Unify the Godot 4.7.2 CI environment and cache it
Update project features and CI installs/templates to Godot 4.7.2, remove the old version matrix, and cache the Godot binary and export templates with Gitea Actions cache. Update release/docs/version references accordingly. Project import and headless tests pass locally under 4.7.2.
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@@ -74,7 +74,7 @@ decisions are recorded as ADRs in [`docs/adr/`](docs/adr/).
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## Tech Stack
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- **Engine:** Godot 4.3 baseline (local dev verified with 4.7.2) · **Language:** GDScript
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- **Engine:** Godot 4.7.2 · **Language:** GDScript
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- **NPCs:** Blender-authored skinned library (`assets/models/blender/`) with procedural fallbacks; lightweight FSMs on `NpcProfile`
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- **World:** procedural `WorldBuilder` + generated prop models
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- **Art:** v2 skyline/surface textures in `assets/textures/ai/game_ready/v2/picks/`; UI/scene art in `assets/images/`
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@@ -119,7 +119,7 @@ Full setup, every run/test/smoke command, and the controls table are in
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## Development Status
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v0.9.0 adds the production-quality baseline: mixer/accessibility settings, a
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24-NPC performance budget and the documented Godot 4.3-CI/4.7-local matrix, on
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24-NPC performance budget and the unified Godot 4.7.2 toolchain, on
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top of v0.8's tutorial, campaign, checkpoint resume, difficulty and Help. See
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[`docs/development-status.md`](docs/development-status.md) for the implemented
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list and [`TODO.md`](TODO.md) for the v1.0.0 roadmap. Manual verification uses
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