Add accessibility pass: escalation meter and working HUD font scale
- Escalation cue now includes a shape meter and numeric level
("Escalation: Blocking [###--] L3/5") in addition to the colour and name, so it
reads in grayscale. Hud.escalation_meter(level) is pure and tested.
- HUD font scale from settings actually works: set_font_scale() resizes fonts via
theme overrides instead of Control.scale, which pushed the right-anchored clock
label off-screen. It now covers the top, log, target, hint, time, mode,
escalation, cooldown, and debug labels.
- Settings load before the HUD exists, so _ready() re-applies player settings after
_build_ui(); previously a saved font scale was ignored until the next apply.
Tests/docs
- Headless suite 134 -> 139 (test_accessibility.gd).
- Verified visually at 1.4x scale: no overflow, meter readable.
- README, TODO section moved to DONE, MEMORY. Version 0.2.9.
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@@ -21,8 +21,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0.
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- `main` is in sync with origin. **v0.2.2** tags the session-shell + world-follow-up commit;
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CI builds the portable binaries, NSIS installer, and AppImage on the tag push.
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- Next work: `TODO.md` accessibility (grayscale-safe escalation cues, HUD font scale in settings),
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then scenario content gaps.
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- Next work: `TODO.md` scenario content gaps (Joke Shop / Studio / Building events), then the
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remaining polish and tooling items.
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- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
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## Current State
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@@ -95,6 +95,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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`_begin_incident()` now starts one per focused NPC (`has_open_incident()` guard), verbs call
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`_ensure_incident()`, and `ShiftCoordinator._finish_shift()` closes leftovers as `unresolved`
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before building the review.
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- **Accessibility (2026-10-31):** escalation text is `"<name> [###--] L3/5"` via
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`Hud.escalation_meter(level)` (pure, tested) so the cue survives grayscale. HUD font scale uses
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`add_theme_font_size_override` on the core labels (`set_font_scale`), **not** `Control.scale`,
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which pushed the right-anchored clock label off-screen. Settings load before `_build_ui()`, so
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`_ready()` re-applies player settings after the HUD exists.
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- **Audio (2026-10-31):** `AudioFeedback.start_crowd_bed()` builds a 4 s looping `AudioStreamWAV`
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(one-pole-filtered noise + 68/103 Hz drone, seeded) and `set_crowd_level(mood)` maps 0..1 to
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-34..-12 dB. `play_radio_open/close` push short filtered-noise bursts. All procedural; with a
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