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.
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@@ -244,7 +244,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- 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.
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- Screen mockups with baked-in controls are used as backdrops plus an opaque `ArtPanel` cover, not as clickable full-screen skins.
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- 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.
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- HUD target names use a boxed chip under the crosshair; escalation has a five-segment bar below the text label.
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- 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.
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- 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.
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- `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.
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- 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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