[
  {
    "file": "/assets/captures/cathedral-materials-after.png",
    "title": "Cathedral: approximated native materials",
    "alt": "Nearby offscreen technical GPU test without AA, with floors and masonry using approximated native materials, a closed door and actors as sprites.",
    "caption": "After in the nearby comparison framing: approximated native materials and regional copying. Stationary scene and partial initialization before installation; unfinished shapes and details, without a HUD or gameplay.",
    "category": "Geometry",
    "stage": "Oct 9 · offscreen approximated materials · a783aff4",
    "source": "Integrator RX 570 offscreen technical material comparison associated with https://github.com/douglasopan/diablo-3d/commit/a783aff47ff66fc9abb45d0345c604b444957087",
    "sha256": "5de2b53ba19cd6abda796e8731c9b5ecc37d115835fcaf4069646ae1a9ffaf81",
    "duplicate_sources": [],
    "width": 640,
    "height": 480,
    "classification": "gpu-offscreen-technical-material-comparison",
    "game_window_capture": false,
    "gpu_execution": true,
    "artistic_approval": false,
    "comparison_commit": "a783aff47ff66fc9abb45d0345c604b444957087",
    "comparison_role": "after-materials-and-regional-copy",
    "published_sha256": "5de2b53ba19cd6abda796e8731c9b5ecc37d115835fcaf4069646ae1a9ffaf81"
  },
  {
    "file": "/assets/captures/cathedral-materials-before.png",
    "title": "Cathedral before the materials",
    "alt": "Offscreen technical GPU baseline in nearby framing without AA: checkerboard floor, walls in simple colors and native actors as sprites.",
    "caption": "Before in the same nearby technical framing, without AA. Temporary-material baseline from the comparison associated with delivery a783aff4; this is not gameplay. The visual floor deliberately changes in the textured version.",
    "category": "Geometry",
    "stage": "Oct 9 · offscreen technical baseline · a783aff4",
    "source": "Integrator RX 570 offscreen technical material comparison associated with https://github.com/douglasopan/diablo-3d/commit/a783aff47ff66fc9abb45d0345c604b444957087",
    "sha256": "7593fe1d82c7f76eb56c1341f11d2cebda7dddd82fa7d5f7c0331447ed69c794",
    "duplicate_sources": [],
    "width": 640,
    "height": 480,
    "classification": "gpu-offscreen-technical-material-comparison",
    "game_window_capture": false,
    "gpu_execution": true,
    "artistic_approval": false,
    "comparison_commit": "a783aff47ff66fc9abb45d0345c604b444957087",
    "comparison_role": "before-materials",
    "published_sha256": "7593fe1d82c7f76eb56c1341f11d2cebda7dddd82fa7d5f7c0331447ed69c794"
  },
  {
    "file": "/assets/captures/cathedral-materials-original-perspective.png",
    "title": "Cathedral: forced geometry at the original perspective",
    "alt": "Offscreen test with geometry forced on at the original perspective, approximated native flooring and flat walls; shapes and arches still differ from the reference.",
    "caption": "Forced geometry from the material gate, with a stationary scene and partial initialization before installation. Approximated materials, provisional shapes and details; this is not the Home return or full artistic approval.",
    "category": "Geometry",
    "stage": "Oct 9 · offscreen forced geometry · a783aff4",
    "source": "Integrator RX 570 offscreen technical material comparison associated with https://github.com/douglasopan/diablo-3d/commit/a783aff47ff66fc9abb45d0345c604b444957087",
    "sha256": "19c8237ede09b63840182463c2d4c3c8f75319e31f6a061b6e51ad639fed04aa",
    "duplicate_sources": [],
    "width": 640,
    "height": 480,
    "classification": "gpu-offscreen-technical-material-comparison",
    "game_window_capture": false,
    "gpu_execution": true,
    "artistic_approval": false,
    "comparison_commit": "a783aff47ff66fc9abb45d0345c604b444957087",
    "comparison_role": "forced-original-perspective",
    "published_sha256": "19c8237ede09b63840182463c2d4c3c8f75319e31f6a061b6e51ad639fed04aa"
  },
  {
    "file": "/assets/captures/cathedral-pilot-gpu-world.png",
    "title": "Cathedral: offscreen technical GPU pilot",
    "alt": "Offscreen GPU frame of the technical Cathedral pilot, with a checkerboard floor, flat translucent walls, a door in a temporary color and native actors as sprites.",
    "caption": "Technical gate before installation of c5e8cb7f: partial initialization and a stationary scene, after immediate GPU recovery. Geometric floors and walls in simple colors, with actors still represented as sprites. No HUD or gameplay session; this is not an artistic comparison using the same camera or final artwork approval.",
    "category": "Geometry",
    "stage": "Oct 9 · offscreen technical pilot · c5e8cb7f",
    "source": "Integrator RX 570 native offscreen technical gate associated with https://github.com/douglasopan/diablo-3d/commit/c5e8cb7fdcf79ceb6ed368b77bfa2ae55446a91e",
    "sha256": "b968c856b767ede24ed0ff17f5c540bdcba3c5fe1851c356dc0b42b3c0f83a6d",
    "duplicate_sources": [],
    "width": 640,
    "height": 480,
    "classification": "gpu-offscreen-technical-pilot",
    "game_window_capture": false,
    "gpu_execution": true,
    "source_commit": "c5e8cb7fdcf79ceb6ed368b77bfa2ae55446a91e",
    "artistic_approval": false,
    "published_sha256": "b968c856b767ede24ed0ff17f5c540bdcba3c5fe1851c356dc0b42b3c0f83a6d"
  },
  {
    "file": "/assets/captures/cathedral-pilot-native-reference.png",
    "title": "Cathedral: offscreen native recovery reference",
    "alt": "Native presentation of the Cathedral test state, with original scenery and staged actors, used as a recovery control.",
