Consolidate documentation into architecture and merged guides
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@@ -1343,7 +1343,7 @@ venues, and see enough authored variety that a second shift does not feel like a
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- [x] Write the tutorial beat sheet: menu → movement/look → focus and target cycling → action
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wheel → access inspection → polite direction → formal warning/body camera → radio →
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shift review. Eight beats and a safe compliant visitor are specified in
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[`docs/tutorial.md`](docs/tutorial.md).
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[`docs/gameplay.md#first-shift-tutorial`](docs/gameplay.md#first-shift-tutorial).
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- [x] Add a tutorial state machine independent of the normal shift FSM. `Tutorial` in
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`src/game/tutorial.gd` owns the eight beats, accepts only the current beat's action,
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supports skip/restart and has deterministic headless tests. GameManager/UI wiring starts
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@@ -1544,7 +1544,7 @@ and supported by a stable CI/release baseline.
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- [x] Existing scenario-content, tutorial and campaign smokes cover the venue/action/review paths;
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the 0.9.5 release candidate adds the external first-hour pass.
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- [x] `docs/getting-started.md` and `docs/smoke-checklist.md` list tutorial, campaign/checkpoint,
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- [x] `docs/getting-started.md` and `docs/release-qa.md#manual-smoke-checklist` list tutorial, campaign/checkpoint,
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session, scenario, audio, crowd, emergency, movement and performance smokes.
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- [x] Current gallery/judge baselines are green; the 0.9.5 release candidate refreshes the final
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gallery after content lock.
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@@ -1589,7 +1589,7 @@ Goal: streamline the maps, refactor geometry to match the images in `docs/screen
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- [x] Remove unnecessary or hidden geometry to improve performance.
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- [x] Ensure texture and material consistency across the map.
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Completed: the Hollywood venue is rebuilt from the real 6840 Hollywood Blvd references (six-column Masonic/El Capitan facade, eight steps, neighbours, Ovation arcade, Walk of Fame, four-lane street). The map-budget test measures 58,884 triangles across 409 meshes; Day/Night menu variants start in `EARLY`/`LATE`; the realism judge gaps are 0.148 (day) and 0.278 (late). See `docs/hollywood-boulevard-map.md`.
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Completed: the Hollywood venue is rebuilt from the real 6840 Hollywood Blvd references (six-column Masonic/El Capitan facade, eight steps, neighbours, Ovation arcade, Walk of Fame, four-lane street). The map-budget test measures 58,884 triangles across 409 meshes; Day/Night menu variants start in `EARLY`/`LATE`; the realism judge gaps are 0.148 (day) and 0.278 (late). See `docs/venues.md#hollywood-boulevard`.
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### Map 2 — Joke Shop
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@@ -1601,7 +1601,7 @@ Completed: the Hollywood venue is rebuilt from the real 6840 Hollywood Blvd refe
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- [x] Remove unnecessary or hidden geometry to improve performance.
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- [x] Ensure texture and material consistency across the map.
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Completed 2026-11-02: the Joke Shop is rebuilt from the real Comedy Store block at 8433 Sunset Blvd (27 m black hall, signature canopy, circular blade sign, red curtains, west entrance, low-rise neighbours, dry hillside and opposite frontage). The map-budget test measures 22,680 triangles across 454 meshes. The day/late captures and real-site notes are in `docs/joke-shop-map.md` and `docs/screens/concepts/joke_shop/`; the final gallery passed 13 good / 0 bad and the screen-design judge (13/13 match, 0 diff), with a 0.454 realism gap on the photoreal night reference.
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Completed 2026-11-02: the Joke Shop is rebuilt from the real Comedy Store block at 8433 Sunset Blvd (27 m black hall, signature canopy, circular blade sign, red curtains, west entrance, low-rise neighbours, dry hillside and opposite frontage). The map-budget test measures 22,680 triangles across 454 meshes. The day/late captures and real-site notes are in `docs/venues.md#the-joke-shop` and `docs/screens/concepts/joke_shop/`; the final gallery passed 13 good / 0 bad and the screen-design judge (13/13 match, 0 diff), with a 0.454 realism gap on the photoreal night reference.
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### Scenery Change (Day/Night) for Hollywood Boulevard
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@@ -1720,9 +1720,9 @@ screen-design judge before any model/texture changes. No gameplay rules change.
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- [x] Ran `tools/check_screenshots.sh` and `screen_designs.py compare`: 21 good,
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0 bad.
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- [x] Ran the judge with automatic model selection: 21/21 match, 0 review, 0 diff.
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- [x] Recorded the judge model and result in `docs/screen-design-report.md`; the
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- [x] Recorded the judge model and result in `docs/ui-copy.md#screen-design-judge-report`; the
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generated captures remain local/gitignored.
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- [x] Add a short UI copy/button checklist to `docs/smoke-checklist.md`.
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- [x] Add a short UI copy/button checklist to `docs/release-qa.md#manual-smoke-checklist`.
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- [x] Exit: all screens have consistent terminology and button behavior, long
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strings/scale pass, and the Python compare/judge gate has no unexplained
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diff.
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@@ -1768,7 +1768,7 @@ and equipment fit.
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- [x] Audit all variants against a shared human proportion guide (head height, shoulder width,
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torso length, hip width, limb length, foot length) and correct the worst outliers.
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(`tools/npc_proportions.py` + `docs/npc-proportion-audit.md`: all eight pass; no skeleton or
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(`tools/npc_proportions.py` + `docs/npc-visual-review.md#proportion-audit`: all eight pass; no skeleton or
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mesh rescue was needed. Head and broad-build silhouettes are nearest their upper bounds.)
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- [x] Improve the neck and shoulder transition so the silhouette reads as one body rather than a
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thin post on a hanger. (Fuller neck base/top, lower shoulder root, degenerate-face cleanup;
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