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