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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@@ -78,6 +78,36 @@ func test_asset_textures_present_and_pow2() -> bool:
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return TestUtils.fail("asset not power-of-two: %s (%dx%d)" % [path, w, h])
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return true
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func test_steps_have_colliders() -> bool:
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## Steps were visual-only and the guard walked through them (TODO).
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var root := Node3D.new()
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WorldBuilder.new(root).build()
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var steps := root.find_child("Steps", true, false)
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var a := TestUtils.check(steps != null, "Steps node exists")
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var b := TestUtils.check(steps is StaticBody3D, "Steps are a physics body")
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var shape_count := 0
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if steps is StaticBody3D:
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var body := steps as StaticBody3D
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shape_count = body.get_shape_owners().size()
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var c := TestUtils.check(shape_count >= 5, "four treads + landing have colliders (got %d)" % shape_count)
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root.free()
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return a and b and c
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func test_skyline_backdrop_uses_alpha() -> bool:
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## The opaque skyline texture made the plane render as a black slab (TODO).
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var root := Node3D.new()
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var builder := WorldBuilder.new(root)
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builder.build()
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var backdrop := root.find_child("SkylineBackdrop", true, false)
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var a := TestUtils.check(backdrop != null, "SkylineBackdrop exists")
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var mat: StandardMaterial3D = builder._skyline_mat
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var b := TestUtils.check(mat != null, "skyline material captured")
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var c := TestUtils.check(
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mat != null and mat.transparency != BaseMaterial3D.TRANSPARENCY_DISABLED,
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"skyline material uses alpha, not an opaque slab")
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root.free()
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return a and b and c
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func test_door_indicator_built() -> bool:
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var root := Node3D.new()
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var builder := WorldBuilder.new(root)
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