Add session shell and close world presentation follow-ups
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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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zwitschi committed 2026-10-31 20:19:22 +01:00
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@@ -432,13 +432,15 @@ The venue-driven architecture maps onto Godot as follows:
## Testing
- Unit and scenario tests use the GUT (Godot Unit Test) framework.
- Unit and scenario tests use a lightweight custom headless runner
(`src/test/test_runner.gd`). GUT was evaluated but requires the editor plugin.
- Tests run in headless mode so rules, access verification, escalation, and scoring can be verified without rendering or user input.
## Version Control and CI
- Source is tracked with git.
- GitHub Actions runs headless Godot tests and, in later stages, exports desktop builds.
- Gitea Actions (`.gitea/workflows/build.yml`) runs headless Godot tests on push/PR and exports
Linux/Windows/macOS desktop builds plus the NSIS installer and AppImage on tags.
## Planned Commands
@@ -446,7 +448,7 @@ The following commands apply once the Godot project is scaffolded:
- Open the editor: `godot --editor --path .`
- Run the game: `godot --path .`
- Run tests headlessly via GUT.
- Run tests headlessly: `godot --headless --path . res://src/test/test_runner.tscn`
## Export Targets