Add deterministic captures 14-21 for the remaining screen-design states, fix the panel/button layout issues they exposed, and record 21/21 compare and judge results. Bump the source to 0.9.3 and move the completed milestone to DONE.md.
- Link every modal's enabled controls into a wrapping UiFocus ring and give each screen a default focus target.
- Add gamepad A/B bindings for ui_accept/ui_cancel; include Start menu footer actions and Continue in its focus ring.
- Skip hidden/disabled controls, close focus traps via per-modal cancel behavior, and return review to the menu on cancel.
- Record the focus audit and add regression coverage.
- Add UiStyles with explicit normal, hover, pressed, focus and disabled styles and apply it to every action button.
- Disable timeline Previous/Next at the first/last event and keep Close always available.
- Style settings reset-dialog buttons and cover the button-state audit in docs/ui-copy.md.
- Add shared-state and timeline-boundary regression tests.
Finish the button-label audit with a surface-by-surface table, clarify Quit
game vs Quit to menu, rename Apply to Apply settings, and use string-table
keys for the new labels. Extend the smoke checklist with UI copy/button checks.
Headless 250/250, docs check OK.
Add the screen/copy/button inventory and canonical terminology, standardize
inspection/wand admit-refuse hints, name the review action Return to menu, and
move radio action/hold/status labels into the string table. Headless 250/250,
Python 97/97, docs check OK.
Wrap the review content in a Control root, draw the shift_review art behind an
opaque panel, and style the action buttons to match the mockup. Headless
226/226 verified in a clean HEAD worktree.
- New src/game/ui/event_timeline.gd flattens every recorded incident event
(ADR-0005) into one time-ordered list and shows time, person, and a one-line
summary. Step with Left/Right or the buttons; Esc returns to the review. No live
3D replay in this first version.
- Shift review gains a "Body camera timeline" button that hands the review to the
timeline; the review dim is hidden while it is open (stacked overlays made the
screen nearly black) and restored on close.
- ShiftCoordinator records started_at_ms so the review can stamp events as mm:ss.
- 8 new string keys for the timeline UI and the review button.
Tests/docs
- Headless suite 113 -> 120 (test_event_timeline.gd), new smoke_timeline.gd that
opens the timeline from the review, steps through every event, and closes back.
- README, TODO section moved to DONE, MEMORY notes. Version 0.2.6.
- Responder outcomes now reach the shift review
(ShiftCoordinator.responder_outcomes), and the review screen names them.
- "evacuation" (emergency call, low danger, no weapon) actually clears the entrance:
the door is locked, every NPC flees and is marked as leaving, and a
security_failure reputation hit applies.
- An emergency call the situation did not justify (no weapon, danger <= 1) appends
an investigation note, records investigation_opened, and applies the existing
false_report hit. The review lists the investigations.
- Fix dispatch dying after the first shift: coordinator.setup() builds a new
RadioSystem, so the responder_arrived connection made in _ready was lost on every
venue switch/restart. _connect_radio() re-wires it beside _connect_crowd().
Tests/docs
- Headless suite 105 -> 113 (test_emergency_aftermath.gd), new smoke_emergency.gd
covering the investigation, evacuation aftermath, and review copy.
- README controls/status/smoke checklist, TODO section moved to DONE, MEMORY notes.
- Version 0.2.5.
- Fix LATE shift phase (start 700s) so the violent-threat event is reachable
- Add PROTESTER archetype (rules, profile, colors, events in public venues)
- Add CALL_SOMEONE reaction (FSM -> ARGUING, influencer/trespasser/protester weights)
- Door lock: DoorState core class, L binding, red/green visual indicator,
locked doors thwart FORCE_ENTRY
- Flashlight: G binding, SpotLight3D, perception radius bonus at evening/late
- Persistence: save shift results via Save autoload, history + best score on
review screen, round-trip test
- Navigation: flat NavigationRegion3D navmesh, NavigationAgent3D path following
with direct-movement fallback; steps made visual-only so NPCs reach entrance
- Localization: strings moved to content/strings.en.json (loader keeps
lookup/fmt signatures; coverage test over all keys)
- Distribution: export_presets.cfg (Linux/Windows/macOS), tools/build_releases.sh,
docs/RELEASING.md, prominent README Downloads section
- Remove stale signal_bus.gd (invalid static-signal experiment)
- Tests: 53 passing across 9 suites