Finish the image-root task and untrack Blender sources
- ignore assets/models/blender_src/*.blend (keep the .gdignore marker tracked) and remove the 46 editable .blend files from the index; they remain on disk and are regenerated by tools/blender_assets.py - move the completed storage/docs/code-path/art-loader/verification, mouse-fix, and pop-up sections to DONE.md; TODO now holds only the open lighting item, realism follow-ups, and optional ideas - docs changes only; runtime code unchanged
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@@ -894,3 +894,59 @@ Completed 2026-11-01. Historical note: the screen-design references originally l
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`docs/screens/designs/`; they were promoted to the runtime root `assets/images/ui/` under
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ADR-0014. `docs/screens/designs/` remains a reference-only snapshot; `tools/screen_designs.py`
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now reads and writes `assets/images/ui/`.
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## Visual Alignment — UI Paths and Art Loader
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Completed 2026-11-01.
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### Storage restructure
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- [x] Decide the canonical runtime image root (`assets/images/` for UI/scene art): recorded in
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`MEMORY.md` and [ADR-0014](docs/adr/0014-runtime-image-root.md).
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- [x] Move the reference mockups from `docs/screens/designs/` into the runtime root (keep `docs/screens/designs/` as a docs-only copy or replace it with the new path).
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- [x] Document one convention for game vs reference vs development images across `assets/textures/`, `assets/images/`, `assets/models/generated/`, `docs/screenshots/`, and `docs/screens/designs/` (in `docs/architecture.md`, ADR-0014).
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- [x] Re-run `godot --headless --path . --import` to regenerate `.import` sidecars after any move.
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- [x] Confirm `.gitignore` still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout; Blender `.blend` sources are now untracked and ignored.
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### Documentation path updates
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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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- [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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- [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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- [x] Wire the pause overlay to `pause_overlay` scene art (backdrop + opaque panel cover).
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- [x] Wire the settings panel to `settings_panel` art.
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- [x] Wire the shift-review screen to `shift_review` art (backdrop + opaque panel cover).
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- [x] Wire the wand popup to `wand_screening` art.
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- [x] Style the radial menu and finish the remaining HUD chrome against their reference images.
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### Verify against the mockups
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- [x] Regenerate the staged captures and run `screen_designs.py compare` (11 good, 0 bad; verified in a clean HEAD worktree).
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- [x] Run `screen_designs.py judge` and clear every `diff` verdict (7 match, 4 review, 0 diff).
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- [x] Add the capture + compare step as a repeatable smoke so drift is caught early (`tools/check_screenshots.sh`).
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## Fix mouse movement bug
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- [x] Investigate why mouse input is not being captured or processed correctly in the game window (fixed: `_start_shift()` now calls `_refresh_freeze()`).
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## Improve in-game pop-ups
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- [x] Improve the visual appearance of in-game pop-ups (start/pause/settings/review/radio/wand/inspection art, buttons, palette, icons, text).
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