Move screen designs to the runtime root and add the UI art loader
- screen_designs.py now reads/writes assets/images/ui/ (ADR-0014); docs/ screens/designs/ stays the reference-only snapshot, documented as historical - add src/game/ui/art.gd: cached loader for assets/images/ui|scenes with null fallbacks for missing files, plus headless tests - start menu uses the start_menu scene art as a full-screen backdrop, covers the baked-in mockup panel with an opaque panel, and styles the venue rows to match - update README/architecture/TODO path notes and mark the storage/code-path/loader items done; DONE records the historical path move - compare still 11 good / 0 bad; headless 226/226 README/PLAN realism-pass edits from another workstream remain unstaged." && git log --oneline -1
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@@ -32,20 +32,20 @@ and scene visuals with those mockups — verified with
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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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- [x] Update `README.md` paths (screen-designs section, confirmed-assets links, the `assets/images/scenes` resize example).
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- [x] Update `docs/architecture.md`, `PLAN.md`, and ADR references: docs/screens/designs/ is now explicitly the reference-only snapshot; runtime art lives in assets/images/ (ADR-0014).
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- [x] 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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- [x] Point `tools/screen_designs.py generate` at the new design output path and keep `compare`/`judge` reading the right locations.
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- [x] Update GDScript `preload()` paths if game textures move (no runtime material/model textures moved; UI art added under assets/images/).
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- [x] Update capture output directories if captures relocate (none did; QA captures stay in docs/screenshots/).
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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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- [x] 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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- [x] 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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