Add session shell and close world presentation follow-ups
Session shell - Startup venue menu (src/game/ui/start_menu.gd): keyboard + mouse, replaces the live-shift boot and V as the player-facing venue path (V stays a debug bind). - Pause overlay on Esc (src/game/ui/pause_overlay.gd): resume, restart shift, settings, quit to menu. - Settings panel (src/game/ui/settings_panel.gd): mouse look sensitivity and HUD font scale, persisted via Save into user://settings.json and loaded on boot. - Shift review "Run another shift" now returns to the venue menu. - New smoke: src/test/smoke_session_shell.gd (menu -> shift -> pause -> settings -> menu), passes headless and windowed. World and presentation - Skyline backdrop restored with a transparent asset and an alpha-scissor unshaded material; fixes the opaque black slab from the earlier attempt and the unimported texture path. - Steps and landing are a StaticBody3D with per-tread colliders, so the guard and NPCs walk up instead of clipping through. - Marquee Label3D scaled up (72 -> 160) so STEP LINE reads from the sidewalk. - Focus torus and name tag enlarged for 2-3 m readability. - Routine traffic despawns after an idle lifetime (NpcAvatar.ephemeral), so the 16-NPC cap no longer fills with standers; authored events stay for the shift. Docs and tests - PLAN.md test/CI section corrected to the custom headless runner and Gitea Actions. - README controls table, smoke checklist, test count, and status lists refreshed. - TODO/DONE/MEMORY updated; completed sections moved to DONE.md. - Headless suite 77 -> 88 passing (settings round-trip, step colliders, skyline alpha, session-shell UI behavior, traffic lifetime).
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@@ -368,6 +368,16 @@ Completed 2026-10-31 with ADR-0007–0010. Headless **77/77**, plus a windowed s
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(`src/test/smoke_focus_radial.gd`, exits non-zero on failure).
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- [x] README controls table, smoke checklist, test count, implemented/not-yet lists.
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## Visual polish — Skyline backdrop transparency
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Found during the control smoke test; verified with PIL analysis.
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- [x] Regenerated `assets/textures/game_ready/skyline.png` with transparent background
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(commented out opaque border line 234 in `tools/generate_textures.py`).
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- [x] Integrated backdrop into `WorldBuilder` via `_build_skyline_backdrop()`: creates a
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PlaneMesh with T_SKYLINE texture at Vector3(-80, 12, -50) behind the building.
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- [x] PIL verification confirms RGBA mode with transparent pixels in bottom rows.
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## Runtime boot and spawn fixes
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Found while running the windowed smoke; all verified with a boot run and regenerated
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@@ -390,3 +400,48 @@ screenshots.
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- [x] Removed the skyline backdrop planes (opaque black texture). Tracked as a follow-up in
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`TODO.md`.
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- [x] README screenshots regenerated with the fixed eye height and entrance staging.
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## World and presentation follow-ups (found during the control smoke)
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Completed 2026-10-31 (working tree). Headless **88/88**; `src/test/smoke_session_shell.gd` and the windowed focus/radial smoke both pass.
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- [x] The skyline backdrop was removed: `assets/textures/ai/game_ready/skyline.png` has an
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opaque black background, so the planes rendered as black slabs with window dots. Re-add
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the backdrop only with a transparent asset or a keyed shader.
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- [x] Guard settles ~0.5 m above the ground after spawning on the landing. Check the capsule
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offset and the spawn `y`, and verify eye height while walking the steps.
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- [x] Steps and the landing are visual-only (no collider). The guard walks through them; add
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simple step colliders or restage the landing so it does not intersect the walk path.
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- [x] Marquee text (`STEP LINE`) is tiny from the sidewalk. Scale the Label3D up.
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- [x] Focus ring and name tag are small at 2–3 m. Consider a larger torus / font after a
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real playtest.
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- [x] NPC crowd cap (`MAX_LIVE_NPCS`) silently drops routine traffic at 16. Add a short
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despawn/lifetime for ordinary guests so the entrance does not fill up with standers.
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## Session shell
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Completed 2026-10-31 (working tree). Headless **88/88**; `src/test/smoke_session_shell.gd` and the windowed focus/radial smoke both pass.
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The game boots into a live 900 s shift. `Save` declares `settings.json` and never uses it.
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`V` cycles venues by restarting the shift.
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- [x] Startup menu: pick venue, start shift, quit. Keyboard + click. Replaces `V` as the
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player-facing path (`V` may stay as a debug bind).
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- [x] Pause overlay when `Esc` releases the mouse (or a dedicated pause key): resume, restart
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shift, settings, quit to menu.
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- [x] Settings: mouse look sensitivity, persist through `Save` / `settings.json`. Load on boot.
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- [x] Shift review "Run another shift" returns to the venue menu, not a silent restart of the
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same scenario.
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## Documentation drift
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Completed 2026-10-31 (working tree).
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- [x] README controls table, smoke checklist, test count, and implemented/not-yet lists
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refreshed for the control pass (77 tests).
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- [x] `PLAN.md` Tech Stack / Planned Commands still say GUT and GitHub Actions; the project
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uses `src/test/test_runner.gd` and `.gitea/workflows/build.yml`.
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- [x] MEMORY: door_staff_lines log through `GameManager`; 300 s default removed.
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