Session shell
- Startup venue menu (src/game/ui/start_menu.gd): keyboard + mouse, replaces
the live-shift boot and V as the player-facing venue path (V stays a debug bind).
- Pause overlay on Esc (src/game/ui/pause_overlay.gd): resume, restart shift,
settings, quit to menu.
- Settings panel (src/game/ui/settings_panel.gd): mouse look sensitivity and
HUD font scale, persisted via Save into user://settings.json and loaded on boot.
- Shift review "Run another shift" now returns to the venue menu.
- New smoke: src/test/smoke_session_shell.gd (menu -> shift -> pause -> settings
-> menu), passes headless and windowed.
World and presentation
- Skyline backdrop restored with a transparent asset and an alpha-scissor
unshaded material; fixes the opaque black slab from the earlier attempt and
the unimported texture path.
- Steps and landing are a StaticBody3D with per-tread colliders, so the guard
and NPCs walk up instead of clipping through.
- Marquee Label3D scaled up (72 -> 160) so STEP LINE reads from the sidewalk.
- Focus torus and name tag enlarged for 2-3 m readability.
- Routine traffic despawns after an idle lifetime (NpcAvatar.ephemeral), so the
16-NPC cap no longer fills with standers; authored events stay for the shift.
Docs and tests
- PLAN.md test/CI section corrected to the custom headless runner and Gitea Actions.
- README controls table, smoke checklist, test count, and status lists refreshed.
- TODO/DONE/MEMORY updated; completed sections moved to DONE.md.
- Headless suite 77 -> 88 passing (settings round-trip, step colliders, skyline
alpha, session-shell UI behavior, traffic lifetime).
- Venue-correct access artifacts (AccessLoadout) and screened-aware verify
- Cone focus on NPC heads with billboarded ring + display name (ADR-0008)
- Action wheel with de-escalation-first slices (ADR-0009); Esc/RMB cancel
- Procedural NPC face/hair/neck/shoes (ADR-0010); named input actions
- Fix GameManager parse error (radial typed as ActionRadial)
- Fix first-person camera height and guard spawning inside the building
- Move building volume back so the door/awning/marquee are visible
- Pull the event scheduler once per simulated second; cap live NPCs
- Regenerate README screenshots; update TODO/DONE/MEMORY/README; 77 tests
Adds src/test/smoke_focus_radial.gd for the windowed focus/radial smoke.