    "caption": "Native control from the technical gate before installation of c5e8cb7f, with partial initialization and a stationary scene. Offscreen capture without a HUD or gameplay session. This is neither an artistic comparison using the same camera nor a picture of every intermediate failure.",
    "category": "Geometry",
    "stage": "Oct 9 · offscreen native reference · c5e8cb7f",
    "source": "Integrator native fallback reference in the RX 570 offscreen gate associated with https://github.com/douglasopan/diablo-3d/commit/c5e8cb7fdcf79ceb6ed368b77bfa2ae55446a91e",
    "sha256": "e0549708d229fd4296ad9e4be8012307321d31b5b7cc0ead228a0f570e0a2c96",
    "duplicate_sources": [],
    "width": 640,
    "height": 480,
    "classification": "native-offscreen-fallback-reference",
    "game_window_capture": false,
    "gpu_execution": false,
    "source_commit": "c5e8cb7fdcf79ceb6ed368b77bfa2ae55446a91e",
    "artistic_approval": false,
    "published_sha256": "e0549708d229fd4296ad9e4be8012307321d31b5b7cc0ead228a0f570e0a2c96"
  },
  {
    "file": "/assets/captures/tavern-cleanup-before.webp",
    "title": "Tavern before the fragment cleanup",
    "alt": "Before: CPU offscreen preview of the tavern at orbit zero, with old frontage fragments and the filler rock alongside the imported model.",
    "caption": "Before fix feb9ca77e: the same camera and input scene as the following result, in an offscreen CPU replay. Native fragments are still visible. This is not a game-window capture, gameplay or a GPU test.",
    "category": "Geometry",
    "stage": "Oct 9 · CPU offscreen comparison · feb9ca77e",
    "source": "Integrator CPU offscreen A/B replay associated with https://github.com/douglasopan/diablo-3d/commit/feb9ca77e73e66c2cc209af51ca9bb9b3504e6c1",
    "sha256": "90ba829d0f57893698b184c348b7f32d5ea474bbec0609bb477875f4a2d3eab6",
    "duplicate_sources": [],
    "width": 960,
    "height": 720,
    "classification": "cpu-offscreen-before-after",
    "game_window_capture": false,
    "gpu_execution": false,
    "source_commit": "feb9ca77e73e66c2cc209af51ca9bb9b3504e6c1",
    "variant": "baseline",
    "artistic_approval": false,
    "published_sha256": "8bfa395359722880d4b5291119771282dc0302ab3e2f472642fb69e1f4d29b13"
  },
  {
    "file": "/assets/captures/tavern-cleanup-after.webp",
    "title": "Tavern after the fragment cleanup",
    "alt": "After: the same CPU offscreen camera view of the tavern, without the identified native fragments; model, lighting, textures and actors preserved.",
    "caption": "After fix feb9ca77e: frontage fragments and one exact rock have been suppressed, using the same CPU offscreen camera as the previous image. This is not a game-window capture, gameplay, a GPU test or full artistic approval.",
    "category": "Geometry",
    "stage": "Oct 9 · CPU offscreen comparison · feb9ca77e",
    "source": "Integrator CPU offscreen A/B replay associated with https://github.com/douglasopan/diablo-3d/commit/feb9ca77e73e66c2cc209af51ca9bb9b3504e6c1",
    "sha256": "2ea58e137c06555b4bc0cf940e0cf523aae7b9937b1093541512964a560795fb",
    "duplicate_sources": [],
    "width": 960,
    "height": 720,
    "classification": "cpu-offscreen-before-after",
    "game_window_capture": false,
    "gpu_execution": false,
    "source_commit": "feb9ca77e73e66c2cc209af51ca9bb9b3504e6c1",
    "variant": "candidate",
    "artistic_approval": false,
    "published_sha256": "897bc20d0cf56d1a3e24c2ebb2b66aa87e330687aed5b35f5591e5dc542bca00"
  },
  {
    "file": "/assets/captures/project-credits-main-pt.webp",
    "title": "Main menu with project support and credits",
    "alt": "Portuguese main menu with Project Support and Credits; native interface in an offscreen diagnostic.",
    "caption": "Native Portuguese main menu, produced by the offscreen diagnostic for delivery fc9642982. This is not gameplay or a game-window capture.",
    "category": "Tools",
    "stage": "October 8 · Native offscreen UI · fc9642982",
    "source": "Native offscreen UI diagnostic documented at https://github.com/douglasopan/diablo-3d/blob/fc9642982da2b74b37af366f74c75e966aad4578/docs/GODOT-EDITOR.md",
    "sha256": "ce4b91f7dd6c0524304684dfa2583f8abd03f28fb75b7e30e78f29458423ad12",
    "duplicate_sources": [],
    "width": 1920,
    "height": 1080,
    "classification": "native-ui-offscreen-diagnostic",
    "game_window_capture": false,
    "source_commit": "fc9642982da2b74b37af366f74c75e966aad4578",
    "published_sha256": "141a648428aa809434ba33943155b2b7af4ab1e7dcb2d5e9c8fc82dc140fd6f1"
  },
  {
    "file": "/assets/captures/project-credits-submenu-pt.webp",
    "title": "Support and credits together",
    "alt": "Portuguese submenu with Support, Show Credits, Diablo 3D Credits and Back, in an offscreen diagnostic.",
    "caption": "The submenu preserves the inherited screens and adds project credits. Native interface in an offscreen diagnostic; this does not show a running game session.",
    "category": "Tools",
    "stage": "October 8 · Native offscreen UI · fc9642982",
    "source": "Native offscreen UI diagnostic documented at https://github.com/douglasopan/diablo-3d/blob/fc9642982da2b74b37af366f74c75e966aad4578/docs/GODOT-EDITOR.md",
    "sha256": "b5dda3d8865ab652da5975d4199fe0c330773954e9acfa805aae8fb0f79f9eae",
    "duplicate_sources": [],
    "width": 1920,
    "height": 1080,
    "classification": "native-ui-offscreen-diagnostic",
    "game_window_capture": false,
    "source_commit": "fc9642982da2b74b37af366f74c75e966aad4578",
    "published_sha256": "f38627c060b6b648122de93ee6a4f649fdb3ffb69d311285ccaa93fe8d6b64ca"
  },
  {
    "file": "/assets/captures/project-credits-author-pt.webp",
    "title": "Douglas Pan credits in Portuguese",
