Remove dialogue tone-of-voice system, add Gitea Actions full build, add venue cycling
- Delete Rules.Tone/TONE_NAMES, NpcProfile.tone_modifiers, tone params on NPCController.roll_reaction/apply_player_action; dialogue_lines flattened to Array[String]; HUD tone label, T binding, and hud.tone_prefix removed - Docs updated everywhere (PLAN, README, DONE, MEMORY); PLAN section heading 'Tone and Design Direction' -> 'Design Direction' - Add .gitea/workflows/build.yml: checks job (import+tests) on push/PR; full build job (export templates, Linux/Windows/macOS exports, artifact upload, and tag-based Gitea release publish via GITEA_TOKEN) on tags/dispatch - Remove old .github/workflows/ci.yml to avoid double runs - Add venue cycling (V) across all three scenarios with hud.venue_switched - Refresh README screenshots to match the new HUD - 53/53 tests pass, boot smoke clean
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@@ -14,13 +14,13 @@ Goal: users hitting the README **Downloads** section can actually download a pla
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### Follow-ups once the first release is live
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- [ ] CI packaging: build and upload artifacts automatically on tags.
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- [x] CI packaging: Gitea Actions workflow (`.gitea/workflows/build.yml`) builds and uploads artifacts on tags and dispatch.
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## Future Systems (design-level backlog)
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- [ ] Body-camera replay timeline in the shift review.
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- [ ] Long (10-15 minute) shift lengths and phase-based lighting (darkened evening / late phases).
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- [ ] Venue selection screen (wire `switch_scenario` to a startup menu).
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- [ ] Venue selection screen with a proper startup menu (keyboard cycling with `V` is implemented; a menu is the next iteration).
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- [ ] IDE/editor-based GUT integration when a Godot editor workflow is introduced.
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- [ ] Reduce RefCounted reference cycles (NPCController <-> FSM) noted in `MEMORY.md`.
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