Files
security-game/MEMORY.md
T
zwitschi 3f4ac7e9aa
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Failing after 3m31s
Add accessibility pass: escalation meter and working HUD font scale
- Escalation cue now includes a shape meter and numeric level
  ("Escalation: Blocking [###--] L3/5") in addition to the colour and name, so it
  reads in grayscale. Hud.escalation_meter(level) is pure and tested.
- HUD font scale from settings actually works: set_font_scale() resizes fonts via
  theme overrides instead of Control.scale, which pushed the right-anchored clock
  label off-screen. It now covers the top, log, target, hint, time, mode,
  escalation, cooldown, and debug labels.
- Settings load before the HUD exists, so _ready() re-applies player settings after
  _build_ui(); previously a saved font scale was ignored until the next apply.

Tests/docs
- Headless suite 134 -> 139 (test_accessibility.gd).
- Verified visually at 1.4x scale: no overflow, meter readable.
- README, TODO section moved to DONE, MEMORY. Version 0.2.9.
2026-10-31 21:17:42 +01:00

26 KiB
Raw Permalink Blame History

MEMORY

Session memory for durable decisions, state, and gotchas. Keep concise, remove obsolete entries.

Decisions

  • Engine: Godot 4.3 stable (official editor build, ~/.local/bin/godot). The system's preinstalled godot-runner (4.7.2, Fedora) cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead.
  • Language: GDScript. All cross-file references use explicit preload() constants (not class_name globals) so scripts compile in headless --script runs without the editor's class cache.
  • Test framework deviation: the project uses a custom minimal headless test runner (src/test/test_runner.gd) instead of GUT, because GUT needs the editor plugin. CI runs it with --headless.
  • Eventing: no autoload signal bus. ShiftCoordinator owns an EventBus instance (src/core/event_bus.gd) passed to subsystems; subsystems emit only when a bus is assigned. Autoloads at parse time are unreliable under --script.
  • Static signals are not available in Godot 4.3 GDScript ("Expected func or var after static") — do not use them.
  • GDScript lambdas capture local variables by value; mutating a captured local inside a lambda does not affect the outer variable. Use member functions for accumulators in tests.
  • Shift length is the scenario's shift_duration_s (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default.
  • RNG: NPC reactions and event scheduling are seedable for deterministic tests.

Handoff (read this first)

  • Repo: /run/media/system/DATA/Documents/06-games/security-game. Godot: ~/.local/bin/godot (4.3.stable). Tests: godot --headless --path . --script res://src/test/test_runner.gd → 88/88. Session shell smoke: godot --headless --path . --script res://src/test/smoke_session_shell.gd → exit 0. Windowed control smoke: godot --path . --script res://src/test/smoke_focus_radial.gd → exit 0.
  • main is in sync with origin. v0.2.2 tags the session-shell + world-follow-up commit; CI builds the portable binaries, NSIS installer, and AppImage on the tag push.
  • Next work: TODO.md scenario content gaps (Joke Shop / Studio / Building events), then the remaining polish and tooling items.
  • Do not re-open override_access. Do not bind wand to W. Do not remove the radio easter egg.

Current State

  • Access artifacts: src/core/access_loadout.gd builds from event override_access + venue policy. Spawn signal is now (profile, intent, npc_id, event). Recognition is not auto-attached to every guest. AccessVerifier.verify(..., already_screened=false) so Joke Shop scoring uses controller.screened. Joke Shop/Studio gained sidewalk/steps_end waypoints. Wand venues roll carried_items per spawn (seeded). Tests in src/test/tests/test_access_loadout.gd.

  • Wand shortcut is C, not W (W is walk). radio_emergency input map no longer includes W. hud.controls / hud.screen_first updated.

  • Control pass (in tree, uncommitted, smoke-tested): cone focus via src/game/npc_focus.gd, accel/decel, gravity only airborne, input_locked freeze, Esc no longer on the guard. NpcAvatar in group npc; neck/hair/eyes/shoes; torus head ring + Label3D name; set_focus_visual. src/game/ui/action_radial.gd doughnut (LMB/Space open, A/D/arrows, Space/click confirm, Esc/RMB cancel). Crosshair CanvasLayer. Emergency still R only. Number keys 1–6 when the wheel is closed.

