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).
This commit is contained in:
zwitschi committed 2026-10-31 20:19:22 +01:00
1 parent f11b441c07
commit be429cab29
20 files changed
+989 -90

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@@ -15,12 +15,23 @@ var state := 0
var state_frames := 0
var stage_npc: Node3D = null
var failures: Array[String] = []
var _shift_started := false
func _initialize() -> void:
root.size = Vector2i(1280, 720)
var packed: PackedScene = load("res://scenes/main.tscn")
root.add_child(packed.instantiate())
## The game now boots into the venue menu, so the smoke starts a shift first.
func _start_shift_if_needed() -> void:
if _shift_started or gm == null:
return
var menu = gm.get("start_menu")
if menu != null and menu.visible:
gm.call("_on_venue_selected", "hollywood_building")
_shift_started = true
print("smoke: started hollywood_building shift from the menu")
func _process(_delta: float) -> bool:
frames += 1
if gm == null:
@@ -39,6 +50,7 @@ func _advance() -> void:
state_frames += 1
match state:
0:
_start_shift_if_needed()
# Wait for the guard to settle on the ground, then grab one NPC.
if state_frames >= 40 and gm.npcs.size() > 0:
print("smoke: spawn guard_y=%.2f z=%.2f" % [