Move the body-camera overlay below the shift status

The REC/clock block sat on top of the top-right shift/rep/crowd lines. Start it
at y=92 and slightly farther from the edge, keeping the overlay visible without
covering the status. Headless 226/226 and a windowed HUD screenshot checked.
This commit is contained in:
zwitschi committed 2026-11-01 16:51:19 +01:00
1 parent 8997f59819
commit 26ecb93fd4
3 files changed
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@@ -244,7 +244,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Runtime UI/scene art is loaded through `src/game/ui/art.gd` (`assets/images/ui/` then `scenes/`); missing files return null so panels keep procedural fallbacks.
- Screen mockups with baked-in controls are used as backdrops plus an opaque `ArtPanel` cover, not as clickable full-screen skins.
- Radio, wand, inspection, and body-camera timeline panels use their reference art as backdrops; forms sit on transparent, padded panels over the covered mockup controls.
- HUD target names use a boxed chip under the crosshair; escalation has a five-segment bar below the text label.
- HUD target names use a boxed chip under the crosshair; escalation has a five-segment bar below the text label. The body-camera REC/clock block starts at y=92 on the right so it clears the shift/rep/crowd text.
- Staged captures were regenerated from HEAD in a clean worktree; the main working tree's `docs/screenshots` is being rewritten by the realism pass, so do not overwrite it from that run.
- `tools/check_screenshots.sh` is the repeatable capture+compare smoke; both capture scripts accept `--out=res://docs/screenshots`. Judge verdicts on the staged set were 7 match / 4 review / 0 diff.
- Venue selection used to leave `guard.input_locked` true and the mouse visible; `_start_shift()` must call `_refresh_freeze()` after starting the clock.
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@@ -10,6 +10,7 @@
- [x] Align the radio and wand panels to their mockups.
- [x] Align the body-camera timeline to its mockup.
- [ ] Align scene lighting, fog, and post-processing for `venue_overview` and `late_night_avenue` (blocked: the active realism pass is editing `materials.gd`/`world_builder.gd` and the captures; see `MEMORY.md`).
- [x] Fix the body-camera REC/clock overlay overlapping the shift/rep/crowd status in the top-right HUD.
## Realism follow-ups (v0.6.1 candidates)
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@@ -218,7 +218,8 @@ func _init() -> void:
add_child(_cam_overlay)
var cam_box := VBoxContainer.new()
cam_box.set_anchors_preset(Control.PRESET_TOP_RIGHT)
cam_box.position = Vector2(-180, 50)
# Leave the top-right shift/rep/crowd block clear; the REC row sits below it.
cam_box.position = Vector2(-200, 92)
cam_box.alignment = BoxContainer.ALIGNMENT_END
_cam_overlay.add_child(cam_box)
var rec_row := HBoxContainer.new()