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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# TODO
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Godot 4.3 prototype. Latest release **v0.6.0** (Blender character/gear/prop library, baked AO, environment lift).
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Headless suite **227/227** plus **86** Python tooling tests; the session, PLAN-verb, crowd, emergency,
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timeline, audio, scenario-content, props, NPC-budget, movement, and windowed focus/radial smokes
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pass. Anonymous downloads are enabled on the host. The realism pass is adopted (per-phase skyline
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panoramas, v2 surface tiles, retuned lighting); see `DONE.md` and `TODO.md` → Realism follow-ups.
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The scheduled presentation pass is complete (see `DONE.md`). The next scheduled pass is the
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graphics-quality work in [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md).
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> **v0.6.0 shipped (2026-11-01):** the Blender character/gear/prop library is integrated, AO maps
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> are baked and wired, and the environment textures were lifted to 1024² with normal maps. See
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> `DONE.md` for the completed graphics plan.
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## Visual alignment with rendered mockups
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### Storage restructure
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@@ -63,7 +50,7 @@ graphics-quality work in [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.
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## Fix mouse movement bug
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- [ ] Investigate why mouse input is not being captured or processed correctly in the game window.
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- [x] Investigate why mouse input is not being captured or processed correctly in the game window (fixed: `_start_shift()` now calls `_refresh_freeze()`).
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## Improve in-game pop-ups
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