  • Named input actions now exist and are used: action_menu, confirm, cancel (Esc + RMB), inspect (E), wand (C). The old unused interact action was removed.

  • Runtime fixes from the smoke: Head is +1.6 above the guard root (root sits on the floor); guard spawns in front of the door facing the street; building volume moved to z ∈ [-8,-4] so the door, awning, and marquee are visible; step treads rise toward the door; ShiftCoordinator pulls the event scheduler once per simulated second (was every physics frame → >1200 NPCs in seconds); GameManager.MAX_LIVE_NPCS = 16 caps live avatars.

  • Session shell (2026-10-31, uncommitted): the game now boots into StartMenu (src/game/ui/start_menu.gd, layer 20) instead of a live shift. GameManager._on_venue_selected() builds the scenario and calls _start_shift(); _shift_running gates input and _refresh_freeze(). Esc with nothing open now pauses (PauseOverlay, layer 18) → resume / restart / settings / quit-to-menu. SettingsPanel (layer 22) writes look_sensitivity + hud_font_scale through Save.save_settings() → user://settings.json; Save.load_settings() merges over Save.DEFAULT_SETTINGS on boot and GameManager._apply_settings() pushes them into the guard/HUD. Shift review "Run another shift" now calls _show_start_menu() (not a silent restart). V stays a debug venue bind. Smoke: src/test/smoke_session_shell.gd (menu → shift → pause → settings → menu).

  • World follow-ups closed (2026-10-31): skyline backdrop restored with T_SKYLINE (assets/textures/skyline.png, regenerated RGBA with a transparent sky) and an TRANSPARENCY_ALPHA_SCISSOR unshaded material (_skyline_mat); steps + landing are a StaticBody3D with per-tread BoxShape3D colliders; marquee font_size 160 / outline 24; focus torus 0.26–0.34 + name tag 48px; NpcAvatar.ephemeral/lifetime_s despawns routine traffic (authored events stay). Guard spawn height verified on the landing (guard_y=0.84).

  • PLAN verbs (2026-10-31, uncommitted): the radial now has 12 slices (Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio). eye_contact reuses the Level 1 reaction table via _apply_interaction. Recognition is a player decision: NPCController.player_recognized + IncidentRecorder.add_access_evidence, and GameManager._artifacts_for() prepends a RECOGNITION artifact only after the player declares it. The body camera is a real flag (GameManager.body_camera_on, Hud.set_body_camera), off by default, B toggles it, and a formal warning arms it and writes a body_camera incident event. Blocking also calls _station_between() to physically place the guard 0.9 m from the NPC toward the entrance. _request_reason() logs the NPC's seeded dialogue_lines pick.

  • NPC navigation was dead (fixed 2026-10-31): avatars never moved in the live game, for three stacked reasons. (1) agent.target_position was re-assigned every physics frame, which invalidates the path so get_next_path_position() keeps returning the current point — only set it when the target changes. (2) Nav path points sit on the navmesh plane (y=0) while bodies stand at y≈0.5, so a 3D "are we there" test always looked 0.5 m away and the horizontal direction was zero — compare horizontally. (3) path[0] is the old start point, so picking any point "far enough away" can pick the point behind you and oscillate — pick the first point that is closer to the goal than the current position. _nav_try_frames/_move_direct fallback is still there.

  • Crowd reactions listen on the EventBus: CrowdSystem.apply_event() emits event_bus.crowd_changed; its own changed signal is never emitted. GameManager._connect_crowd() therefore connects to coordinator.event_bus.crowd_changed (reconnect after every coordinator.setup(), which recreates both crowd and event bus).

  • Crowd presentation: NpcAvatar.start_rubberneck(at) (idle bystanders away from the door stop and face the incident for 12 s) and start_flee(from) (panic: walk away at 2.4 m/s, then free themselves). Someone awaiting_interaction within 3 m of the door is "engaged" and does not rubberneck. Use position (not global_position) for that distance check so it also works in headless tests outside the tree.

  • Perf: a busy 16-NPC entrance measured ~1.2 ms/frame (824 fps with vsync off, 800 samples), so LOD/culling is not warranted at MAX_LIVE_NPCS = 16. Re-measure before raising the cap.

  • Incident recording was dead: IncidentRecorder.start_incident() was never called, so every add_event/add_access_evidence silently no-opped and the review always showed 0 incidents. _begin_incident() now starts one per focused NPC (has_open_incident() guard), verbs call _ensure_incident(), and ShiftCoordinator._finish_shift() closes leftovers as unresolved before building the review.