    "alt": "Diablo 3D Credits in Portuguese, with authorship and direction by Douglas Pan, the whole-game goal and community links; offscreen diagnostic.",
    "caption": "Native Portuguese credits screen from delivery fc9642982. Authorship and direction by Douglas Pan, with inherited credits preserved; technical offscreen capture, without new artistic approval.",
    "category": "Tools",
    "stage": "October 8 · Native offscreen UI · fc9642982",
    "source": "Native offscreen UI diagnostic documented at https://github.com/douglasopan/diablo-3d/blob/fc9642982da2b74b37af366f74c75e966aad4578/docs/GODOT-EDITOR.md",
    "sha256": "8fed4868af9a87a639951ca3281c725c5b323a6b3ec8b40f63f66bb0f19bdf04",
    "duplicate_sources": [],
    "width": 1920,
    "height": 1080,
    "classification": "native-ui-offscreen-diagnostic",
    "game_window_capture": false,
    "source_commit": "fc9642982da2b74b37af366f74c75e966aad4578",
    "published_sha256": "53b3dd975b0f2d12b912e236926c773e1674c54b9610794f5275891ec6924e87"
  },
  {
    "file": "/assets/captures/project-credits-author-en.webp",
    "title": "Douglas Pan credits in English",
    "alt": "Diablo 3D Credits in English, with Douglas Pan, the goal of rebuilding all of Diablo 1 and community links; native offscreen diagnostic.",
    "caption": "The same credits screen in English, produced by the offscreen diagnostic. Both languages are part of the installed delivery; this image is not gameplay.",
    "category": "Tools",
    "stage": "October 8 · Native offscreen UI · fc9642982",
    "source": "Native offscreen UI diagnostic documented at https://github.com/douglasopan/diablo-3d/blob/fc9642982da2b74b37af366f74c75e966aad4578/docs/GODOT-EDITOR.md",
    "sha256": "51167c3c43dfc59cc3b570fe1f44ca86d2c6593326a5b5bb3d4c9c33b7fa3fc2",
    "duplicate_sources": [],
    "width": 1920,
    "height": 1080,
    "classification": "native-ui-offscreen-diagnostic",
    "game_window_capture": false,
    "source_commit": "fc9642982da2b74b37af366f74c75e966aad4578",
    "published_sha256": "04c37716738759342487b74474736d3eb110c0b1448f8a3765d10464a83b6927"
  },
  {
    "file": "/assets/captures/v1-center.webp",
    "title": "First Tristram prototype",
    "alt": "Tristram prototype with segmented terrain and buildings reconstructed in vertical strips.",
    "caption": "First recorded stage: the renderer already shows the town, but extrusion in separate pieces produces incorrect volumes and roofs.",
    "category": "Prototype",
    "stage": "V1",
    "source": "diagnostics/gog/tristram-center.png",
    "sha256": "0c05b1e21e2b350e8d51b7ec4c8ae5629f48c818063e396c89689b54a1880d6c",
    "duplicate_sources": [],
    "width": 640,
    "height": 352
  },
  {
    "file": "/assets/captures/v1-rotated.webp",
    "title": "The prototype from another angle",
    "alt": "Rotated camera in the first prototype, revealing strip-like walls and spurious volumes.",
    "caption": "Changing the camera makes reconstruction errors easier to see. This is an actual screenshot of the prototype.",
    "category": "Prototype",
    "stage": "V1",
    "source": "diagnostics/gog/tristram-rotated.png",
    "sha256": "d4c76a675d8bc21cc132e208c7e7fe8a9001537dea8575b13ed78b9e39755425",
    "duplicate_sources": [],
    "width": 640,
    "height": 352
  },
  {
    "file": "/assets/captures/v2-center.webp",
    "title": "More continuous geometry",
    "alt": "Central Tristram in the second version, with continuous roofs, a well and characters in the scene.",
    "caption": "The second version brings roofs and terrain closer to the town’s original appearance. Spurious volumes are still visible.",
    "category": "Geometry",
    "stage": "V2",
    "source": "diagnostics/v2-gog/tristram-center.png",
    "sha256": "77cef2edb616797c5d1e67d9e1590e30fcf14d6eb0de00491c20887984a7056a",
    "duplicate_sources": [],
    "width": 640,
    "height": 352
  },
  {
    "file": "/assets/captures/v2-low.webp",
    "title": "Low camera in the town center",
    "alt": "Lower view of the second Tristram version, with roofs in the foreground and the well in the center.",
    "caption": "The low camera helps assess roof height, depth and overlap during development.",
    "category": "Geometry",
    "stage": "V2",
    "source": "diagnostics/v2-gog/tristram-camera-low.png",
    "sha256": "1e7175977bc0f24e10d5d095db7bebf14cc363259bff5d980be4384221997371",
    "duplicate_sources": [],
    "width": 640,
    "height": 352
  },
  {
    "file": "/assets/captures/v3-forced.webp",
    "title": "Source and forced mesh",
    "alt": "Side-by-side comparison of the tavern in the original renderer and with the 3D geometry forced on.",
    "caption": "V3 tavern audit. The mesh is forced on to compare the reconstruction with the original backend image; differences remain.",
    "category": "Tools",
    "stage": "V3",
    "source": "diagnostics/qa-v3-real-gog/comparison-tavern.png",
    "sha256": "f32e8d1a5b1bcd86507180f24ab781a0cb6b8373da16ada264a61c2a7eed2f23",
    "duplicate_sources": [
      "diagnostics/qa-v3-gog/comparison-tavern.png",
      "diagnostics/qa-v3-real-shareware/comparison-tavern.png",
      "diagnostics/qa-v3-shareware/comparison-tavern.png"
    ],
    "width": 1292,
    "height": 398
  },
  {
    "file": "/assets/captures/v3-low.webp",
    "title": "Cathedral with forced mesh at the native perspective",
    "alt": "Hero outside the Cathedral entrance in V3, with 3D geometry forced at the native perspective and red light on the path and windows.",
    "caption": "Screenshot of the Cathedral with 3D geometry forced at the native perspective. This is a visual review of Tristram architecture; the first procedural level remains a future stage.",
    "category": "Geometry",
