Refresh the capture gallery and build captioned visual docs
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@@ -626,7 +626,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- Screen mockups with baked-in controls are used as backdrops plus an opaque `ArtPanel` cover, not as clickable full-screen skins.
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- Radio, wand, inspection, and body-camera timeline panels use their reference art as backdrops; forms sit on transparent, padded panels over the covered mockup controls.
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- HUD target names use a boxed chip under the crosshair; escalation has a five-segment bar below the text label. The body-camera REC/clock block starts at y=92 on the right so it clears the shift/rep/crowd text.
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- Staged captures in `docs/screenshots/` are committed and were last regenerated after the realism and NPC passes; re-run `tools/check_screenshots.sh` (not a partial capture) before replacing them.
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- Staged captures in `docs/screenshots/` are committed and were regenerated on 2026-11-03 with the full `tools/check_screenshots.sh` run (21 good / 0 bad, 13 PNGs changed). Re-run the whole script, never a partial capture, before replacing them. The README, `docs/README.md` quick preview, `docs/screenshots/README.md` and `docs/blender_previews/README.md` now carry captioned galleries; the previews README is curated by hand (all tracked sheets linked, local per-asset PNGs described as untracked).
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- `tools/check_screenshots.sh` is the repeatable capture+compare smoke; both capture scripts accept `--out=res://docs/screenshots`. Judge verdicts on the staged set were 7 match / 4 review / 0 diff.
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- Venue selection used to leave `guard.input_locked` true and the mouse visible; `_start_shift()` must call `_refresh_freeze()` after starting the clock.
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