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Commit History
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Add local ACE-Step music sidecar + cinematic title sequence
ACE-Step (music + sung vocals) as a local sidecar, mirroring the aya/klein pattern so the main app generates audio without HF quota: - spaces/acestep-zerogpu/ (own .venv-acestep — ACE-Step pins transformers==4.50/ spacy==3.8 that clash with the other sidecars; needs torchcodec for WAV I/O) - run_sidecars.sh `acestep` case (port 7866, on-demand), .env TINY_ACESTEP_SPACE - app.py: _acestep_generate helper + POST /api/music route Cinematic hero-select title sequence (web/titleSequence.js, web/tiny.js, comboBattler startCinematic/stopCinematic/getCineAnchors): - ambient camera tour over decorative warbands (no-combat actors, ~15/group, phyllotaxis packing) behind the always-usable picker - TINY ARMY wordmark + letterbox/vignette overlay - ACE-Step title theme (web/audio/*, LFS) — tavern active, orchestral kept for reuse; music ducks when the game starts; mute button beside the char-sheet button - hero speaks their saved voice (IndexedDB) on the info page + on select Also: klein sid…ae61c19 -
Skill forge: usable immediately, character-in-skill art painted in background
Forging a skill no longer blocks on image generation. The coding model defines the skill, it's persisted + learned at once, and a single scene of THE CHARACTER using the skill is painted in the background (one image now, used as both icon and detail art — no separate icon + action art). - skillForge.js: persist with iconPending=true and return immediately; generateSkillImage() runs fire-and-forget, passing the hero's portrait to Klein as an identity ref so the actual character appears in the scene. Status names the coding model (like image/voice backends do). - app.py: /portrait accepts ref_image; both the sidecar path (_remote_klein_portrait) and in-process ZeroGPU path (_klein_portrait, via new _decode_ref_image) feed it as FLUX.2 identity conditioning. - imagen.js / imagenServer.js: thread refImage through to local + Klein engines. - tiny.js / skillForgePanel.js: gold spinner loading indicator while an icon is still painting; swaps to the art when iconPending clears (on…cedb3f2
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Add first-run guided tour (non-intrusive coachmarks, in-world copy)
web/tutorial.js: a small coachmark engine — region-anchored callouts that advance as the player acts (or via Next), always skippable, first-run only, progress persisted to localStorage. tiny.js defines the 12 game-flavored steps (recruit → fight → forge → talk) and emits the advance events (create-open / persona / spawn / move / kill / sheet / forge); auto-starts ~0.9s after the Game mounts. Settings → Gameplay gets a 'Replay tutorial' button (window.tinyArmyReplayTutorial). Verified end-to-end: opener → create step (2/12) with Skip, positioned above the picker without blocking it. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>620430e -
docs: record fun + living-world milestone
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docs: mark RPG progression plan all-phases-complete
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Phase 0: progression state foundations (personaStore + progression util)
Extend the soul schema with level/xp/kills/attributePoints, learnedSkills, equippedSkills, customSkills, chat.history and an events log — default-filled on read so the existing v1 roster migrates transparently. Add IndexedDB stores for skill icons, skill action-art, and per-message chat audio. Add active-hero selection and a merge-patch helper for hot writes (XP, chat turns). New web/progression.js holds the XP curve + applyXp + event helpers. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>d0eb71c
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Add local GPU sidecars for tiny-aya + klein (off-ZeroGPU)
Run the polats/tiny-army-{tiny-aya,klein}-zerogpu Spaces locally on the 3090 so the main app doesn't burn HF ZeroGPU quota. Each mirrors its hosted Space's Gradio API contract, so the main app's gradio_client talks to them unchanged — only the .env TINY_{AYA,KLEIN}_SPACE vars switch from Space IDs to local URLs (.env is gitignored, so deploys are unaffected). - spaces/tiny-aya-zerogpu: spaces.GPU -> no-op shim, 4-bit NF4 load, VRAM cap, .env/token, host/port launch block. - spaces/klein-zerogpu: sequential CPU offload (fits the desktop-shared card; 4-bit OOMs at load-time warmup), weiner LoRA pre-applied + default. - run_sidecars.sh launcher (start/stop/aya/klein; binds 0.0.0.0 for LAN). - docs/local-sidecars.md. This is a local-dev branch; it is not the deployed Space branch. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>c377173