    "stage": "V3 · forced mesh",
    "source": "diagnostics/v3-gog/calibrated-cathedral.png",
    "sha256": "6343d0a7a6726253ceefc6eac18b6900ff44cd4c2e71a51241c496fe9e49de92",
    "duplicate_sources": [
      "diagnostics/av-audit-gog/calibrated-cathedral.png",
      "diagnostics/debug-native-gog-2/calibrated-cathedral.png",
      "diagnostics/debug-native-gog-3/calibrated-cathedral.png",
      "diagnostics/debug-native-gog/calibrated-cathedral.png",
      "diagnostics/debug-native-watch/calibrated-cathedral.png",
      "diagnostics/v3-shareware/calibrated-cathedral.png"
    ],
    "width": 640,
    "height": 352
  },
  {
    "file": "/assets/captures/v4-town.webp",
    "title": "Town center in V4",
    "alt": "3D Tristram scene with a tree, well, tavern, houses and the hero in the center.",
    "caption": "The town combines grouped geometry, vegetation and characters. Trees, rocks, buildings and actors still require art review. Screenshot from a later local refinement after the initial V4 audit.",
    "category": "Geometry",
    "stage": "V4 · later local refinement",
    "source": "diagnostics/v4-refined-final-gog/turntables/tree-orbit-0.png",
    "sha256": "5e55e62109df044a671f558bd8b681cc4a41a9aa575510b59ee72be5c8f4d71a",
    "duplicate_sources": [
      "diagnostics/v4-masked-final-gog/turntables/tree-orbit-0.png",
      "diagnostics/v4-masked-final-shareware/turntables/tree-orbit-0.png",
      "diagnostics/v4-meshy-masked-review-gog/turntables/tree-orbit-0.png",
      "diagnostics/v4-meshy-review-gog/turntables/tree-orbit-0.png",
      "diagnostics/v4-refined-final-shareware/turntables/tree-orbit-0.png"
    ],
    "width": 640,
    "height": 640
  },
  {
    "file": "/assets/captures/v4-rotated.webp",
    "title": "Town center rotated 90 degrees",
    "alt": "3D Tristram scene rotated 90 degrees, revealing rocks, a tree, roofs and the well.",
    "caption": "A different angle exposes sides, depth and limitations that the original perspective can hide. Screenshot from a later local refinement after the initial V4 audit.",
    "category": "Geometry",
    "stage": "V4 · later local refinement",
    "source": "diagnostics/v4-refined-final-gog/turntables/tree-orbit-90.png",
    "sha256": "8428e0c645e9feef0c29c58132f481478b909a9681b9880c4fb5a35f89e14bad",
    "duplicate_sources": [
      "diagnostics/v4-masked-final-gog/turntables/tree-orbit-90.png",
      "diagnostics/v4-masked-final-shareware/turntables/tree-orbit-90.png",
      "diagnostics/v4-meshy-masked-review-gog/turntables/tree-orbit-90.png",
      "diagnostics/v4-meshy-review-gog/turntables/tree-orbit-90.png",
      "diagnostics/v4-refined-final-shareware/turntables/tree-orbit-90.png"
    ],
    "width": 640,
    "height": 640
  },
  {
    "file": "/assets/captures/v4-actors.webp",
    "title": "Character audit in context",
    "alt": "Four images of the hero on the terrain: original backend and mesh at minus five, zero and plus five degrees.",
    "caption": "Contextual character comparison. The reference uses the original backend; the other frames show the forced mesh. Characters still need review. Screenshot from a later local refinement after the initial V4 audit.",
    "category": "Characters",
    "stage": "V4 · later local refinement",
    "source": "diagnostics/v4-refined-final-gog/turntables/review/player-near-native.png",
    "sha256": "ad12db851d851eba8b2488d30c1261f9868adee9f07b2fb6737b623f16838b69",
    "duplicate_sources": [],
    "width": 1280,
    "height": 1340
  },
  {
    "file": "/assets/captures/meshy-review.webp",
    "title": "Intermediate model lighting pass",
    "alt": "Imported cabin in an actual Tristram scene during an intermediate lighting pass, surrounded by the hero, trees and terrain.",
    "caption": "Intermediate lighting pass on the Meshy-generated cabin imported through the optional workflow. This screenshot precedes final calibration and shows defects that prompted further corrections.",
    "category": "Lighting",
    "stage": "V4 · intermediate imported-model lighting",
    "source": "diagnostics/v4-lighting-meshy-gog/turntables/cabin-east-orbit-0.png",
    "sha256": "196313b082cfbe9e1a58f872f497e9b55803d3def3b23b67d8d72bb050c312d4",
    "duplicate_sources": [],
    "width": 640,
    "height": 640
  },
  {
    "file": "/assets/captures/lighting-comparison.webp",
    "title": "Exterior lighting calibration",
    "alt": "Comparison of the cabin in the original renderer and the Meshy model before and after exterior lighting calibration.",
    "caption": "Original, imported model before and model after exterior lighting calibration. This is evidence from the rendered scene; it does not claim that the interior or floor is complete.",
    "category": "Lighting",
    "stage": "V4 · published exterior lighting",
    "source": "diagnostics/v4-lighting-release-meshy-gog/lighting-audit/original-before-after.png",
    "sha256": "8e3cffcad6799c375d9318a8aca044051b0d271c39c543128b685810c8fbbf5f",
    "duplicate_sources": [
      "diagnostics/v4-lighting-sun032-gog/lighting-audit/original-before-after.png"
    ],
    "width": 1200,
    "height": 350
  },
  {
    "file": "/assets/captures/lighting-orbits.webp",
    "title": "Lighting at small camera rotations",
    "alt": "Before-and-after exterior cabin lighting comparisons at minus five, zero and plus five degrees.",
    "caption": "The same lighting revision is checked at −5°, 0° and +5° to assess continuity around the original perspective.",
    "category": "Lighting",
    "stage": "V4 · published exterior lighting",
    "source": "diagnostics/v4-lighting-release-meshy-gog/lighting-audit/slight-orbit-before-after.png",
