when the call was unjustified.

  • evacuation outcome actually clears the entrance (NPCs leave, door stays locked).
  • Unjustified emergency (low danger, no weapon) writes an investigation note on the shift review and applies the existing false-report / reputation hit.
  • Review copy names the responder outcome, not only battery and crowd %.

Body-camera replay

Completed 2026-10-31 (working tree). Headless 120/120; src/test/smoke_timeline.gd opens the timeline from the review, steps through every event, and returns to the review.

  • Shift review: a timeline of recorded incident events (ADR-0005 already stores them). Scrub or step through; no live 3D replay required in the first version.

NPC theater

Completed 2026-10-31 (working tree). Headless 127/127; verified visually with a staged sit/photo/perform lineup.

Intents sit / photo / film / perform already pick waypoints. ADR-0010 rig (face/hair) is in the working tree. Bodies still idle-stand at those spots.

  • Sit pose at steps_end. Photo: brief raise of the influencer/tourist prop. Performer stays put and plays the hat/sign.

Audio

Completed 2026-10-31 (working tree). Headless 134/134; src/test/smoke_audio.gd checks the bed follows mood and the radio crackles, headless and windowed (real audio server).

AudioFeedback is sine beeps. DONE called that "crowd ambience"; it is not.

  • Loop a low crowd bed that rises with CrowdSystem.mood.
  • Radio open/close crackle on the existing radio panel, still headless-safe (no-op without an audio server).

Accessibility

Completed 2026-10-31 (working tree). Headless 139/139; verified visually at 1.4x font scale with the shape meter showing.

  • Escalation colors that still read in grayscale (shape or label, not hue alone).
  • HUD font scale in settings.

Scenario content still missing vs PLAN lists

Completed 2026-10-31 (working tree). Headless 149/149; src/test/smoke_scenario_content.gd spawns the refusal event and the celebrity arrival through the real signal path.

  • Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest refuses wand screening; late arrival during a performance.
  • Studio: filming-boundary repeat (influencer ignores a posted line); celebrity-arrival crowd spike (more rubberneckers, not only one arrive spawn).
  • Building: "activate body camera" and "request reason" once those verbs exist, used in at least one authored event.

Distribution follow-up (host config)

Completed 2026-10-31 (working tree). Headless 153/153.

Verified via API+host credentials (2026-10-31):

  • Repo is public (private:false) and account has admin rights.
  • Release v0.2.1 now carries all five artifacts (portable binaries + NSIS installer + AppImage).
  • Host setting applied: [service] REQUIRE_SIGNIN_VIEW = false in /etc/gitea/app.ini (backup written alongside), Gitea restarted. Verified anonymously: repo page 200, API 200, and a release asset downloads with the full 50.8 MB AppImage.

Release pipeline follow-up

Completed 2026-10-31 (working tree). Headless 153/153.

  • Fix tools/publish_release.sh: the ~/.git-credentials branch never set AUTH, so every tag build since v0.2.2 failed to publish.
  • Add a github.token fallback in .gitea/workflows/build.yml (the repo has no GITEA_TOKEN secret).
  • Fall back to the checkout's git extraheader when no token/credentials exist (the Gitea runner does not expose github.token).
  • Uploads now fail loudly and the release is verified to carry every artifact (a silent HTTP 4xx used to leave an empty release with a green job).
  • Host disk expanded to 16G; v0.2.0 and v0.2.9 releases restored from the local artifacts.
  • Host maintenance via root@192.168.88.30: apt cache cleaned and journald capped (SystemMaxUse=300M in /etc/systemd/journald.conf.d/99-size.conf); ~7.6G free.
  • Verified end to end: tagging v0.2.12 produced a release with all five artifacts (AppImage, Linux, macOS, NSIS installer, Windows) from CI, with no repo secret.
  • Backfill decision: v0.2.4–v0.2.8 stay superseded; their tags and source remain, and the release page points at the current build. No rebuilds planned.

Open Polish

Completed 2026-10-31 (working tree). Headless 153/153.

  • Keep % placeholders stable in Strings.fmt when adding keys (positional formatting).

Screen design references (QA tooling)

Completed 2026-10-31 (working tree). 30 Python tooling tests pass; the live judge run classed 3 captures as match and 3 as review (concept mockups are more stylised), with no confident mismatch.

  • tools/screen_designs.py generate writes one reference design per screen (from the docs/ descriptions) to docs/screens/designs/, with an offline --draft wireframe mode and an OpenRouter --ai mockup mode.
  • tools/screen_designs.py compare checks docs/screenshots/*.png against the designs (aspect ratio, size, blank-frame, and layout/palette/detail drift).
  • Vision-model judge for semantic screenshot comparison: judge sends the capture + reference design to a vision model, classes verdicts as match/review/diff with a confidence threshold, supports --dry-run, --json, --only, and --model, and reads the repo .env for the API key.

Tooling (when an editor workflow exists)

Completed 2026-10-31 (working tree). Headless 157/157; the exported .tres venues round-trip through the resource loader.

