Commit Graph

12 Commits

Author SHA1 Message Date
ChrisBeWithYou
e134f5c802
fix(highway_3d): size Butterchurn output canvas buffer to fill the highway (#820)
* fix(highway_3d): size Butterchurn output canvas buffer to fill the highway

The 3D-highway Butterchurn background set only the output canvas CSS size
and called setRendererSize(), but never sized the canvas DRAWING BUFFER
(canvas.width/height). Butterchurn does not size the output canvas itself
(renderToScreen viewports to the reported size into the default
framebuffer), so the buffer stayed at the browser default 300x150 while the
viewport was the full highway. Only the bottom-left ~300x150 of the pattern
was drawn, then CSS-stretched across the whole highway -- zoomed, soft, and
aspect-wrong, worse the larger the panel.

Add _bcApplySize(cssW, cssH): set the drawing buffer to the device-pixel
render size (round(css * min(DPR, 1.5))), confine every layer (canvas,
backdrop, scrim, tint) to the highway rect, and report the same device px
to setRendererSize so buffer == on-screen viewport. Seed the buffer at
create and switch createVisualizer to pixelRatio:1, textureRatio:1 (DPR is
now folded into the reported size, so buffer == viewport == internal
texsize, no double-counting). render() and resize() both route through it.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Signed-off-by: ChrisBeWithYou <christian.a.cowan@gmail.com>

* chore(highway_3d): bump to 3.31.5 (3.31.4 taken by #823 on main)

Rebased onto main; #823 already shipped 3.31.4 (per-panel camera), so this
Butterchurn buffer-sizing fix advances to 3.31.5.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Signed-off-by: ChrisBeWithYou <christian.a.cowan@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Co-authored-by: Byron Gamatos <xasiklas@gmail.com>
2026-07-10 13:12:16 +02:00
Kris Anderson
5aa336961c feat(highways): per-splitscreen-panel Camera Director cameras
Make the three 3D highways read the Camera Director bridge per panel so each
splitscreen panel renders its own camera (independent orbit/height/zoom/tilt/pan),
instead of all panels sharing the focused camera.

- Add a shared `_freeCamFor(canvas)` resolver to each highway: prefer this panel's
  entry in `window.__h3dCamCtlPanels[panelIndexFor(canvas)]`, fall back to the
  global `window.__h3dCamCtl`, else null (100% stock). Defensive on the splitscreen
  global name (feedBackSplitscreen || slopsmithSplitscreen), NaN-safe, allocation-free.
- highway_3d (guitar): source `_freeCam` from the resolver (was global-only).
- keys_highway_3d: adopt the bridge for the first time — layer dolly/height/orbit +
  pan/pitch offsets onto the pan/zoom follow rig at the camera write.
- drum_highway_3d: adopt the bridge — new per-frame `applyCamera()` folds the static
  base pose + kick-pulse dip + free-cam offsets.
- In a follower (popped-out) window there is one panel, so the resolver yields
  whatever camera the plugin set in that window; no highway change needed for pop-out.

Camera Director absent → resolver returns null → renderers behave exactly as before.
Bump each plugin patch version. Existing plugin tests pass (drum 15, keys 30); the
keys "default look unchanged" test confirms the stock path is byte-identical.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Signed-off-by: Kris Anderson <topkoa@gmail.com>
2026-07-09 12:24:29 -04:00
ChrisBeWithYou
b914612f9d
fix(highway_3d): recover from WebGL context loss instead of crashing on alt-tab (#790)
Switching the active window / alt-tabbing away (most often on Windows) can
trigger a GPU context reset. The 3D highway's WebGL renderer had no
webglcontextlost handler, so a lost context was left to escalate into a
render-process crash -- matching the intermittent "randomly crashes when I
change windows" desktop reports.

The renderer now binds webglcontextlost/webglcontextrestored on its own WebGL
canvas (ren.domElement): the loss is preventDefault()'d so the browser keeps the
context restorable, draw() bails while the context is down so no GL work runs on
a dead context, and on restore the viewport is re-applied and rendering resumes
(Three re-uploads scene resources on the next frame). Listeners are removed in
teardown.

Root cause is a strong hypothesis -- the crash is intermittent and
unreproducible -- but the fix is low-risk and additive and closes a real gap:
there was no context-loss handling anywhere in the renderer.

plugins/highway_3d 3.31.2 -> 3.31.3. Tests:
tests/js/highway_3d_context_loss.test.js (source-contract, like the other
highway_* tests). The sibling keys_highway_3d / drum_highway_3d renderers share
the same gap -- follow-up in their repos.