    "sha256": "60697d482e5b39a188b16fc104b138669a3f21f976052567a2b43c6cf4e1d736",
    "duplicate_sources": [
      "diagnostics/v4-lighting-sun032-gog/lighting-audit/slight-orbit-before-after.png"
    ],
    "width": 800,
    "height": 1050
  },
  {
    "file": "/assets/captures/lighting-angles.webp",
    "title": "Lighting from four angles",
    "alt": "Before-and-after cabin lighting comparisons at zero, ninety, one hundred eighty and two hundred seventy degrees.",
    "caption": "Exterior lighting audit at 0°, 90°, 180° and 270°. Rotation helps check shading on the different sides of the cabin.",
    "category": "Lighting",
    "stage": "V4 · published exterior lighting",
    "source": "diagnostics/v4-lighting-release-meshy-gog/lighting-audit/four-angles-before-after.png",
    "sha256": "a40ba91994bebd325cd9ddad695578babc745bd0e78337987ae9d15397607698",
    "duplicate_sources": [
      "diagnostics/v4-lighting-sun032-gog/lighting-audit/four-angles-before-after.png"
    ],
    "width": 800,
    "height": 1400
  },
  {
    "file": "/assets/captures/author-cabin-error.webp",
    "title": "Texture error observed by the author",
    "alt": "Close view of a prototype cabin with a stretched wall texture and incorrect volumes in the background.",
    "caption": "Contextual screenshot submitted by the author during cabin review: the wall and volumes still show reconstruction errors.",
    "category": "Prototype",
    "stage": "Review submitted by the author",
    "source": "Captura enviada pelo autor",
    "sha256": "80a505cf14775eedd71a6b0af6361b3e3906968878588062fced6ffc7ca5d859",
    "duplicate_sources": [],
    "width": 656,
    "height": 741
  },
  {
    "file": "/assets/captures/author-cabin-prototype.webp",
    "title": "The cabin before review",
    "alt": "Prototype screenshot showing a cabin with a wide roof and distorted texture.",
    "caption": "Another author screenshot records the cabin shape and texture that prompted comparison with the original reference.",
    "category": "Prototype",
    "stage": "Review submitted by the author",
    "source": "Captura enviada pelo autor",
    "sha256": "07508a94e887e13632be323cbb7e597dc228110667c2dedf5c3b00e60d410605",
    "duplicate_sources": [],
    "width": 728,
    "height": 534
  },
  {
    "file": "/assets/captures/author-cabin-target.webp",
    "title": "Original game screenshot submitted by the author",
    "alt": "Hero in front of a cabin in the original game, with a thatched roof, blue door, barrel and yellow window.",
    "caption": "Original game screenshot submitted by the author to compare proportions and materials. The yellow light belongs to the original image used as a reference during reconstruction review.",
    "category": "Tools",
    "stage": "Original game · reference submitted by the author",
    "source": "Captura enviada pelo autor",
    "sha256": "b07405a8dfec468c520fcc8ff0d086c2faa0eb8417818c3d1ce583247f9ae4f8",
    "duplicate_sources": [],
    "width": 741,
    "height": 428
  },
  {
    "file": "/assets/captures/v1-cathedral.webp",
    "title": "The Cathedral in the first prototype",
    "alt": "Hero in front of the Cathedral in the first prototype, with checkerboard terrain and a building made of strips and incorrect volumes.",
    "caption": "The Cathedral entrance is already included in the initial Tristram test. Extrusion errors are visible in the architecture and terrain.",
    "category": "Prototype",
    "stage": "V1",
    "source": "diagnostics/gog/tristram-cathedral-approach.png",
    "sha256": "77d0aecf4e58402881ea8d03d381078f5f360b7ee09b927d393b49c0b4230a09",
    "duplicate_sources": [],
    "width": 640,
    "height": 352
  },
  {
    "file": "/assets/captures/v2-cathedral.webp",
    "title": "The Cathedral in the second version",
    "alt": "Hero near the red Cathedral entrance in V2, with a volumetric roof and geometry that is still incomplete.",
    "caption": "In the second version, the Cathedral has a more continuous roof. Wall shapes and reconstructed details still need adjustment.",
    "category": "Geometry",
    "stage": "V2",
    "source": "diagnostics/v2-gog/tristram-cathedral-approach.png",
    "sha256": "1b50bbe923470a883ce4cb31a70d908279f8c2e451b9e71eb7c03dd96c8529dc",
    "duplicate_sources": [],
    "width": 640,
    "height": 352
  },
  {
    "file": "/assets/captures/v4-smithy-comparison.webp",
    "title": "Smithy comparison",
    "alt": "Tristram smithy and well side by side in the original renderer and with the 3D mesh forced on, with Griswold and the hero in the scene.",
    "caption": "Contextual V4 smithy audit. Pillars, the well and character shape expose differences between the original source and reconstructed geometry.",
    "category": "Tools",
    "stage": "V4 · architectural audit",
    "source": "diagnostics/qa-v4-final-gog/comparison-smithy.png",
    "sha256": "8c77d9c539d99efce83041c9b71bd3773e9f77f839266434ced530471af87149",
    "duplicate_sources": [],
    "width": 1292,
    "height": 398
  },
  {
    "file": "/assets/captures/v4-adria-comparison.webp",
    "title": "Adria’s cabin comparison",
    "alt": "Adria’s house by the river, side by side in the original reference and with the 3D mesh forced on.",
    "caption": "Adria’s cabin adds facade, porch, vegetation and river details to the audit. The result still has artistic and geometric differences.",
    "category": "Tools",
    "stage": "V4 · architectural audit",
    "source": "diagnostics/qa-v4-final-gog/comparison-adria.png",
    "sha256": "edd309071bc75ad5169bbcb3ca49e92e1f81b92847eb50da823dd96c0c812f2a",
    "duplicate_sources": [],
    "width": 1292,
    "height": 398
  },
  {
    "file": "/assets/captures/v4-farnham-comparison.webp",
