refactor(ui): PR #134 review — MetaScreen/ESC chain tightening, D-192 reword
Addresses Tyre's 9 architecture items from the sprint-36 client review. - decisions/architecture.md (Tyre #1): D-192 now says "deprecate; removal tracked in #868" instead of "remove". The branch does not remove the version field or guard — that belongs in the coordinated server+client PR. The decision text now matches the code on this branch. - meta_stack.gd (#2): handle_escape() on a screen with closable_by_escape=false now consumes the event unconditionally. Was returning whatever on_escape() returned, which default-returned false and leaked ESC into main.gd's implant/settings chain — opening the settings dialog behind the loading screen. - debug_console.gd (#4): drop the direct KEY_ESCAPE branch in _unhandled_input. ESC now falls through to main.gd → MetaStack, which finds the console on top of the stack and closes it via the normal path. Other keys are still consumed so movement/action can't leak. - main.gd (#6, #10): extract the ESC priority chain into _handle_menu_key() so "MetaStack → implant → settings" is a named thing. Add a comment near connect_to_sim explaining that GameState.bookmark_catalog survives the Option A scene transition via the autoload. - main_menu.gd (#7): header comment documenting the double LoadingScreen lifecycle — safe today because main_menu.tscn and main.tscn never co-exist, noted for future promotion to autoload if that changes. - meta_screen.gd (#8): apply captures_input symmetrically in open()/ close() — was set in open() only, so a screen changing the flag between open+close kept the opened value forever. - meta_screen.gd (#9): on_escape() docstring clarifies the tri-state (consume-and-hold / consume-and-close / ignore) — and that closable_by_escape=false is the screen-wide way to say "consume-and-hold". - bug_report_dialog.gd (#11): capture_cancelled now emits from on_close() (covers any close path — ESC, MetaStack pop, programmatic close) rather than only on_escape(). A new _completed flag distinguishes completion from cancel so the two signals stay mutually exclusive.
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@@ -108,10 +108,11 @@ func _unhandled_input(event: InputEvent) -> void:
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_toggle()
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return
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if is_open():
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# Consume all keyboard events — prevent movement/action leaking through
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get_viewport().set_input_as_handled()
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if event.keycode == KEY_ESCAPE:
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close()
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# Consume keyboard events so movement/action don't leak to main.gd,
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# but let ESC fall through to OPEN_MENU → MetaStack.handle_escape().
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# MetaStack finds this console at the top of the stack and closes it.
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if event.keycode != KEY_ESCAPE:
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get_viewport().set_input_as_handled()
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func _on_input_key(event: InputEvent) -> void:
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