116193c1e3
PauseMenuScreen — CanvasLayer overlay on PlayScreen, Layer=50 with ProcessMode=WhenPaused so it stays responsive while the tree is paused. _Ready sets GetTree().Paused=true; Resume/Close/QuitToTitle unpause first. Two sub-states share one VBoxContainer-and-status-label panel: main menu (Resume / ★ Level Up / Save Game / Quicksave / Quit to Title) and slot picker. Save Game flips to the picker, click a slot to write, back returns to main. Esc backs out of picker to main on first press, closes the overlay on a second. CodexTheme applied at the panel root since overlays mount outside PlayScreen's Control tree and theme cascade doesn't cross CanvasLayer boundaries. Level-up button surfaces only when LevelUpFlow.CanLevelUp(pc) returns true (matches MonoGame), and is rendered disabled with a "ships with M8" tooltip — fresh L1 characters won't see it in M7 play-tests. Quit to Title autosaves first (matches MonoGame). A failed autosave doesn't block the quit; better to let the user leave than trap them. Save-from-pause writes to an internal status label inside the panel rather than PlayScreen's save-flash toast — the toast lives on the paused tree branch and would freeze mid-fade. PlayScreen Esc now AddChild(new PauseMenuScreen(this)) instead of BackToTitle. Added paused-guard + Echo filter in _Input. New public PlayerCharacter() accessor lets the pause panel call CanLevelUp. HUD hint updated to "F5 quicksaves · Esc opens pause". SaveSlotFormat — shared helper between SaveLoadScreen (load picker) and PauseMenuScreen (save picker) so both surfaces render rows with the same prefix + in-game time + wall-clock time. Parses SavedAtUtc, converts to local time, renders relative (today/yesterday), short (MMM d, HH:mm within year), or full (yyyy-MM-dd HH:mm), with "<unknown>" fallback for empty headers. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>