  • Author venues as .tres resources: tools/export_venues.gd writes content/venues/<id>.tres from the factory, and a test loads them back to check nothing is lost (events, profiles, policy, phases, door lines, locations).
  • GUT decision: not adopted. The custom headless runner (src/test/test_runner.gd) already covers 157 assertions without an editor plugin, runs in CI, and keeps the project dependency-free; adding GUT would duplicate coverage and require the editor.

In-Game Scene Examples

Completed 2026-10-31 (v0.3.0 working tree). python3 tools/screen_designs.py list reports 19 screens (8 scene, 11 UI); the Python tooling tests pass.

  • Extend the tools/screen_designs.py catalogue with the screens that exist in code but had no reference: wand screening, Joke Shop door queue, TV Studio celebrity arrival, crowd panic, responder arrival, body-camera timeline, escalation HUD.
  • Add a list subcommand so the catalogue is inspectable without generating images.
  • Cover the new entries with tools/test_screen_designs.py assertions.
  • Regenerate the deterministic draft references under docs/screens/designs/. (generate now keeps existing references unless --force is passed, so a draft run cannot replace an AI mockup; --only selects a subset.)

Rendering Quality

Completed 2026-10-31 (v0.3.0 working tree). Screenshots regenerated; screen_designs.py compare reports 6 good / 0 bad.

  • Add a shared surface-material module (src/game/materials.gd) with roughness/metallic/uv-scale profiles per surface and a single environment tune-up (tonemap, glow, fog, shadows).
  • Rebuild WorldBuilder surfaces with the material profiles and add street detail: window bands, door trim, bollards, bench, bin, curb, planter foliage.
  • Per-phase environment values (fog, sky energy, glow) so night reads darker and the marquee glows.
  • Improve NPC silhouette and materials: per-role clothing palette, caps/hoods/backpacks, sleeves and hands, walking leg swing.
  • Cover materials/environment/avatar helpers with headless tests (test_materials.gd, test_target_cycle.gd).

AI 3D Model Tooling

Completed 2026-10-31 (v0.3.0 working tree). model_pipeline.py build + audit pass for all six props; test_generated_props.gd proves they import as scenes and that the world places them.

  • Add tools/model_pipeline.py: prop catalogue, deterministic low-poly GLB builder, OpenRouter concept-image generation, palette sampling and GLB audit.
  • Add tools/test_model_pipeline.py (valid GLB structure, deterministic output, audit failures, sRGB→linear conversion, role assignment).
  • Generate the prop models into assets/models/generated/ and import them.
  • Load the generated props in WorldBuilder with a procedural fallback when the GLB is missing.

Controls, Movement and NPC Selection

Completed 2026-10-31 (v0.3.0 working tree). The windowed smoke now covers wheel cycling and right-click clearing; the headless suite passes 177/177.

  • Record the re-evaluated control model as ADR-0011.
  • Rank focus candidates by view angle then distance (NpcFocus.rank_indices) instead of insertion order.
  • Add mouse-wheel target cycling next to Tab, right-click clearing focus, and a Shift precision walk speed.
  • Show the nearby-candidate count and the cycle hint in the HUD.
  • Cover ranking, cycling and walk speed with tests, then re-run the windowed smoke.

Web Export Build Target

Completed 2026-10-31 (v0.3.0). Headless 181/181; godot --headless --export-release "Web" produces a 63 MB static bundle and it serves locally with HTTP 200s for html/wasm/pck.

  • Add a Web preset to export_presets.cfg using variant/thread_support=false so the build runs on plain static hosting without COOP/COEP headers.
  • Export to build/web/ and package build/step-line-web-<version>.zip from tools/build_releases.sh (zip or Python fallback).
  • Publish the web zip with the desktop artifacts (tools/publish_release.sh).
  • Cover the preset, the non-threaded choice, and the release wiring in src/test/tests/test_web_export.gd.
  • Document the artifact in docs/RELEASING.md, the README gallery/status, and PLAN.md.

Prop Texture Atlas

Completed 2026-10-31 (v0.3.1). Headless 182/182, Python tooling 53/53; screenshots regenerated and screen_designs.py compare still reports 6 good / 0 bad.

  • model_pipeline.atlas_for() packs each prop's palette roles into one small power-of-two PNG and a matching metallic/roughness atlas (roughness in G, metallic in B), with nearest sampling so a palette cell stays a flat colour.
  • build_glb() merges every part into a single primitive with per-vertex atlas UVs and one material (baseColorTexture + metallicRoughnessTexture), so a prop is one draw material instead of one per part.
  • audit_glb() checks the single-material/atlas contract (one material, both textures, TEXCOORD_0 on every primitive, two images).
  • Tests: atlas determinism and power-of-two sizing, UV range, palette override reaching the atlas, and a Godot test that each imported prop scene uses exactly one material.
  • Removed the now-unused sRGB→linear factor helpers (colours travel in the sRGB texture).