When an NPC dies from starvation, their highest-familiarity companion enters mourning for 100 ticks (~half a day). Mourning NPCs skip work: they rest if energy is low, otherwise wander near home. Mourning_ticks counts down each tick through ActionExecutionSystem and is serialized for save/load continuity with backward-compatible default of 0. This gives the familiarity graph its first behavioral consequence.
ProfessionDefinition gains schedule_offset (-0.12 to +0.12 fraction of day). ActionSelectionSystem shifts each NPC's effective time_of_day by their profession offset before determining sleep/meal/work periods. Farmers wake earliest (-0.04h = ~2:38am), woodcutters slightly early (-0.02h), guards slightly late (+0.02h), scholars latest (+0.05h = ~5:45am). Wanderers have no offset. The village now has naturally staggered rhythms instead of everyone doing the same thing at the same time.
Patrol and study now consume 1 wood from the village woodpile on completion, recording an item_consumed economic event. This gives wood a purpose and creates resource pressure between gathering and work-support activities. Familiarity serialization switched from raw Dictionary to sorted Array of {id, score} pairs for deterministic JSON checksum output across save/load.
NPCs who target the same resource or site concurrently gain mutual familiarity +0.1 per encounter, capped at 1.0. Action selection now receives the full NPC array and adds a +0.3 utility bonus for actions that familiar NPCs are currently performing - NPCs gravitate toward their housemates' professions. Inspector shows the highest-familiarity NPC with a percentage score under the resource lines.
NPCs whose home positions are within 4m of each other gain mutual familiarity at baseline 0.5. Stored per NPC as a Dictionary keyed by other npc_id, serialized through NPCStateRecord with backward-compatible fallback for old saves. Household pairs form naturally from the home_positions configuration in main.tscn. Includes save/load round-trip test verifying familiarity persists.
Record resource_depleted narrative events when NPC or player extraction exhausts a ResourceNode. Add get_recent_events() for cross-NPC event queries. Village panel now shows the last 3 village-wide events as a readable feed below the resource counters, making shortages and depletion visible without opening the inspector.
Add narrative event types (task_started, npc_slept, npc_died, resource_depleted) alongside economic transfers. EconomicEventRecord gains create_narrative factory and human-readable description method. SimulationManager records task-start and sleep/death events, exposes get_npc_events() for per-NPC history queries. Inspector now shows a Recent timeline of the last 5 events for the selected NPC, plus displays carried wood count. Relax EconomicEventRecord validation to accept non-economic events. Update roadmap with completed milestones.
Wood now follows the same gather-carry-deposit pattern as food. NPCs put harvested wood into inventory, walk to the VillageWoodpile StorageNode, and deposit it. Village wood syncs from storage. Player harvesting also routes wood to the woodpile. ActiveWorldAdapter exposes woodpile routing for DEPOSIT_WOOD action targeting. WorldViewManager recognizes wood inventory changes. Tests verify woodpile node existence, storage ID, navigation reachability, and adapter routing.
- Wind strokes now flow in a single prevailing direction (left-to-right breeze)
with gentle flatness, narrow spread, and subtle tangential sway
- Added floating white specks (WindSpecks) as sunlight pollen/dust motes
- Two of each emitter (valley + ridge) for layered atmosphere
- Terrain: disabled auto_base_texture for flatter painted look, enabled
overlay texture, bolder macro-variation (yellow-green 0.78/0.90/0.42
and emerald 0.55/0.75/0.38), sharper material blends
- Reduce hunger rate to 0.125/tick (~25/day) for ~6-7 day death timeline
- Slow energy drain: idle 0.125, travel 0.5, work 0.5, complete 0.0625/tick
- Use exact binary fractions for all rates to preserve float precision in save/load
- Starving/critically-hungry NPCs always override sleep to seek food first
- Extend starvation death threshold from 20 to 600 ticks (~3 days of starvation)
- Add calligraphy-style wind stroke particles (WindStrokes scene + shader)
- Two wind stroke emitters in valley and ridge for Ghibli atmosphere
- Rework terrain macro-variation colors for vibrant warm-green palette
- Enhance environment: stronger glow/bloom, higher saturation, warmer sky/fog/ambient
Add home_positions export to SimulationManager. When configured, NPCs get homes assigned from the array wrapping around for more NPCs than homes. main.tscn now sets 6 home positions near the three village houses, so each NPC has a real home to walk to at night. Empty home_positions leaves the spawn-point-as-home backward-compatible behavior.
DayNightCycle now reads time_of_day from SimulationManager group node, falling back to self-tracked elapsed for lookdev scenes. Simulation starts at 06:00 morning (tick 50) by default. TimeDial reads directly from SimulationManager and displays HH:MM format with a 24-hour dial arc. Removed initial_cycle override from JajceLookdev.
Add ACTION_SLEEP with home-position targeting and energy restoration. Embed schedule periods (SLEEP/MEAL/WORK/DISCRETIONARY) in ActionSelectionSystem with TimeOfDay from SimulationClock. NPCs sleep at night when energy is low, eat during meal periods when hungry, and work/discretionary the rest of the cycle. Home position stored per NPC and serialized through NPCStateRecord with backward-compatible fallback. Cycle duration persisted through save/restore. Includes headless test for sleep period, work period, meal hunger, energy restoration, serialization round-trip, and home targeting without world adapter.