  • Accessibility (2026-10-31): escalation text is "<name> [###--] L3/5" via Hud.escalation_meter(level) (pure, tested) so the cue survives grayscale. HUD font scale uses add_theme_font_size_override on the core labels (set_font_scale), not Control.scale, which pushed the right-anchored clock label off-screen. Settings load before _build_ui(), so _ready() re-applies player settings after the HUD exists.

  • Audio (2026-10-31): AudioFeedback.start_crowd_bed() builds a 4 s looping AudioStreamWAV (one-pole-filtered noise + 68/103 Hz drone, seeded) and set_crowd_level(mood) maps 0..1 to -34..-12 dB. play_radio_open/close push short filtered-noise bursts. All procedural; with a dummy (headless) audio server the calls are no-ops. _free_player() returns null when _ready has not run (tests), and callers handle null.

  • NPC theater (2026-10-31): NpcAvatar.theater_pose() maps intent + arrived to idle/sit/photo/film/perform. Pure helpers crouch_for_pose, prop_lift_for_pose, sway_for_pose keep the math testable. Sit lowers the rig by 0.34 and swings the legs forward (negative X pitch; positive looked like kneeling). _photo_prop is set for influencer/tourist cameras, _sign_prop for protester/performer boards; their base Y values are captured at build time so the animation offsets from rest.

  • Body-camera timeline (2026-10-31): src/game/ui/event_timeline.gd flattens review.incidents.incidents[].events into one time-ordered list (flatten), formats each row with describe, and steps with Left/Right or the buttons. ShiftCoordinator.started_at_ms gives the review an absolute start for mm:ss stamps. GameManager._open_timeline hides the review dim (two stacked overlays made the screen nearly black) and _timeline_from_review restores it on close. Smoke: src/test/smoke_timeline.gd.

  • Radio dispatch was dead after the first shift: coordinator.setup() builds a new RadioSystem, so the responder_arrived connection made in _ready was lost on every venue switch/restart (responders never resolved anything). _connect_radio() now re-wires it next to _connect_crowd() after every setup. Same class of bug as the crowd signal.

  • Emergency aftermath: ShiftCoordinator.responder_outcomes / investigations feed the review. evacuation (emergency call, low danger, no weapon) locks the door, makes every NPC flee, marks them leave_requested, and applies a security_failure hit. An emergency placed while current_npc_truth has no weapon and danger_level <= 1 appends an investigation note, records investigation_opened, and applies false_report -6.

  • Skyline backdrop (2026-10-31): PlaneMesh defaults to a horizontal XZ plane — set mesh.orientation = PlaneMesh.FACE_Z or the "backdrop" renders as a band overhead. The skyline is now a ring of four 400x60 planes at 200 m (center y=30, so building bases meet the ground), TEXTURE_FILTER default, TRANSPARENCY_ALPHA_SCISSOR with threshold 0.5 (0.3 left faint mip dashes across the sky), unshaded with a lifted albedo (Color(2.6,2.7,3.0)) so it is not pure black. Ground is 500x500 so no sky gap shows under the buildings. The skyline.png import needs mipmaps/generate=true.

  • Asset gotcha: assets/textures/game_ready/ is not imported (no .import). Use the imported assets/textures/skyline.png path. Untracked duplicate folder should not be referenced.

  • Host sign-in follow-up remains deferred. PLAN.md + ADRs 0007–0010 still describe the intended UX.

  • Release v0.2.1 is LIVE (2026-10-31): CI run 1110 built the NSIS installer + AppImage and published — installers/AppImage are on the releases page. Releasing = bump version → tag → push.

  • NSIS gotchas (validated in a local ubuntu:24.04 docker repro): makensis uses -D defines (never /D), resolves relative -DICON/-DARTIFACT against the script directory so CI passes $PWD-absolute paths; installed exe must be space-free (step-line.exe); ICO must be classic BMP entries (ImageMagick icon:auto-resize=48,32,16; PIL emits PNG-compressed ICOs NSIS cannot load).

  • appimagetool runs system appstreamcli if present (strict, exit 3 on warnings) — project metadata now passes --pedantic.

