diff --git a/MEMORY.md b/MEMORY.md index 192b3c7..d87e5db 100644 --- a/MEMORY.md +++ b/MEMORY.md @@ -210,6 +210,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o - Runtime UI/scene art is loaded through `src/game/ui/art.gd` (`assets/images/ui/` then `scenes/`); missing files return null so panels keep procedural fallbacks. - Screen mockups with baked-in controls are used as backdrops plus an opaque `ArtPanel` cover, not as clickable full-screen skins. - Radio, wand, and body-camera timeline panels use their reference art as backdrops; forms sit on transparent, padded panels over the covered mockup controls. +- HUD target names use a boxed chip under the crosshair; escalation has a five-segment bar below the text label. +- Staged captures were regenerated from HEAD in a clean worktree; the main working tree's `docs/screenshots` is being rewritten by the realism pass, so do not overwrite it from that run. ## Current State diff --git a/TODO.md b/TODO.md index 1ce02cc..ab7b457 100644 --- a/TODO.md +++ b/TODO.md @@ -63,7 +63,7 @@ and scene visuals with those mockups — verified with ### Verify against the mockups -- [ ] Regenerate the staged captures and run `screen_designs.py compare` (no gross drift). +- [x] Regenerate the staged captures and run `screen_designs.py compare` (11 good, 0 bad; verified in a clean HEAD worktree). - [ ] Run `screen_designs.py judge` and clear every `diff` verdict (target `match`/`review`). - [ ] Add the capture + compare step to CI or a repeatable smoke so drift is caught early.