The radio button was connected only to the emergency hold handlers, so a normal Send request never reached _submit. Connect pressed for non-emergency calls while keeping hold-to-confirm exclusive to emergencies, and add tests for click, short-hold rejection and full emergency hold. Headless 249/249, Python 94/94.
11 KiB
11 KiB
Changelog
All notable user-facing changes to Gig Line. The format follows Keep a Changelog, and versions use Semantic Versioning.
[0.8.1] — 2026-11-01
Fixed
- Normal radio reports now send on click. The button was wired only to the emergency hold-to-confirm handlers, so a non-emergency press did nothing.
[0.8.0] — 2026-11-01
Added
- A first-shift tutorial with contextual prompts, a safe visitor and replay/skip.
- A three-venue campaign shell with shift progression and a Continue action.
- Resume-from-checkpoint for paused shifts, including NPC, incident and system state.
- Easy/normal/hard difficulty presets for spawn pacing, compliance tolerance and report strictness.
- A searchable in-game Help overlay with controls and the current venue policy.
- Recovery events, contextual NPC dialogue and an eligible-event debug preview.
Changed
- The shift review now includes venue policy, campaign next steps and continued review controls.
- Event scheduling suppresses recently played scripted events and respects the difficulty spawn multiplier.
- Save data is written atomically and split into settings, campaign, shift history and versioned checkpoint files.
Fixed
- Missing/older settings migrate through defaults; a partial write cannot replace a valid save.
- The HUD debug overlay now refreshes and shows the next eligible events.
[0.7.3] — 2026-11-01
Fixed
- Mouse look now reads relative motion at the
_inputstage, so a full-screen HUD or focused control cannot swallow it while the cursor is captured. - Mouse capture is restored after window/compositor focus returns, and clicking back into a gameplay window recaptures it instead of opening the radial menu.
- The HUD is mouse-transparent; its presentation controls no longer block gameplay mouse input.
[0.7.2] — 2026-11-01
Added
- Automatic OpenRouter model selection for the screenshot judges: the cheapest
currently available image+JSON-capable model is used, with ordered fallbacks
and a pinned
GIG_LINE_JUDGE_MODEL/--modeloverride.
Changed
- The judge reports the model that produced each verdict and fails clearly on an invalid API key instead of retrying other models.
- The screen-design and realism reports now include the fresh judge results.
Fixed
- The blocked screenshot judge now runs with the valid
OPENROUTER_API_KEY(13/13screen designs match,0diff).
[0.7.1] — 2026-11-01
Added
- An optional Desktop HQ build for Windows and Linux that uses Forward+,
volumetric fog and SDFGI, packaged with an
override.cfgbeside the executable. - Volumetric flashlight haze in the Desktop HQ build, with a LATE-phase preset tuned so the entrance facade stays readable.
Changed
- The normal Compatibility build remains the default; the preset only affects the extracted Desktop HQ copy.
- Night-time light falloff adapts to Godot 4.7 while keeping the 4.3 baseline unchanged.
Fixed
- The flashlight no longer disappears at night on Godot 4.7 under the old attenuation curve.
- Headless and Web builds stay non-volumetric and boot normally when Forward+ is unavailable.
[0.7.0] — 2026-11-01
Changed
- Agent workflow now requires maintaining this changelog for every patch, minor, and major version.
[Unreleased]
Added
- Distinct venue geometry: the Joke Shop is now a narrow brick alley with a shuttered facade, warm wall lantern, dumpster and AC clutter; the TV Studio has a stone facade, bulb-lit canopy, glossy black car and a stanchion/barrier line at the door.
- The README gallery includes captured Joke Shop and TV Studio views.
Changed
- Venue geometry is data-driven through
WorldBuilder.VENUE_SPECS; switching venues rebuilds the world while keeping the guard and UI intact. - Each venue has its own navigation bounds and concept-gallery mapping.
Fixed
- The Joke Shop no longer renders the Hollywood skyline or marquee.
- The TV Studio no longer uses the boulevard marquee or palm-lined layout.
[0.6.1] — 2026-11-01
Added
- Per-phase AI skyline panoramas (day, dusk, night) replacing the flat box skyline.
- Higher-detail surface textures with normal maps (brick, concrete, asphalt, awning, and more).
- A runtime image root (
assets/images/) with a UI and scene art loader; the start menu, pause, settings, shift review, radio, wand, inspection, and radial menu are styled against their mockups. - NPC face and hand detail: eyes, nose, lips, ears, fingered hands, and cuffed sleeves.
- A staged NPC portrait capture for judging avatar quality up close.
- Gear-fit checks (
tools/blender_assets.py fit) and regression tests for head and back gear.
Changed
- Scene lighting, fog, sun angle, and night glow retuned to match the AI concept frames; the Late phase uses wet asphalt.
- The flashlight is a tighter forward spot that reads in the dark.
- Sunglasses narrowed to sit inside the face silhouette; shoulder bag moved clear of the coat and dress skirts; firefighter helmet lifted off the brow.
- The README now links to focused docs pages for gameplay, architecture, setup, asset
tooling, development status, and the manual smoke checklist;
PLAN.mdwas compacted into a design plan.
Fixed
- Sidewalk overexposure at the entrance reduced to match the concept target.
- The body-camera overlay no longer overlaps the shift/reputation/crowd status.
- Selecting a venue releases the menu input lock and recaptures the mouse.
- The shoulder bag no longer clips through the coat's skirt; the firefighter helmet no longer cuts into the brow ridge; the portrait subject now faces the camera.
--portrait-typeis now parsed and applied instead of being ignored.
