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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@@ -12,6 +12,11 @@ var target_position: Vector3 = Vector3.ZERO
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var door_position: Vector3 = Vector3(0, 0.5, 1.2)
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var awaiting_interaction := false
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var arrived := false
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## Seconds idle at an arrived waypoint. Ordinary traffic lives for a while, then
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## despawns so the entrance does not fill with standers (TODO: NPC crowd cap).
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var idle_s := 0.0
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var lifetime_s := 90.0
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var ephemeral := true
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var agent: NavigationAgent3D = null
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## Set once the nav agent proves it has a path; direct movement is the fallback.
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var _nav_usable := false
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@@ -123,8 +128,8 @@ func _build_focus_ring() -> void:
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_ring = MeshInstance3D.new()
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_ring.name = "FocusRing"
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var torus := TorusMesh.new()
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torus.inner_radius = 0.16
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torus.outer_radius = 0.20
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torus.inner_radius = 0.26
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torus.outer_radius = 0.34
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torus.rings = 12
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torus.ring_segments = 16
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_ring.mesh = torus
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@@ -139,10 +144,10 @@ func _build_focus_ring() -> void:
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_name_tag = Label3D.new()
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_name_tag.name = "NameTag"
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_name_tag.text = npc.profile.display_name if npc and npc.profile else ""
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_name_tag.font_size = 28
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_name_tag.font_size = 48
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_name_tag.pixel_size = 0.004
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_name_tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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_name_tag.position = Vector3(0, 0.42, 0)
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_name_tag.position = Vector3(0, 0.58, 0)
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_name_tag.modulate = Color(0.95, 0.95, 0.9, 0.9)
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_name_tag.visible = false
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_head.add_child(_name_tag)
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@@ -257,20 +262,31 @@ func _animate(delta: float) -> void:
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_head.rotation.y = lerp_angle(_head.rotation.y, world_yaw - parent_yaw, 0.1)
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func _advance_fsm(delta: float) -> void:
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# Routine traffic despawns after a while once it has finished its walk, so
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# the crowd cap is not permanently occupied by idle standers.
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if ephemeral and arrived and npc.fsm.state != "LEAVING":
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idle_s += delta
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if idle_s >= lifetime_s:
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leave_requested_by_lifetime = true
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return
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# Returning-trespasser: an NPC directed away may circle back to the door.
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if npc.tick_return(delta):
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arrived = false
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awaiting_interaction = false
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target_position = door_position
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return
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if npc.leave_requested:
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if npc.leave_requested or leave_requested_by_lifetime:
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var away := global_position + (global_position - spawn_position).normalized() * 40.0
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away.y = 0.5
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target_position = away
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if (global_position - away).length() < 2.0:
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queue_free()
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return
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if arrived and not awaiting_interaction:
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awaiting_interaction = true
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var leave_requested_by_lifetime := false
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func _move_toward_target(delta: float) -> void:
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if agent == null:
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_move_direct(delta)
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