Bevy frontend: interactive parity with the terminal master
ROADMAP #2, src/bin/bevy.rs only (sim.rs/save.rs untouched): the people panel modal on the terminal's exact key map (roster with suspicion meters, staged knowledge, located presence, the selected person's leverage/disposition/obligation/asset card, persona, recruit reveal flow, asset tasks); people markers on the map gated by sensor coverage; the sidebar restructured into the terminal's sections (day/tick clock always on screen, stacked allocation bar with per-channel percent and effect, core, detection band meters with printed band names, day job including the active job, pinned key hints, tick-prefixed log); q to quit, pause/speed changes announced in the log, and title/game-over cards matching the terminal. ASCII-only text so the embedded default font renders every glyph. Docs: new wiki/interface/bevy.md (Type: knowledge) linked from SUMMARY.md and the interface overview; README controls table de-staled (dead build-mode rows removed, the real shared key map listed); ROADMAP #2 marked done; DEVLOG and devlogs/2026-07-07-bevy-parity.md entries added. Defense: implements already-constitutional behavior in the second frontend. "Justification and legibility" makes a mechanic the sim exposes but a frontend hides a lie in that interface, and pillars 4-5 (beautiful, readable presentation; sim core decoupled from renderer, thin views only) require the Bevy build to surface what the terminal surfaces: the social layer, day-job state, detection bands, and the clock. No game rule was added or changed; every input maps to an existing Sim API the terminal already calls, and the terminal remains the design of record (wiki/interface/terminal.md).