[0.6.0] — 2026-11-01
Added
- Blender-authored character, gear and prop library with baked ambient occlusion.
- Higher-resolution environment textures with tangent normal maps.
- Phase-driven emissive details on library props, characters and street dressing.
Changed
- The game was renamed from "Step Line" to "Gig Line".
Fixed
- NPCs now face their movement direction instead of walking backwards.
[0.5.0] — 2026-11-01
Added
- Articulated NPC characters with layered outfits, hand items, face/hair variety, idle behaviour, reaction symbols, queue offsets and three LOD tiers.
- Player acceleration/braking, step-up assist, head bob, landing dip, precision-walk feedback and surface-aware footsteps.
- Remappable keyboard and gamepad controls.
Changed
- Crowd roles now select deterministic character variants and props.
[0.4.0] — 2026-11-01
Added
- Collision and navigation footprints for every street prop.
- Zoned prop placements with deterministic variants and small clutter.
[0.3.3] — 2026-11-01
Added
- Staged in-game captures for the wand screening, escalation HUD, and body-camera timeline screens.
[0.3.2] — 2026-11-01
Added
- AI reference mockups for the seven remaining catalogue screens.
[0.3.1] — 2026-10-31
Added
- Prop models drawn with a single texture atlas (one material per prop).
Changed
- The Web build is listed in the README downloads table.
[0.3.0] — 2026-10-31
Added
- Surface-material profiles, ACES tonemapping, glow, aerial fog and phase-based colour grading.
- Framed facade windows, door trim, curb and lane markings.
- Generated street-furniture models and the Web export.
- Aim-free targeting, a focus cone and precision walk.
[0.2.16] — 2026-10-31
Added
- Venues authorable as editor
.tresresources.
[0.2.15] — 2026-10-31
Added
- A vision-model judge for comparing screenshots against reference designs.
[0.2.14] — 2026-10-31
Added
- Anonymous release downloads enabled on the host.
Fixed
Strings.fmtkeeps positional placeholders stable when new keys are added.
[0.2.13] — 2026-10-31
Added
- Missing scenario content: Joke Shop reservation/ID cases, wand refusal and late arrival events, the studio filming-boundary repeat, and a celebrity-arrival crowd spike.
[0.2.12] — 2026-10-31
Fixed
- Release uploads fail loudly instead of leaving an empty release with a green job.
- Pruned releases restored and CI publishing verified end to end.
[0.2.11] — 2026-10-31
Fixed
- Releases publish using the runner's checkout credentials when no token or git credentials exist.
[0.2.10] — 2026-10-31
Fixed
- Release publishing fixed with a CI token fallback.
[0.2.9] — 2026-10-31
Added
- Accessibility pass: escalation feedback that reads in grayscale and a working HUD font scale.
[0.2.8] — 2026-10-31
Added
- Procedural crowd ambience that rises with crowd mood, and a radio crackle.
[0.2.7] — 2026-10-31
Added
- NPC theater poses: sitting, taking photos, filming, and performing.
[0.2.6] — 2026-10-31
Added
- A body-camera timeline on the shift review for stepping through recorded events.
[0.2.5] — 2026-10-31
Added
- Emergency aftermath: evacuation clears the entrance, and unjustified calls write an investigation note with a false-report reputation hit.
[0.2.4] — 2026-10-31
Added
- Crowd presentation: onlookers rubberneck at incidents and clear out during panic.
Fixed
- NPC navigation issues resolved.
[0.2.3] — 2026-10-31
Added
- Remaining PLAN actions: eye contact, "I recognize this person", a formal-warning body-camera flag, blocking that stations the guard in front of the door, and requesting a reason for entry.
Fixed
- A dead incident-recording path.
[0.2.2] — 2026-10-31
Added
- Session shell: startup menu with venue selection, pause overlay, settings persistence, and a "run another shift" flow back to the menu.
- Control pass: focus cone, head ring, radial action menu, and named input actions.
Fixed
- Release publishing now uploads the installer and AppImage.
[0.2.1] — 2026-10-31
Added
- Windows NSIS installer and Linux AppImage packaging; all exports embed the PCK.
- An AI texture generation mode in the asset pipeline.
Fixed
- NSIS build fixed for Linux (absolute defines, space-free installed exe, BMP icon).
- Runtime hygiene: RefCounted cycle cleanup, full-length shifts, and a wand cooldown.
[0.2.0] — 2026-10-31
Added
- First playable build of the security-guard simulation at the Hollywood Boulevard entrance.
- Core simulation: shift coordination, venue scenarios, event scheduling, NPC movement and states, and escalation from observation through deterrence, warnings, and blocking.
- Access verification for wristbands, IDs, tickets, credentials, and guest lists, with admit/redirect/hold/refuse decisions and feedback scoring.
- Escalation levels 0–5 with radio assistance and a hold-to-confirm emergency call.
- Incident recording, body-camera evidence, reputation scoring, crowd reactions, and an end-of-shift review.
- Scenario content for Hollywood Boulevard, The Joke Shop, and the TV Studio, including a mental-health crisis event.
- A protester NPC, the "call someone else" reaction, a lockable door, and a flashlight.
- Save/persistence, navmesh pathfinding, and JSON localization.
- Visual polish: phase lighting, street lamps, marquee, street dressing, and NPC variety.
- Detailed graphics: authored textures, a humanoid NPC rig, and HUD/inspection feedback.
- Downloadable Linux, Windows, and macOS builds published by CI.
Removed
- The dialogue tone-of-voice picker (reactions now depend on escalation level and NPC profile).