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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@@ -279,6 +279,18 @@ func set_wand_icon(visible: bool) -> void:
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if wand_icon:
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wand_icon.visible = visible
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## Scale the whole HUD text block (accessibility settings).
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func set_font_scale(scale: float) -> void:
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var clamped := clampf(scale, 0.75, 1.75)
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if top_label:
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top_label.scale = Vector2(clamped, clamped)
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if log_label:
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log_label.scale = Vector2(clamped, clamped)
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if target_label:
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target_label.scale = Vector2(clamped, clamped)
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if hint_label:
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hint_label.scale = Vector2(clamped, clamped)
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func _make_icon(texture: Texture2D) -> TextureRect:
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var tr := TextureRect.new()
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tr.texture = texture
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