  • Distribution facts (verified via Gitea API + host creds): repo is public, account is admin; v0.2.1 has all 5 assets; the installers were initially missing from the release because publish_release.sh uploaded only portables — now fixed (uploads installer + AppImage; falls back to ~/.git-credentials when no GITEA_TOKEN).

  • Host sign-in: instance [service] REQUIRE_SIGNIN_VIEW=true blocks anonymous browse/download (not a repo/API setting). ~/.git-credentials holds the Gitea creds (basic-auth usable); .env only holds OPENROUTER_API_KEY.

  • Release v0.2.0 was LIVE: pushing the v0.2.0 tag made Gitea Actions run the build job and publish automatically (host has the GITEA_TOKEN secret). Tag page and /releases are public (HTTP 200). Caveat: anonymous asset downloads redirect to login on this host (host setting — tracked in TODO). Future releases = bump config/version, git tag vX.Y.Z, push. No local token needed.

  • Core simulation, three scenarios, v0.2.1 installers/AppImage, first-person prototype (inspect/wand/radio, shift review, Tab targeting, V venue cycle) are on local main. Tagged v0.2.1 was 57 tests; this working tree is 74/74.

  • NPC avatars now walk to per-intent waypoints (VenueScenario.waypoint_for_intent): enter/trespass/deliver/arrive → entrance, photo/film/perform/wander/roam → sidewalk, sit → steps_end. NpcAvatar.setup takes an explicit door_position.

  • Returning-trespasser behavior: NpcProfile.return_probability (trespasser 0.6, mental-crisis 0.4, others 0). NPCController._maybe_schedule_return() moves a directed-away NPC to LOITERING_DISTANT; tick_return(delta) fires after 20-60s and transitions back to APPROACH. NpcAvatar._advance_fsm re-targets the door on return.

  • Perception pass: NPCController.perceive_guard(distance) returns {noticed, band, reaction} with bands unaware (>6m), aware (2-6m), near (<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY. GameManager._perception_pass() feeds real guard distance each physics tick and logs first-time notice.

  • Responder dispatch: RadioSystem tracks pending_calls and decrements arrival_delay_s in tick; emits responder_arrived when a call's delay elapses. RadioSystem.responder_outcome(call) maps danger/weapons → command/restraint/evacuation/arrest. GameManager._on_responder_arrived spawns a RESPONDER avatar at the entrance and logs the outcome. HUD shows an emergency-radio cooldown label via _update_radio_cooldown.

  • Wand screening (Joke Shop): WandScreener classifies carried items as prohibited vs false-alarm vs clear. NpcProfile.carried_items is filled at spawn on wand venues. GameManager binds C to _toggle_wand_screening and A/D to decide_wand while inspect/wand is open. decide_access still blocks admission until controller.screened is true, and verify now takes that flag. Door-staff lines log through GameManager.

  • Design change (2026-10-31): the selectable dialogue tone-of-voice system was removed. Rules.Tone/TONE_NAMES, NpcProfile.tone_modifiers, and the tone param on NPCController.roll_reaction/apply_player_action no longer exist; NpcProfile.dialogue_lines is a flat Array[String]; GameManager uses _apply_interaction(level, action_name); the T key is gone. HUD tone_label removed and hud.tone_prefix string deleted from JSON.

  • Polish/accessibility: venue cycling (V cycles VENUE_ORDER and restarts the shift), aim-free targeting (Tab cycles nearby NPCs within NEARBY_RADIUS), color-coded escalation indicator (Hud.set_escalation), procedural audio (AudioFeedback node generates sine tones for confirm/radio/escalation/deny), and a centralized Strings table (src/core/strings.gd, lookup/fmt) backed by content/strings.en.json. NOTE: Strings.get was renamed to Strings.lookup because get collides with Object.get.

  • Newly added: LATE shift phase (start 700s) with a reachability test; PROTESTER archetype + events + colors; CALL_SOMEONE reaction; DoorState core class + L binding + visual indicator; flashlight (G, SpotLight3D, perception bonus at evening/late); persistence wired (Save.save_shift_result on shift end, history + best score on the review screen); NavigationRegion3D flat navmesh + NavigationAgent3D NPC paths (steps now visual-only); strings moved to res://content/strings.en.json (41 keys, loader keeps lookup/fmt); export_presets.cfg (Linux/Windows/macOS) + tools/build_releases.sh + docs/RELEASING.md; README Downloads section.

