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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@@ -432,13 +432,15 @@ The venue-driven architecture maps onto Godot as follows:
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## Testing
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- Unit and scenario tests use the GUT (Godot Unit Test) framework.
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- Unit and scenario tests use a lightweight custom headless runner
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(`src/test/test_runner.gd`). GUT was evaluated but requires the editor plugin.
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- Tests run in headless mode so rules, access verification, escalation, and scoring can be verified without rendering or user input.
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## Version Control and CI
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- Source is tracked with git.
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- GitHub Actions runs headless Godot tests and, in later stages, exports desktop builds.
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- Gitea Actions (`.gitea/workflows/build.yml`) runs headless Godot tests on push/PR and exports
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Linux/Windows/macOS desktop builds plus the NSIS installer and AppImage on tags.
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## Planned Commands
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@@ -446,7 +448,7 @@ The following commands apply once the Godot project is scaffolded:
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- Open the editor: `godot --editor --path .`
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- Run the game: `godot --path .`
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- Run tests headlessly via GUT.
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- Run tests headlessly: `godot --headless --path . res://src/test/test_runner.tscn`
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## Export Targets
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