Export venues as editor-authorable .tres resources
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- tools/export_venues.gd (SceneTree script) saves the three factory scenarios to
  content/venues/<id>.tres via ResourceSaver. The factory stays the source of truth;
  the exported files are what an editor workflow would edit and ship.
- New tests load the files back and check that id, name, event pool, profiles,
  policy (ID/wand), equipment, door-staff lines, shift phases, and locations all
  survive. They also fail when the exported files are missing or stale, so the
  export is re-run after content changes.
- GUT is consciously not adopted: the custom headless runner already covers 157
  assertions without an editor plugin and keeps CI dependency-free. Recorded in
  DONE.md.
- TODO: the planned backlog is complete; only optional future ideas remain.
- README/MEMORY updated. Version 0.2.16.
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# TODO
Godot 4.3 prototype. Latest release **v0.2.15**. Headless suite **153/153** plus 30 Python
Godot 4.3 prototype. Latest release **v0.2.16**. Headless suite **157/157** plus 30 Python
tooling tests; the session, PLAN-verb, crowd, emergency, timeline, audio, scenario-content, and
windowed focus/radial smokes pass. Anonymous downloads are enabled on the host.
## Tooling (when an editor workflow exists)
All planned backlog sections are complete (see `DONE.md`). Optional future ideas live below.
- [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays.
- [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions.
## Future ideas (optional, not scheduled)
- [ ] Live 3D body-camera replay (the timeline is text-only today).
- [ ] LOD/culling for NPCs if `MAX_LIVE_NPCS` grows past the measured 16-avatar budget.
- [ ] Additional venues or seasonal events authored from the new `.tres` files.
- [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
- [ ] Web export build target.