feat: add cinematic npc task glyphs
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@@ -28,7 +28,8 @@ The milestone is valid as a runtime integration checkpoint: the same Jajce
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Terrain3D world is running in `main.tscn`, NPCs are alive in the terrain-backed
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village, the selected-NPC reason inspector is fed by real task scoring, and the
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cinematic/debug toggle produces a shareable view without changing simulation
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state.
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state. A follow-up pass adds small task glyphs above active NPCs, so the
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cinematic view now preserves task intent after the debug labels are hidden.
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The frame also makes the next presentation risks plain:
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@@ -37,8 +38,9 @@ The frame also makes the next presentation risks plain:
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prototype-grade;
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- terrain texture variation reads better than the old flat map, but paths,
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landmarks, water, and foreground silhouettes need stronger first-read staging;
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- labels explain the system well, while the cinematic view still needs more
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diegetic task communication.
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- task glyphs help, but the cinematic view still needs clearer work-site props
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and route composition so intent is readable before the viewer learns the icon
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language.
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Use this baseline as the first runtime comparison image before adding more
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systems or expanding the terrain.
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