Harden UI layout for font scale and long strings
- Measure and cap the HUD target chip after each font-scale change; clip HUD top labels. - Ellipsize long action-button labels so panels cannot grow past the viewport. - Add accessibility/button layout assertions and refresh the gallery captures. - Record the font/layout pass in TODO, docs, changelog and memory.
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@@ -90,8 +90,10 @@ screen-design judge before any model/texture changes. No gameplay rules change.
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top-modal close path, menu/settings return handling and pointer recapture are
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recorded in `docs/ui-copy.md`; session smoke covers menu Settings, Help
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right-click and pause Settings.)
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- [ ] Test buttons at minimum/maximum HUD font scale and with 1.5–2× longer
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strings; fix clipping, overflow and overlapping layouts.
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- [x] Test buttons at minimum/maximum HUD font scale and with 1.5–2× longer
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strings; fix clipping, overflow and overlapping layouts. (Target chip now
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measures/caps scaled text, HUD top labels clip, and action buttons ellipsize;
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regression checks are in `test_accessibility.gd` and `test_ui_buttons.gd`.)
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- [ ] Test destructive/irreversible actions (campaign reset, tutorial replay,
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emergency send) require the intended confirmation/hold and cannot double-fire.
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- [ ] Verify radio normal-send vs emergency hold, inspection/wand allow/deny,
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