- Script uploaded only the three portable binaries; v0.2.1 release was missing step-line-setup-0.2.1.exe and the AppImage. Now uploads the full set (extras when present), reuses existing releases (adds missing assets), and falls back to ~/.git-credentials basic auth when GITEA_TOKEN is unset - Back-filled both missing assets onto the live v0.2.1 release via API (release now carries all 5 artifacts) - TODO/RELEASING/MEMORY document the findings and the host admin steps for anonymous downloads ([service] REQUIRE_SIGNIN_VIEW)
45 lines
2.2 KiB
Markdown
45 lines
2.2 KiB
Markdown
# TODO
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## Distribution follow-up (findings + host config)
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Verified via API+host credentials (2026-10-31):
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- [x] Repo is **public** (`private:false`) and account has admin rights.
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- [x] Release `v0.2.1` now carries all five artifacts (portable binaries + NSIS installer +
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AppImage) — the two installers were missing after CI publish (script uploaded only the
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portables); `tools/publish_release.sh` fixed to include them and re-uploaded via API.
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- [ ] **Remaining host setting**: instance-wide `[service] REQUIRE_SIGNIN_VIEW=true` makes
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anonymous browsing/downloads redirect to login (API-confirmed repo is public; this is a
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server `app.ini` setting, not an API or repo option).
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Advised path for the host admin: set `REQUIRE_SIGNIN_VIEW = false` in `app.ini` under
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`[service]`, restart Gitea, then verify `curl -sI https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.2.1`
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returns 200 (not a login redirect) and an anonymous asset download succeeds. Alternative:
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mirror downloads (Itch.io / GitHub Releases) for anonymous users.
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## Future Systems (design-level backlog)
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- [ ] Body-camera replay timeline in the shift review.
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- [ ] Venue selection startup menu (keyboard cycling with `V` is implemented).
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- [ ] IDE/editor-based GUT integration when a Godot editor workflow is introduced.
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## Open Polish
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- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
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## Detailed Graphics — remaining performance items
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The visual pass is done (textures, rigs, HUD feedback — see `DONE.md`). Remaining work is
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performance hardening only.
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- [ ] Profile the crowd: ensure textured materials and props hold target frame rate around a
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busy entrance.
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- [ ] Add LOD or culling for distant NPCs/props if the crowd grows.
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## Generalized Game Asset Tooling
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- [ ] Reuse the OpenRouter image backend for role-aware arbitrary asset generation.
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- [ ] Add exact-dimension image crop and aspect-preserving resize commands.
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- [ ] Audit existing assets for role-specific dimensions, aspect, alpha, and tile seams;
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report projection/perspective checks for visual review.
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- [ ] Add automated tests and document asset-pipeline usage.
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