Recapture the mouse after selecting a venue
_start_shift() now calls _refresh_freeze(), clearing the start-menu input lock and returning to captured mouse mode. The movement smoke asserts both and no longer captures the mouse itself. Headless 226/226 and smoke_movement pass in a clean worktree; only this game_manager hunk is staged, not the active realism edits.
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@@ -51,14 +51,15 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- **Status + active passes (2026-11-01, moved from `TODO.md`):** v0.6.0 shipped — the Blender
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character/gear/prop library is integrated, AO maps are baked and wired, and the environment
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textures are lifted to 1024² with normal maps (see `DONE.md`). Headless **222/222**, Python
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**81**; the scheduled presentation pass is complete. Two passes remain in `TODO.md`:
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* **Visual alignment with rendered mockups:** the AI references in `docs/screens/designs/`
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textures are lifted to 1024² with normal maps (see `DONE.md`). Headless **227/227**, Python
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**86**; the scheduled presentation pass is complete and the realism pass is adopted
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(per-phase skyline panoramas, v2 surface tiles, retuned lighting). Active in `TODO.md`:
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- **Visual alignment with rendered mockups:** the AI references in `docs/screens/designs/`
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define the intended look of every screen. The pass reorganizes generated-image storage,
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loads the proposed UI/scene art at runtime (`src/game/ui/art.gd`, `assets/images/`), and
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aligns the selection screens, HUD, and scene visuals with those mockups — verified with
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`screen_designs.py compare` + `judge`.
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* **Realism pass** (plan: `PLAN.md` → Visual Quality Direction → Realism pass): replace the
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- **Realism pass** (plan: `PLAN.md` → Visual Quality Direction → Realism pass): replace the
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flat skyline backdrop and the flat surface tiles with AI-generated realistic backgrounds
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and textures, add example 3D scene frames as art direction, and measure with the
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screenshot tools. Rule: never overwrite an existing image — new outputs get new paths
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@@ -240,6 +241,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- HUD target names use a boxed chip under the crosshair; escalation has a five-segment bar below the text label.
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- 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.
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- `tools/check_screenshots.sh` is the repeatable capture+compare smoke; both capture scripts accept `--out=res://docs/screenshots`. Judge verdicts on the staged set were 7 match / 4 review / 0 diff.
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- Venue selection used to leave `guard.input_locked` true and the mouse visible; `_start_shift()` must call `_refresh_freeze()` after starting the clock.
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## Current State
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