Runtime hygiene: fix RefCounted cycles (clean suite exit), full-length shifts, wand cooldown
- FSM holds owner via WeakRef; ShiftCoordinator is RefCounted (logic-only); persistence tests free the Save node -> test suite exits with zero 'resources still in use' warnings (was ~13) and 57/57 pass - GameManager uses each scenario's shift_duration_s (900s ~ 10-15 min) for real shifts instead of the 300s test duration - Wand screening gets a 0.8s recharge cooldown with a wand.recharge message - TODO/DONE/MEMORY/README synced
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@@ -215,7 +215,7 @@ Implemented so far:
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- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
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- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
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Not yet implemented: body-camera replay timeline, full 10-15 minute shift lengths, venue selection startup menu, editor-based GUT integration, RefCounted cycle cleanup, and crowd performance profiling/LOD (see `TODO.md`).
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Not yet implemented: body-camera replay timeline, venue selection startup menu, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
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### Smoke Test Checklist
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