Add crowd presentation, fix NPC navigation, refresh screenshots
NPC navigation (previously dead in the live game) - Only assign NavigationAgent3D.target_position when it changes: re-assigning every frame invalidated the path, so get_next_path_position() kept returning the current point and avatars never moved. - Follow the first path point that is closer to the destination than the avatars are. Nav points sit on the navmesh plane (y=0) while bodies stand at y~0.5, so the old 3D distance test always looked "already there"; path[0] is also the old start point, so a naive "far enough away" pick steered backwards and oscillated. - Fix fsm.state -> fsm.current_state in the idle-lifetime check. Crowd presentation - Aggressive behavior, visible weapons, and responder arrivals make idle bystanders stop and face the incident for 12 s; someone waiting at the entrance keeps focus. - Panic (mood >= 0.75) walks people away from the door at 2.4 m/s, then they despawn. - Wire reactions to EventBus.crowd_changed: CrowdSystem.apply_event() emits on the bus, not on its own `changed` signal (the first wiring received nothing). - Measured a 16-NPC entrance at ~1.2 ms/frame (824 fps, vsync off), so no LOD/culling. World and HUD - Skyline is now a ring of four alpha-scissored planes at 200 m instead of a single plane; PlaneMesh defaults to horizontal, which is why the backdrop rendered as a band overhead. Larger ground plane, mipmapped texture, scissor threshold 0.5 (0.3 left mip dashes in the sky), lifted albedo so the city is not pure black. - Flashlight aims straight ahead and lights the person/door instead of the ground. - Shorter HUD controls line so it stops overlapping itself. Tests, tooling, docs - Headless suite 98 -> 105 (new test_crowd_presentation.gd, 7 tests). - New smoke_crowd.gd: rubbernecking, panic, and flee-target sanity. - capture_screenshots.gd starts a shift from the venue menu and stages the night set properly; all six README screenshots regenerated. - README, TODO/DONE (crowd section moved), MEMORY updated. Version 0.2.4.
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# TODO
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Godot 4.3 prototype. Release **v0.2.3** is tagged; CI builds the installers and AppImage.
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Headless suite **98/98**, plus `smoke_session_shell.gd`, `smoke_plan_verbs.gd`, and the windowed
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focus/radial smoke.
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Godot 4.3 prototype. Release **v0.2.4** is tagged; CI builds the installers and AppImage.
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Headless suite **105/105**, plus `smoke_session_shell.gd`, `smoke_plan_verbs.gd`,
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`smoke_crowd.gd`, and the windowed focus/radial smoke.
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Host `REQUIRE_SIGNIN_VIEW` stays deferred.
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## Crowd presentation
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`CrowdSystem` is a mood/attention float. PLAN wants people watching, gathering, and panicking.
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- [ ] On `aggressive_behavior` / `emergency_responder`, nearby idle NPCs stop and face the
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incident (rubberneck). On `crowd_panic`, they move away from the door.
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- [ ] Profile a busy entrance with textured materials and props; add LOD or culling for distant
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NPCs if frame time drops.
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## Emergency aftermath
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Responder outcomes (`command` / `restraint` / `evacuation` / `arrest`) are log lines. PLAN also
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