    "title": "Farnham’s house and rocks",
    "alt": "Farnham’s house surrounded by rocks and a tree, compared between the original renderer and the forced 3D mesh.",
    "caption": "The comparison records the house, rocks, character and vegetation in the same framing. The scene documents reconstruction limitations that remain visible.",
    "category": "Tools",
    "stage": "V4 · architectural audit",
    "source": "diagnostics/qa-v4-final-gog/comparison-farnham-house.png",
    "sha256": "34235146589146f6bae055947722880f59fbeef0b70392f8615fe911bdbee8ff",
    "duplicate_sources": [],
    "width": 1292,
    "height": 398
  },
  {
    "file": "/assets/captures/v4-crypt.webp",
    "title": "Crypt in the Tristram scene",
    "alt": "Hero in front of the light-roofed crypt, surrounded by trees, terrain and rocks in the refined V4 build.",
    "caption": "The crypt is another town audit location. This screenshot shows forced geometry in context without claiming that its art review is complete. Screenshot from a later local refinement after the initial V4 audit.",
    "category": "Geometry",
    "stage": "V4 · later local refinement",
    "source": "diagnostics/v4-refined-final-gog/calibrated-crypt.png",
    "sha256": "2b1bdf8321afdd9c556760f43be392738e1bffd84fdc378dbeb4f786a06d4359",
    "duplicate_sources": [
      "diagnostics/v4-masked-final-gog/calibrated-crypt.png",
      "diagnostics/v4-masked-final-shareware/calibrated-crypt.png",
      "diagnostics/v4-meshy-masked-review-gog/calibrated-crypt.png",
      "diagnostics/v4-meshy-review-gog/calibrated-crypt.png",
      "diagnostics/v4-refined-final-shareware/calibrated-crypt.png"
    ],
    "width": 640,
    "height": 352
  },
  {
    "file": "/assets/captures/v4-well-orbits.webp",
    "title": "Well at the original perspective and small rotations",
    "alt": "Four views of the well and town center: original backend and forced mesh at minus five, zero and plus five degrees.",
    "caption": "The original perspective is a reference. The ±5° mesh rotations help check the well shape and continuity of the surrounding scene. Screenshot from a later local refinement after the initial V4 audit.",
    "category": "Tools",
    "stage": "V4 · later local refinement · well",
    "source": "diagnostics/v4-refined-final-gog/turntables/review/well-near-native.png",
    "sha256": "d5649391aa1ea02f3adb072be682fbffb3486923447f546b328abc2fc66749eb",
    "duplicate_sources": [],
    "width": 1280,
    "height": 1340
  },
  {
    "file": "/assets/captures/v4-tree-orbits.webp",
    "title": "Vegetation from eight angles",
    "alt": "Eight views of a tree in central Tristram, surrounded by rocks, the well, houses and the tavern.",
    "caption": "Contextual vegetation audit in 45° steps. Sides and volumes become clearer around the tree; vegetation and rocks remain under review. Screenshot from a later local refinement after the initial V4 audit.",
    "category": "Geometry",
    "stage": "V4 · later local refinement · vegetation",
    "source": "diagnostics/v4-refined-final-gog/turntables/review/tree-360.png",
    "sha256": "42d97cae487c38b4b6a74d06250a2a24ec4db1322294aa344ab06eea1a138acc",
    "duplicate_sources": [],
    "width": 2560,
    "height": 1340
  },
  {
    "file": "/assets/captures/v4-player-orbits.webp",
    "title": "Character from eight angles",
    "alt": "Eight views of the hero in an open area of Tristram, surrounded by trees, rocks and the crypt.",
    "caption": "The camera covers eight angles of the character scene. The test records how the hero and other volumes appear outside the original framing. Screenshot from a later local refinement after the initial V4 audit.",
    "category": "Characters",
    "stage": "V4 · later local refinement · actors",
    "source": "diagnostics/v4-refined-final-gog/turntables/review/player-360.png",
    "sha256": "03282ba4dc507835b91764fd5df19f0e32ad191349b61db480e92ad6c77bc095",
    "duplicate_sources": [],
    "width": 2560,
    "height": 1340
  },
  {
    "file": "/assets/captures/v4-cabin-west-orbits.webp",
    "title": "West cabin from eight angles",
    "alt": "Eight views of Tristram’s west cabin, surrounded by terrain, the river, trees, stone walls and the hero.",
    "caption": "The west cabin is assessed through a complete turn in 45° steps. The sequence preserves the surroundings to review sides, the base and its relationship with the terrain. Screenshot from a later local refinement after the initial V4 audit.",
    "category": "Geometry",
    "stage": "V4 · later local refinement · west cabin",
    "source": "diagnostics/v4-refined-final-gog/turntables/review/cabin-west-360.png",
    "sha256": "1ca340aca5c224d0f2faa27cdd8486b9990bba77a0303981f257581e8632bbd8",
    "duplicate_sources": [],
    "width": 2560,
    "height": 1340
  },
  {
    "file": "/assets/captures/v4-cabin-mask-comparison.webp",
    "title": "Cabin and terrain review",
    "alt": "Before-and-after cabin and terrain-base review at zero, ninety, one hundred eighty and two hundred seventy degrees.",
    "caption": "Contextual audit of the mask stage, cabin body and terrain relationship from four angles. The comparison helps verify continuity and shadow at the base; it does not demonstrate a completed interior.",
    "category": "Geometry",
    "stage": "V4 · mask revision",
    "source": "diagnostics/v4-masked-final-gog/user-review/cabin-east-before-after-4-angles.png",
    "sha256": "09f6116cda13ef98ffda681e65d6a8aaa79598252fb3cd2273367b2f184fcb7f",
    "duplicate_sources": [],
    "width": 1600,
    "height": 700
  },
  {
    "file": "/assets/captures/author-menu-startup.webp",
    "title": "Actual menu during development",
