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security-game/TODO.md
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zwitschi 1b976bf351
Full build / Import + headless tests (push) Successful in 30s
Full build / Full desktop build + optional release (push) Failing after 3m38s
Add body-camera timeline to the shift review
- New src/game/ui/event_timeline.gd flattens every recorded incident event
  (ADR-0005) into one time-ordered list and shows time, person, and a one-line
  summary. Step with Left/Right or the buttons; Esc returns to the review. No live
  3D replay in this first version.
- Shift review gains a "Body camera timeline" button that hands the review to the
  timeline; the review dim is hidden while it is open (stacked overlays made the
  screen nearly black) and restored on close.
- ShiftCoordinator records started_at_ms so the review can stamp events as mm:ss.
- 8 new string keys for the timeline UI and the review button.

Tests/docs
- Headless suite 113 -> 120 (test_event_timeline.gd), new smoke_timeline.gd that
  opens the timeline from the review, steps through every event, and closes back.
- README, TODO section moved to DONE, MEMORY notes. Version 0.2.6.
2026-10-31 21:02:25 +01:00

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# TODO
Godot 4.3 prototype. Release **v0.2.6** is tagged. Headless suite **120/120**, plus
`smoke_session_shell.gd`, `smoke_plan_verbs.gd`, `smoke_crowd.gd`, `smoke_emergency.gd`,
`smoke_timeline.gd`, and the windowed focus/radial smoke.
Host `REQUIRE_SIGNIN_VIEW` stays deferred.
## NPC theater
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
`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
- [ ] 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
- [ ] 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, deferred)
Verified via API+host credentials (2026-10-31):
- [x] Repo is **public** (`private:false`) and account has admin rights.
- [x] Release `v0.2.1` now carries all five artifacts (portable binaries + NSIS installer +
AppImage).
- [ ] **Remaining host setting**: instance-wide `[service] REQUIRE_SIGNIN_VIEW=true` makes
anonymous browsing/downloads redirect to login. Host admin: `REQUIRE_SIGNIN_VIEW = false`
under `[service]` in `app.ini`, restart Gitea. Alternative: mirror downloads.
## Open Polish
- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
## Screen design references (QA tooling)
- [x] `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.
- [x] `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. Pixel and perceptual
metrics cannot decide whether a frame's composition is correct; a follow-up
should send the capture + reference design to a vision model and ask whether
they depict the same screen.
## Tooling (when an editor workflow exists)
- [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays.
- [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions.