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feat(slice): race presentation binding and input gating - #83
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Stage 3: production race-HUD composition (model bound to the manager plus display shell, mirroring the Task 17 flow without the probe), a countdown text binding in the shell reading the existing model field, and human input held via DisableInput until the manager reaches Racing, polled on a timer. The AI already gates itself on the phase; this closes the same gate for the player without giving the vehicle a manager dependency. No pause, HUD expansion, results, or restart work.
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Stage 3: production race presentation and input gating, stacked on PR2. No pause, HUD expansion, human-driving changes, results, restart, or cleanup.
Verify-first result: most of Stage 3 already existed. The manager owns Ready to Countdown to Racing plus a presentation-documented GetCountdownRemaining, and the HUD model already computes countdown seconds and text. Three gaps were closed: production race-HUD composition at race setup (model bound to the manager plus display shell, mirroring the Task 17 flow without the probe), the countdown text binding the shell's own header claimed but did not implement, and human input held via DisableInput until the manager reaches Racing on a 0.1 s poll. The AI already gates itself on the phase; this closes the same gate for the player without giving the vehicle a manager dependency.
Evidence: build Result Succeeded; regression checker exit 0 with 18 artifacts (Task 17 gates unaffected); full transition chain headlessly (hud bound, input held, countdown observed at T-2.9/T-2.6, input enabled exactly at Racing), zero errors. Rendered scene PNG captured; Slate text pixels remain under the known capture limitation from PR1/PR2, recorded the same way.
Review question: does this bind Ready to Countdown to Racing in production without changing any other contract?