    "alt": "Diablo startup menu in DevilutionX, with game and settings options on a black background.",
    "caption": "Author-submitted screenshot of the actual build menu during development. The menu retains engine options; the current build is offline with NONET.",
    "category": "Tools",
    "stage": "Startup submitted by the author",
    "source": "Captura enviada pelo autor",
    "sha256": "c2f649593d3306c270f635e09e000c55f71ad18674eefcb7a66e59f61a76e457",
    "duplicate_sources": [],
    "width": 949,
    "height": 545
  },
  {
    "file": "/assets/captures/cabin-interior-final.webp",
    "title": "Cabin: historical offscreen interior comparison",
    "alt": "Historical offscreen scene-render comparison from release 63e5e749: original renderer and 3D model before and after the illuminated interior.",
    "caption": "Historical offscreen scene-render board associated with release 63e5e749, composed from cropped views. It is not a game-window screenshot and does not establish the current in-game state or full approval of the model. The lit window is visible from this perspective; floorboard details cannot be resolved through the small window.",
    "category": "Lighting",
    "stage": "V4 · 63e5e749 · historical offscreen",
    "source": "diagnostics/v4-interior-final-meshy-gog/cabin-review/original-before-after.png",
    "sha256": "ef557e877663da09df5978c10599cfbd371ef04ba6b1e5fa840900b0bfbdcc18",
    "duplicate_sources": [],
    "width": 1200,
    "height": 350,
    "release_commit": "63e5e749d73c213aecf4b77b400aa04acc5a0598",
    "classification": "historical-offscreen-comparison",
    "game_window_capture": false
  },
  {
    "file": "/assets/captures/cabin-floor-final.webp",
    "title": "Exterior terrain without the old painted shadow",
    "alt": "Contextual crop at the cabin base comparing the old shadow painted on grass with clean terrain and a physical shadow.",
    "caption": "This crop shows exterior terrain at the cabin base: previously with an old painted shadow, then with clean grass and a physical shadow. The wooden interior floor is outside this crop.",
    "category": "Lighting",
    "stage": "V4 · published interior",
    "source": "diagnostics/v4-interior-final-meshy-gog/cabin-review/floor-before-after.png",
    "sha256": "69f484fb94df78615d8345ff018734273e4477cfb663dc3eac2ffce0f26800a5",
    "duplicate_sources": [],
    "width": 1292,
    "height": 288,
    "release_commit": "63e5e749d73c213aecf4b77b400aa04acc5a0598"
  },
  {
    "file": "/assets/captures/cabin-lamp-final.webp",
    "title": "Yellow lamp off and on",
    "alt": "3D cabin window in two crops of the same frame, with the interior light off and on.",
    "caption": "The audit compares the lamp off and on in the same frame and crop, with 6× nearest-neighbor enlargement already present in the supplied image and no color enhancement. The yellow light is visible; the small window does not allow detailed inspection of the interior floorboards.",
    "category": "Lighting",
    "stage": "V4 · published interior",
    "source": "diagnostics/v4-interior-final-meshy-gog/cabin-review/window-lamp-off-on.png",
    "sha256": "dd21a858e644293d5b804ddd591d9b4bf38711846321b83e47426f92b1dc5a83",
    "duplicate_sources": [],
    "width": 672,
    "height": 396,
    "release_commit": "63e5e749d73c213aecf4b77b400aa04acc5a0598"
  },
  {
    "file": "/assets/captures/cabin-orbits-final.webp",
    "title": "Published interior at small rotations",
    "alt": "3D cabin before and after interior lighting at minus five, zero and plus five degrees.",
    "caption": "The lit window and cabin-to-terrain relationship are checked at −5°, 0° and +5°. The wooden floor was physically implemented inside; board details cannot be resolved from this exterior framing.",
    "category": "Lighting",
    "stage": "V4 · published interior",
    "source": "diagnostics/v4-interior-final-meshy-gog/cabin-review/slight-orbit-before-after.png",
    "sha256": "d58aafe27364d0de72b2ab9d59531f464d0ad184f1944dabcdcc0e04b1c16242",
    "duplicate_sources": [],
    "width": 800,
    "height": 1050,
    "release_commit": "63e5e749d73c213aecf4b77b400aa04acc5a0598"
  },
  {
    "file": "/assets/captures/cabin-angles-final.webp",
    "title": "Cabin: historical offscreen comparison from four angles",
    "alt": "Historical offscreen scene-render comparison of the cabin before and after at zero, ninety, one hundred eighty and two hundred seventy degrees, in release 63e5e749.",
    "caption": "Historical offscreen scene-render board associated with release 63e5e749, composed from cropped views at 0°, 90°, 180° and 270°, including the yellow window, other sides and physical shadow at ground level. It is not a game-window screenshot and does not establish the current in-game state or full approval of the model. The rotations document the exterior scene; interior floor details cannot be resolved through the small window.",
    "category": "Lighting",
    "stage": "V4 · 63e5e749 · historical offscreen",
    "source": "diagnostics/v4-interior-final-meshy-gog/cabin-review/four-angles-before-after.png",
    "sha256": "8b5e8d0958432df78bf747d66180be605a1f1edaebf0d1aa51bdd8707a8db8f2",
    "duplicate_sources": [],
    "width": 800,
    "height": 1400,
    "release_commit": "63e5e749d73c213aecf4b77b400aa04acc5a0598",
    "classification": "historical-offscreen-comparison",
    "game_window_capture": false
  },
  {
    "file": "/assets/captures/cabin-fire-tone.webp",
    "title": "Fire tone in the front window",
    "alt": "Three front-window crops: original game, previous interior and physical candles in the published version.",
