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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# TODO
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Godot 4.3 prototype. Release **v0.2.8** is tagged. Headless suite **134/134**, plus the session,
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Godot 4.3 prototype. Release **v0.2.9** is tagged. Headless suite **139/139**, plus the session,
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PLAN-verb, crowd, emergency, timeline, audio, and windowed focus/radial smokes.
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Host `REQUIRE_SIGNIN_VIEW` stays deferred.
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## Accessibility
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- [ ] Escalation colors that still read in grayscale (shape or label, not hue alone).
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- [ ] HUD font scale in settings.
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## Scenario content still missing vs PLAN lists
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- [ ] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest
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