  • Run tests: godot --headless --path . --script res://src/test/test_runner.gd

  • Boot check: godot --headless --path . --quit-after 120

  • Screenshot tools: godot --path . -s res://src/test/take_screenshot.gd (single shot to user://screenshot.png); godot --path . -s res://src/test/capture_screenshots.gd (staged README gallery shots to user://screenshots/, copied to docs/screenshots/).

  • Release build verified locally: export templates for 4.3 installed at ~/.local/share/godot/export_templates/4.3.stable/; ./tools/build_releases.sh produced Linux/Windows/macOS artifacts for 0.1.0 in build/ and the Linux binary passed a headless smoke test. Publishing to Gitea still needs a token (see tools/publish_release.sh, docs/RELEASING.md).

  • CI: the repo now carries a Gitea Actions workflow at .gitea/workflows/build.yml (checks on push/PR; full export + artifact upload + optional release publish on tags and workflow_dispatch). A repo secret GITEA_TOKEN is required for tag releases. The old .github/workflows/ci.yml was removed so hosts scanning both paths do not double-run.

  • Venue cycling: V switches Hollywood Blvd → The Joke Shop → TV Studio and restarts the shift.

  • Venue door-staff dialogue: VenueScenario.door_staff_line(context, rng) and GameManager logging (id/ticket/wand-check, refusal, prohibited-item) — Joke Shop flavor.

  • CI cache: .gitea/workflows/build.yml no longer uses actions/cache (the runner can't reach the GitHub cache service; import is fast). GODOT_SILENCE_ROOT_WARNING=1 set on jobs. Logs live in .gitea/logs/ after each run.

  • Visual polish (v0.2.0): phase lighting (GameManager.PHASE_LIGHTING + ProceduralSkyMaterial), street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/ trees, NPC per-seed variation. capture_screenshots.gd shoots day + fast-forwarded LATE night (6 shots in docs/screenshots/). Version bumped to 0.2.0; binaries rebuilt.

  • Assets pipeline: python3 tools/generate_textures.py produces all authored PNGs under assets/textures/ (≤1024px, pow2); regenerate after changing the script, then run godot --headless --import before tests. 57 headless tests guard the pipeline.

  • General image pipeline: python3 tools/asset_pipeline.py defaults to openai/gpt-5-image-mini, requests supported 1:1/3:2 sources, then fits each role's target. It provides crop, resize, tile edge blending, alpha-glyph recoloring, and role-aware audits. Screenshot auditing checks 1280x720 minimum, 16:9 aspect, and contrast; visual composition remains a manual check. Python tools require Pillow from requirements-tools.txt.

  • AI texture mode: python3 tools/generate_textures.py --ai generates textures via the OpenRouter image API (POST https://openrouter.ai/api/v1/images, model bytedance-seed/seedream-4.5 by default, base64 PNG in data[].b64_json). Requires OPENROUTER_API_KEY (a gitignored .env in the repo root holds it locally; source it with set -a && . ./.env && set +a). --prompt/--name/--model/--size override the default batch. Output is downscaled to ≤1024px. NOTE: seedream rejects sizes below 3,686,400 px (1920×1920), so the script requests GEN_SIZE=2048 and downscales — do not lower GEN_SIZE below 1920. Verified end-to-end 2026-10-31 (3 textures generated). Legacy --ai remains on Seedream 4.5 and still ignores background: transparent; do not use it for alpha-dependent assets. Gemini 3.1 Flash Image advertised broad ratios but the current provider rejected authentication. The validated role-aware model is GPT-5 Image Mini.

  • Runtime assets: all 15 loaded world/HUD/card textures now live in assets/textures/ai/game_ready/; each passes role audit. Generated tile edges are blended, icon alpha masks are recolored white where needed, and the vignette uses the existing deterministic generator because the API returned an empty transparent image. The six docs/screenshots/ captures were regenerated after wiring and pass screenshot audit.

  • Detailed graphics: textured facade/awning/skyline, humanoid NPC rigs + props + walk bob + attention head-turn, inspection artifact cards, mode icons, escalation vignette, body-cam overlay (REC + shift clock). Screenshot set regenerated (docs/screenshots/, day + night).

  • Polish: wand scan cooldown (WAND_COOLDOWN_S + wand.recharge message).

