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* feat(highway_3d): fret wires flash on a confirmed hit The fret wires were static scenery: gold inside the anchor lane, grey outside, and nothing tied them to what the player was actually doing. Give them a job. Widen the lane/neck contrast so the wires around the active lane read as a focus cue, and flash the wires bracketing a note when a scorer confirms it. A fretted note lights the wire behind it and the wire it is pressed against; a chord lights only the outermost wires of its shape, so it reads as one bracketed block rather than a picket fence; an open string has no fret of its own and its gem is drawn as a slab spanning the lane, so it lights the lane's edge wires instead. Gated on the provider verdict, never the proximity heuristic -- the latter only means "near the strike line", so it would flash on every passing note whether or not it was played. With no scorer attached the neck behaves exactly as before. Emissive (and emissiveIntensity) carry the flash, not albedo: these are MeshStandard materials in a scene with no envMap, so raising albedo alone barely brightens them. Every value is a named constant -- see FRET_WIRE_* -- because the look is a taste call that wants tuning by eye, not a derivation. Signed-off-by: Kris Anderson <topkoa@gmail.com> * feat(highway_3d): cap the fret-wire flash at one outer pair Fast passages overlap their decay tails: consecutive notes on nearby frets left three, four, five wires glowing at once — the picket fence the chord rule was written to avoid, arriving through time instead of through a shape. The apply pass now decays every wire's glow state as before, but flashes only the outermost pair of the lit span (or the single wire when only one is above threshold). Interior wires keep decaying invisibly — the base tier loop re-seeds their materials each frame — so the bracket tightens naturally as the outer tails expire, and a hit inside the current span widens nothing. Net effect: at most two wires are ever lit, and everything currently glowing reads as one bracket, exactly like a chord. Signed-off-by: topkoa <topkoa@gmail.com> * feat(highway_3d): chord flash frames the lane, not the shape The lit lane strip spans the anchor's width (minimum ~4 frets), which can run a fret past the chord's outermost fret. The chord flash bracketed the shape (wire behind its lowest fret, wire at its highest), so on those anchors the bracket sat one wire INSIDE the lit lane — reading as misaligned rather than as a frame around what's lit. Chord hits now light the anchor lane's edge wires: the exact wires the lane strip itself spans, and the same pair open strings already use, so every hit shape inside a lane produces the same bracket. The shape's own outer pair survives only as the fallback for charts with no anchors. Fretted and open intensities merge into one entry (they light the same two wires now), and an all-open chord on an anchor-less chart still degrades to no flash rather than a bad index. Signed-off-by: topkoa <topkoa@gmail.com> * feat(highway_3d): gem rims flash string-coloured, wire-fashion On a confirmed hit the gem's outline now flashes in the STRING'S OWN colour with the same intensity treatment as the fret wires — the FRET_WIRE_HIT_INTENSITY emissive ramp, faded by the provider's alpha — instead of the fixed spring-green mHitBright rim. Just the rims: the lateral face fill keeps its existing green, and the sustain trail is untouched. Mechanics mirror the wires' pattern. mRimFlash[s] is one material per string (created with the other per-string materials, palette-retint aware, fog-exempt, disposed in teardown); drawNote() assigns it as the outline on a good verdict and records the verdict alpha into a per-frame per-string max (_rimFlashIn); the flash pass applies the intensity ramp once per string. Shared-per-string is the same compromise mGlow already makes — two same-string gems flashing in different phases share the brighter alpha. No decay tail of our own, deliberately: the material is only assigned while the provider confirms the note, and the provider's alpha already fades. When it goes silent the outline reverts, so idle intensity never shows. Signed-off-by: topkoa <topkoa@gmail.com> * feat(highway_3d): wire flash is a lightning strike, not a lingering glow The flash was instant-on with a 0.32 s exponential tail, and a held sustain kept re-feeding it — wires stayed lit for the whole note. The requested feel is a shock: light hits the frets, they jolt, it's over. The flash is now a one-shot pulse triggered on the input's rising edge: a near-instant crack up (RISE 25 ms), a fast fall (FALL 160 ms) shaped (1-u)^2 so it drops hard then eases out, with a 26 Hz flicker biting into the fall (the electric shudder — the crack itself stays clean), then hard zero. A held 'active' verdict keeps the input high continuously, which by construction triggers nothing new: one strike per hit, and the wires go dark while the note rings on. A re-strike after the provider goes silent re-triggers cleanly. Seeking backward or a long stall clears all pulse state, and a pulse whose strike time lands ahead of the playhead after a seek is discarded. The outer-pair bracket rule is unchanged — it now selects across pulses instead of decay tails. Knobs: FRET_WIRE_HIT_RISE / _FALL / _FLICKER_HZ / _FLICKER_DEPTH (replacing FRET_WIRE_HIT_DECAY). Signed-off-by: topkoa <topkoa@gmail.com> * fix(highway_3d): one wire strike per judged hit, not per wire edge The strike trigger was a rising edge on each WIRE's input, which merged distinct hits: two consecutive correct notes on the same fret kept that wire's input continuously high, so the second note produced no strike at all. The wires must respond to what the player did — one strike per judged hit-zone event. The trigger is now per event identity, using the same seen-map pattern as _sparkSeen: the first frame a note gets a good verdict its key (string|fret|time — or the chord key for a strum, which strikes once as a unit) lands in _fwStruck and requests a strike on its wires; the event never fires again however long its verdict stays live. Because every producer is gated, any nonzero input in the apply pass IS a fresh strike, so it restarts a pulse already in flight — a rapid re-hit on the same wire re-cracks instead of being swallowed. Seeks clear the map (replayed notes strike again); it is size-bounded like _sparkSeen. Envelope, flicker, and the outer-pair rule unchanged. Signed-off-by: topkoa <topkoa@gmail.com> * Revert the lightning-strike experiment — back to the decaying glow Reverts |
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