Rename Step Line to Gig Line
Update the game name in project.godot, export presets, UI/marquee/title strings, packaging (AppImage/NSIS/desktop/appdata), tools, docs, and the generated prop GLBs. Packaging assets and README screenshots are regenerated. Headless suite 209/209 and Python tooling tests pass.
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@@ -75,6 +75,54 @@ Detailed plan: [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) · [AD
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- [ ] Update `README.md`, `docs/architecture.md` (Level 2 gains `tools/npc_pipeline.py`), and mark ADR-0013 Accepted.
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- [ ] Publish the release per `docs/RELEASING.md`.
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## Visual alignment with rendered mockups
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The AI-rendered references in `docs/screens/designs/` (start menu, pause, settings,
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shift review, radial menu, HUD, scene views) describe the intended look of every
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screen. This pass reorganizes how generated images are stored, makes the game load
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the proposed interface/scene art from disk, and aligns the selection screens, HUD,
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and scene visuals with those mockups — verified with
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`tools/screen_designs.py compare` + `judge`.
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### Storage restructure
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- [ ] Decide the canonical runtime image root (e.g. `assets/images/` for UI/scene art) and record it in `MEMORY.md` and an ADR.
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- [ ] Move the reference mockups from `docs/screens/designs/` into the runtime root (keep `docs/screens/designs/` as a docs-only copy or replace it with the new path).
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- [ ] Document one convention for game vs reference vs development images across `assets/textures/`, `assets/images/`, `assets/models/generated/`, `docs/screenshots/`, and `docs/screens/designs/`.
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- [ ] Re-run `godot --headless --path . --import` to regenerate `.import` sidecars after any move.
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- [ ] Confirm `.gitignore` still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout.
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### Documentation path updates
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- [ ] Update `README.md` paths (screen-designs section, confirmed-assets links, the `assets/images/backgrounds` resize example).
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- [ ] Update `docs/architecture.md`, `PLAN.md`, and ADR-0010/0011/0012/0013 references to `docs/screens/designs/`.
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- [ ] Update `tools/screen_designs.py` docstrings and mark the old paths in `DONE.md` as historical.
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### Code path updates
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- [ ] Point `tools/screen_designs.py generate` at the new design output path and keep `compare`/`judge` reading the right locations.
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- [ ] Update GDScript `preload()` paths (`materials.gd`, `hud.gd`, `world_builder.gd`) if the game textures move.
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- [ ] Update `capture_screenshots.gd` / `capture_prop_gallery.gd` output directories if captures relocate.
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### Load proposed interfaces + scene art from disk
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- [ ] Add a central UI/scene art loader (e.g. `src/game/ui/art.gd`) that loads the mockup-derived images from the new runtime root, with a procedural fallback when a file is missing.
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- [ ] Wire the start menu and venue selection screen to use the `start_menu` scene art.
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- [ ] Wire the pause overlay, settings, shift review, radial menu, and HUD chrome to their reference images.
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### Align in-game visuals
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- [ ] Make the venue selection screen match the `start_menu` mockup (layout, palette, background).
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- [ ] Make the HUD match the `targeting_npc` / `escalation_hud` mockups (focus ring, escalation meter, log, hints).
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- [ ] Align the remaining panels (pause, settings, shift review, radio, wand, timeline) to their mockups.
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- [ ] Align scene lighting, fog, and post-processing for `venue_overview` and `late_night_avenue`.
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### Verify against the mockups
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- [ ] Regenerate the staged captures and run `screen_designs.py compare` (no gross drift).
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- [ ] Run `screen_designs.py judge` and clear every `diff` verdict (target `match`/`review`).
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- [ ] Add the capture + compare step to CI or a repeatable smoke so drift is caught early.
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## Future ideas (optional, not scheduled)
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- [ ] Live 3D body-camera replay (the timeline is text-only today).
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