  • NOTE: collaborators occasionally add uncommitted work to this shared tree (e.g. the radio easter egg); check git status before committing and leave foreign changes untouched unless asked.

  • Screen-design references (tools/screen_designs.py, tests in tools/test_screen_designs.py): generate turns the screen descriptions in docs/ (README captions, ADRs 0007–0010, PLAN, architecture) into reference images under docs/screens/designs/ — --draft draws offline Pillow wireframes, --ai generates realistic 3D scenes / in-game UI via OpenRouter (default model openai/gpt-5-image-mini). Screens are tagged scene or ui; prompts get a shared art-direction suffix, and requests use a 3:2 landscape source cropped to 16:9 (not a square centre-crop). compare checks docs/screenshots/*.png for aspect/size/ blank-frame and coarse layout/palette/detail drift. Drift distances are warnings, not failures: a mockup never matches a real render, so semantic composition is a follow-up vision-model judge (tracked in TODO).

Known Issues / Notes

  • Reference cycles are fixed: FSM holds its owner via WeakRef, ShiftCoordinator is RefCounted, and persistence tests free the Save node — the suite exits with no "resources still in use" warnings (was ~13). If a future subsystem introduces a cycle, repeat the WeakRef pattern.
  • Shift length: GameManager uses the scenario's shift_duration_s (900s ≈ 10-15 min); tests and the screenshot tool override elapsed time directly.
  • Headless (dummy renderer) logs "Parameter m is null" from mesh_get_surface_count; it does not occur with a real GL driver and does not affect logic.
  • Steps are visual-only (no collider) so NPCs can path to the entrance; the guard spawns on the landing so it never needs to climb.
  • Persistence tests write into the real user://shift_results.json (harmless local pollution of the demo history).
  • macOS export required rendering/textures/vram_compression/import_etc2_astc=true in project.godot (universal build demands ETC2 ASTC enabled).
  • Joke Shop door_staff_lines are logged through GameManager (inspect / wand / refuse). They are not a separate dialogue UI.
  • Access loadout is implemented in the working tree (see Current State); do not re-fix override_access as if it were still unread.
  • Save.SETTINGS_FILE is declared and unused; no mouse-sensitivity or pause menu yet.
  • Headless suite is 77/77; the windowed focus/radial smoke passes. Remaining visual follow-ups are at the top of TODO.md.
  • Typed spawn signal extra args: handlers must accept the 4th event: Dictionary or Godot will not call them (test_shift_coordinator_runs_a_shift failed until _on_spawn took four args).
  • GDScript inference trap that broke the main scene: a var typed as a base class (radial: CanvasLayer) exposes script members as Variant, so var x := radial.is_open is a parse error. Type it as the script type (ActionRadial) or annotate the local explicitly. --check-only --script cannot see the Save autoload; use a real boot (--quit-after 180) to verify a full-scene compile.
  • Do not snapshot right after changing a transform in the same frame: capture_screenshots.gd needs a state/frame gap or the capture uses the old camera orientation.
  • EventScheduler probabilities are per simulated second, not per call. Never poll it per frame.
  • Screenshot staging lives in src/test/capture_screenshots.gd (guard at z≈10.5 facing the door). docs/screenshots/ copies are manual: copy from user://screenshots/.

Open Questions

  • Add a vision-model (LLM) judge on top of the screen-design comparison: pixel and perceptual metrics cannot decide whether a screenshot's composition is correct.
  • Whether the responder avatar should be playable/controllable or purely scripted.
  • Localization target languages beyond English.
  • macOS notarization approach for broad distribution.

Plan vs code (re-evaluated)

On local main (6 commits not on origin): v0.2.1 packages, ADRs 0007–0010, asset pipeline wired to assets/textures/ai/game_ready/, screenshots refreshed.

Uncommitted: AccessLoadout, control pass (cone, ring, radial, NPC face, named input actions), and boot/spawn fixes. Headless 77/77; windowed smoke passes. Access-artifact and control-pass sections moved to DONE.md.

Still in TODO.md: world follow-ups (guard float, step colliders, skyline asset, marquee size); session shell; leftover PLAN verbs; crowd rubberneck; emergency aftermath; body-cam replay; sit/photo/film poses; real crowd audio; Joke Shop/Studio extra events; PLAN.md says GUT/GitHub.