    "caption": "Contextual front-window comparison with colors preserved: original reference, previous interior and fire tone from the 3D candles. The supplied audit crop already uses nearest-neighbor enlargement. The revision replaces the previous yellow glow with a warmer fire appearance; candle and floor details cannot be resolved through the small window.",
    "category": "Lighting",
    "stage": "V4 · published fire and two windows",
    "source": "diagnostics/v4-fire-openings-final-meshy-gog/cabin-review/fire-tone/window-fire-tone.png",
    "sha256": "1570529399abc6f6161773debb1dbbf9bd9ad91e43bf6b2e4010236e48c3e36d",
    "duplicate_sources": [],
    "width": 1392,
    "height": 468,
    "release_commit": "cdeaaab0d208bf0da4239b98c287619508e308a5"
  },
  {
    "file": "/assets/captures/cabin-rear-fire.webp",
    "title": "Rear window with fire off and on",
    "alt": "Two crops of the cabin rear opening in the same 180-degree view, with fire off and on.",
    "caption": "Actual screenshots of the same 180° view, with fire off and on in the rear window. This opening is an approved artistic inference, with no available original reference for that face. Both windows connect to the same room with a physical wooden floor.",
    "category": "Lighting",
    "stage": "V4 · published fire and two windows",
    "source": "diagnostics/v4-fire-openings-final-meshy-gog/cabin-review/fire-tone/window-rear-fire-off-on.png",
    "sha256": "95b413bdae0bf79b5263ae4116cdbe04bb649c76ea843676de4df8962c809b5c",
    "duplicate_sources": [],
    "width": 576,
    "height": 388,
    "release_commit": "cdeaaab0d208bf0da4239b98c287619508e308a5"
  },
  {
    "file": "/assets/captures/cabin-fire-orbits.webp",
    "title": "Candles and openings at small rotations",
    "alt": "Cabin before and after physical candles and the rear opening at minus five, zero and plus five degrees.",
    "caption": "The published candle and opening revision is compared with the previous interior at −5°, 0° and +5°, preserving the town context. The front window shows the changed fire tone; floorboards, wax and wicks are too small for detailed review from this exterior framing.",
    "category": "Lighting",
    "stage": "V4 · published fire and two windows",
    "source": "diagnostics/v4-fire-openings-final-meshy-gog/cabin-review/fire-tone/slight-orbit-before-after.png",
    "sha256": "33c45a963477d66ccca4af502fbbb6d56df6bd0ae86a71339f92824466c0e2d2",
    "duplicate_sources": [],
    "width": 800,
    "height": 1035,
    "release_commit": "cdeaaab0d208bf0da4239b98c287619508e308a5"
  },
  {
    "file": "/assets/captures/cabin-fire-angles.webp",
    "title": "Front and rear from four angles",
    "alt": "Cabin before and after the candle and opening revision at zero, ninety, one hundred eighty and two hundred seventy degrees.",
    "caption": "The four-angle turn records the front and new rear opening of the cabin, with fire in the same room. The rear view is an approved artistic inference, with no original reference for that face. These are screenshots of the actual scene, preserving the supplied colors.",
    "category": "Lighting",
    "stage": "V4 · published fire and two windows",
    "source": "diagnostics/v4-fire-openings-final-meshy-gog/cabin-review/fire-tone/front-rear-before-after.png",
    "sha256": "0cc8db3fd443abffb7c3abe3987a5dd11fa81247674ffc6da04507eb67eafd13",
    "duplicate_sources": [],
    "width": 800,
    "height": 1380,
    "release_commit": "cdeaaab0d208bf0da4239b98c287619508e308a5"
  },
  {
    "file": "/assets/captures/tristram-camera-modes.webp",
    "title": "Four cameras in Tristram",
    "alt": "Technical comparison of isometric, free-orbit, third-person and first-person modes, with CPU above and GPU below.",
    "caption": "Actual captures from the camera validation on October 8. The rows compare CPU and GPU; they do not show before and after the new optimizations or measure smoothness.",
    "category": "Prototype",
    "stage": "2026-10-08",
    "source": "diagnostics/camera-apply-20261008/runtime-r1/review-1920x1080.png",
    "sha256": "adf10b6c1a47b28a9eacf3bb80f83116b8e0a08b9637ec84c6d9646f07427c95",
    "duplicate_sources": [],
    "width": 1920,
    "height": 588
  },
  {
    "file": "/assets/captures/adria-master-textured-comparison.webp",
    "title": "Adria: preserved geometry and textured result",
    "alt": "Adria geometry master on the left and reduced textured result on the right, compared in the Godot tool.",
    "caption": "Authoring comparison: 3,491,844 preserved triangles on the left, without UVs or material; 5,134 triangles in the textured result on the right. The Godot preview is not an in-game screenshot.",
    "category": "Geometry",
    "stage": "2026-10-08",
    "source": "diagnostics/asset-lod-20261008/godot-review/adria-baseline-5.png",
    "sha256": "957b98d0534d51119f3f53eb0c6846170293b1bf3bb64ead77f899ff597fc8cd",
    "duplicate_sources": [],
    "width": 1600,
    "height": 1000
  },
  {
    "file": "/assets/captures/adria-material-transfer-review.webp",
    "title": "Adria: material transfer under review",
    "alt": "Dense geometry with transferred material on the left and reduced textured model on the right.",
    "caption": "Experimental transfer onto the dense geometry, without removing faces. Volumes return, but UVs and materials still show patches and compression. An authoring candidate that is neither approved nor installed.",
    "category": "Geometry",
    "stage": "2026-10-08",
    "source": "diagnostics/asset-lod-20261008/godot-review/adria-v2-handoff-5.png",
    "sha256": "309182c5b4d88ef475e900ebd0529638074507880d1ff735ded0fce872aff78c",
    "duplicate_sources": [],
    "width": 1600,
    "height": 1000
  }
]