- Upgrade river shader with multi-layer UV flow, fresnel edges, foam highlights, and specular sparkle
- Upgrade waterfall shader with dual-band scrolling, distinct foam contrast, and rim transparency
- Widen river (8m) and waterfall (8m) for greater visual presence
- Increase waterfall mist particles to 72 with wider spread and longer lifetime
- Add fortress crenellations (10), three turrets, and prominent ridge banner for readable skyline silhouette
- Remove duplicate banner nodes from JajceWorld instance (now owned by FortressBlockout scene)
- Update BUILD_IN_PUBLIC_PLAN and LEARNING_ROADMAP to reflect completion
Camera: desired_focus_position.y now directly tracks the player's global Y. The existing smooth lerp on focus_position handles interpolation, so the camera follows the player up hills and down slopes without losing vertical sight. Previously only horizontally-deadzoned XZ was tracked.
jajce_world.gd: expanded terrain-snapping coverage to include all nodes under WorldObjects (ResourceNodes, StorageSites, ActivitySites) and the FortressBlockout's children. Added a type guard so non-Node3D children are safely skipped. This prevents houses, activity props, storage crates, and resource nodes from floating above or sinking below the sculpted terrain surface.
Enable Terrain3D collision_mode=1 so the sculpted landscape provides real physical ground for player and NPCs. Disable GreyboxGround collision (layer/mask = 0) -- it is no longer the active physical floor.
NpcVisual no longer flattens nav waypoint Y to its current elevation. It now follows 3D path points and uses gravity (30 m/s^2) like the player, settling to terrain surface via is_on_floor() + Terrain3D collision. The flat NavigationMesh_greybox still provides correct lateral guidance; physics handles vertical grounding on slopes.
This fixes the player-walking-through-slopes bug and makes NPC movement follow actual terrain elevation for the village area (gentle slopes, ~2.4m noise amplitude). All 10 scenarios pass.
A 60x60 circular dial drawn at the top-center of the screen shows the current position in the day/night cycle. A filled arc sweeps clockwise from the top; the color transitions from dark blue (night) through orange (dawn), gold (day), and pink (dusk). A small glow dot marks the leading tip; a phase label (Night/Dawn/Day/Dusk) sits below. Redraws only when the cycle fraction changes. References DayNightCycle via node_path so it stays in sync with the environment lighting.
Mouse wheel up/down smoothly zooms the camera in and out. Zoom range: close-in overview (5 high, 4 back) to wide survey (16 high, 12 back). Default sits at midpoint (10 high, 8 back) matching the previous fixed offset. Configurable via min_zoom_offset, max_zoom_offset, and zoom_step exports. Zoom interpolates with the same follow_speed as position tracking for consistent feel.
Adds Elma, Mirza, and Lejla to the village alongside Amina, Tarik, and Jasmin. Profession assignment is deterministic per-NPC-id RNG so the original three retain their seeded professions. jajce_runtime_integration_test updated to expect six villagers. All 10 scenarios pass.
DayNightCycle.gd smoothly rotates DirectionalLight3D and interpolates sky colors, ambient light, fog, and procedural sky material across a configurable 240-second cycle with warm sunset/sunrise peaks and deep night ambiance. No simulation dependency — purely visual.
JajceWorld.tscn now includes visible workplace structures replacing the invisible Marker3Ds: wooden pantry crate, guard tower post, study desk, and rest bench. Each has a distinct material color matching the profession palette.
The DayNightCycle node is added to JajceWorld.tscn with node_paths wired to DirectionalLight3D and WorldEnvironment. Script reference uses path-based ext_resource (uid generation deferred to editor first load).
The file contained only 'extends Node' with no implementation, was referenced nowhere in any scene or script, and the uid sidecar was orphaned. The next interaction surface should be planned and implemented fresh when needed.
Previously get_action(), get_profession(), get_actions(), get_professions(), get_profession_ids(), and validate() reloaded all .tres files from disk on every call. These are called per-tick (action selection, task completion, NPC inspector refresh) producing unnecessary disk I/O. Now definitions are loaded once and stored in static dicts/lists keyed by ID. Add invalidate_cache() for hot-reload scenarios.
- WaterBody.tscn, WaterfallBody.tscn: gdshader files were referenced
with type="Material" instead of type="Shader". Wrapped each
shader in a ShaderMaterial sub-resource so Godot can load them.
- ChimneySmoke.tscn: reordered sub-resources so StandardMaterial3D
is defined before QuadMesh that references it.
- WaterfallMist.tscn: fixed node type GpuParticles3D -> GPUParticles3D
(case-sensitive class name in Godot 4.7).
- jajce_world.gd: added explicit Vector3 type annotation to fix
'Cannot infer the type of pos variable' parse error.
- main.tscn.uid: created missing UID mapping file. The scene header
declared uid="uid://rs3hv73svbpa" but no .uid file existed,
causing Godot to reject the scene as unsupported format.
Auto-format all GDScript files using gdformat from gdtoolkit.
This is a baseline formatting pass to ensure consistent style:
- Normalizes indentation and spacing
- Wraps long lines to 100 characters
- Removes trailing whitespace
- Standardizes blank lines between functions
68 files reformatted, 8 files left unchanged (3rd-party addon files
with parse errors excluded).
Add quality.sh (bash), quality.ps1 (PowerShell), and fix_format.sh
for automated GDScript quality checking. Includes:
- gdformat --check (formatting gate)
- gdlint (lint rules)
- godot --headless project validation (with 30s timeout)
- Optional GUT test support
- --changed mode for checking only modified .gd files
- Compact summary output with NEXT FIX suggestions
- Full logs saved to logs/quality/latest/
Add docs/local_quality_gate.md with setup and usage instructions.