- TODO.md: drop fully-done sections (CI cache mitigation, Detailed Graphics completed items, CI packaging follow-up — all recorded in DONE.md); keep the PRIORITY release task (token-blocked), backlog, polish, and perf-only items - Rebuild build/ artifacts so the shipped graphics include textures/rigs/HUD - Linux binary smoke-tested (0 script errors); suite 57/57
39 lines
1.9 KiB
Markdown
39 lines
1.9 KiB
Markdown
# TODO
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## 🔴 PRIORITY — Ship downloadable builds (so the README Downloads links work)
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Goal: users hitting the README **Downloads** section can download a playable version from
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`https://git.allucanget.biz/zwitschi/security-game/releases`.
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- [x] Install Godot 4.3 export templates locally.
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- [x] `./tools/build_releases.sh` produces Linux/Windows/macOS artifacts (built for 0.2.0).
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- [x] Linux binary smoke-tested (headless, 0 script errors).
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- [ ] Publish the release — **blocked on `GITEA_TOKEN`**: once the token is available run
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`GITEA_TOKEN=... ./tools/publish_release.sh 0.2.0`, or (if the repo secret is already set
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on the host) push the `v0.2.0` tag and let CI publish via `.gitea/workflows/build.yml`.
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- [ ] Confirm the README Downloads links resolve: check
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`https://git.allucanget.biz/zwitschi/security-game/releases` and download one artifact.
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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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- [ ] Long (10-15 minute) shift lengths (phase lighting already implemented).
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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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- [ ] Reduce RefCounted reference cycles (NPCController <-> FSM) noted in `MEMORY.md`.
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## Open Polish
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- [ ] Add a body/wand cooldown feel: wand screening currently has no reuse penalty; consider a
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short per-guest scan animation.
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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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