Record the runtime art loader and the active realism workstream in memory
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@@ -205,6 +205,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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adopted (custom runner covers it without an editor plugin).
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adopted (custom runner covers it without an editor plugin).
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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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- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
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## Decisions
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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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## Current State
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## Current State
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- **v0.3.0 pass (2026-10-31, uncommitted):** rendering, generated prop models, screen
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- **v0.3.0 pass (2026-10-31, uncommitted):** rendering, generated prop models, screen
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@@ -569,3 +574,7 @@ session shell; leftover PLAN verbs; crowd rubberneck; emergency aftermath; body-
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sit/photo/film poses; real crowd audio; Joke Shop/Studio extra events; PLAN.md says GUT/GitHub.
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sit/photo/film poses; real crowd audio; Joke Shop/Studio extra events; PLAN.md says GUT/GitHub.
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## Uncommitted Workstreams
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- A separate realism pass is editing `PLAN.md`, `README.md`, `.gitignore`, `src/game/materials.gd`, `tools/scene_concepts.py`, `tools/test_scene_concepts.py`, `src/test/capture_realism.gd`, `assets/textures/ai/game_ready/v2/`, `docs/screens/concepts|realism/`, and regenerated Blender planter/tree assets. Do not commit or revert these while that pass is active; verify game changes in a clean `git worktree` at HEAD when its unimported textures break parsing.
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