Every change here started life as a workaround in a game and is really
the same finding: a fact about an entity had nowhere to live, so the
domain built machinery around the gap.
Character.Label / Character.Voice — a tape is a character that speaks
into the log, not a second spelling of Say. VoiceOf and CharacterLabel
read them; Say obeys them.
Game.Do — a real action queue, in order, so a widget can start an
action. queueAction no longer drops what arrives while the runner is
busy; it queues it.
Widget.When + Gated + WidgetVisible — a widget declares when it is on
screen. Nothing ticks, draws or blocks a click while its condition is
false, so a HUD is hidden for a cutscene without a wrapper per widget.
TopBar.NoteVar — the title was already discovered; the note beside it
no longer needs a domain widget to push it in.
Game.UseWithFail — the pair nobody authored is content, and belongs to
the domain, exactly like ExitLook and ExitTake.
Game.Player / Game.Walkboxes — a scene that names no cast and no floor
means "the usual", instead of a defaults pass rewriting every scene.
Game.WindowScale — Run's 4× is now a default, not a decision.
SceneNav — the dev widget every game was writing.
Colour text: DrawText paints in the colour it is handed, and GlyphW/H,
TextWidth, WrapText and ClipText are the library's, not each game's.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>