Claude-Session: https://claude.ai/code/session_01UR2Cr7GEu3yMY7SrfxH6c1

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 22:20:32 +02:00
OmikronApex
95cb51b2ad perf(highway_3d): forceSinglePass on transparent DoubleSide quads
The retrace after the label-swap fix showed getParameters unchanged
(~2.5s / ~4% throttled main thread) — the real driver is Three r158+'s
transparent-DoubleSide two-pass path: renderBufferDirect renders such
objects back side then front side, setting material.needsUpdate BOTH
times, i.e. a full getParameters/program-cache lookup twice per object
per frame, plus double draw calls. (Found by reading the two-pass
branch in the vendored three.module.min.js right next to the
getParameters call site.)

All 18 transparent DoubleSide materials in this renderer are flat
unlit quads — technique markers, sustain rails, chord frames, lane
planes, halo bars — where the two-pass self-occlusion ordering buys
nothing. Declare forceSinglePass: true on all of them.

Also corrects the _setLabelMap comment's churn attribution (that fix
removes the label-swap contribution; this one removes the dominant
source). Plugin 3.31.1 -> 3.31.2.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 00:48:52 +02:00
OmikronApex
59aa70ce5a perf: remove throttled-trace residuals — program churn, per-frame rect, HUD clock
A 4x-CPU-throttled retrace (the honest weak-hardware proxy) surfaced
three residual per-frame costs; stack attribution pinned each:

- getParameters/getProgramCacheKey (~4% of main thread): every pooled
  label sprite map swap set material.needsUpdate, bumping
  material.version and forcing full program re-resolution next render.
  Swapping between two non-null cached textures never changes the
  compiled program (USE_MAP define unchanged) — new _setLabelMap()
  helper only flags needsUpdate on a null<->texture transition, used at
  all 7 swap sites.
- getBoundingClientRect (~1.2%): the 3D highway's per-frame canvas-size
  self-check forced a layout read every frame. The CSS-box drift read
  now runs every 10th frame (or when the wrap isn't pinned); the
  backing-store comparison stays per-frame with cheap property reads
  and forces an immediate box read + applySize when it fires.
- set textContent: the core 60 Hz HUD clock rewrote hud-time (and
  getElementById'd it) every tick for a display that changes 1/s — now
  write-on-change with a cached element ref.

(The remaining textContent writer in the trace is notedetect's
badges.js — external repo, to be filed there.)

tests/js: resize-reframe shape test updated for the hoisted _bsChanged
gate, incl. an assertion that the throttle can never delay the
backing-store path.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 00:40:52 +02:00
OmikronApex
5239665e2b perf(highway_3d): pre-warm shaders and label textures at init
Trace showed frame spikes from Three.js first-use costs mid-song:
shader program compilation (getParameters/getProgramCacheKey) and lazy
texture uploads (texSubImage2D) whenever a chord name, section banner,
or fret label first appeared.

- ren.compile(scene, cam) after initScene (pools already warmed by
  feedBack#226, board built, background mounted) so programs compile
  during the load spinner.
- Pre-rasterise + GPU-upload (ren.initTexture) the deterministic txtMat
  entries: fret numbers 0-24 in the noteFret/fretRow/ghostFret combos
  the per-frame paths request.
- Chart-dependent labels (chord template names, section names) prewarm
  once on the first draw() after each init, when bundle arrays are
  guaranteed populated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-01 23:53:36 +02:00
ChrisBeWithYou
3120ae3e71
fix(highway_3d): dolly back so the fret-number row can't clip off the bottom (#633)
The heat-coloured fret-number row is drawn as a band BELOW the board
(sY(lowest) - S_GAP*1.4), but camUpdate's self-correcting framing only
anchors the board CENTRE to the lower third of the screen and reserves no
headroom for that row. So a tight zoom on a centred active span (worst
mid-neck; fine at either end of the neck) pushes the numbers past the
bottom edge -- which is why testers saw it "only when centered" and "not
every song." Tilt can't fix it (it would only trade a bottom clip for a
top clip); the vertical-extent problem at tight zoom needs camera distance.

Add a fret-row fit guard: project the row band with the final camera and,
when it falls below FRET_ROW_FIT_NDC_MIN, raise a capped, hysteretic
_fretRowFitBoost applied to the curDist lerp target (the span-driven
tgtDist still owns zooming IN). The boost rises promptly (proportional to
the deficit), relaxes lazily past a deadband, and is capped at
FRET_ROW_FIT_BOOST_MAX (+60%) so the zoom can't pop or hunt. It cooperates
with the tilt loop (pull-back shrinks the scene, tilt keeps the centre
anchored) and yields entirely to the Camera Director free-cam. Surgical:
passages where the row is already visible never trigger it, so framing is
unchanged everywhere it already worked.

plugin.json 3.30.0 -> 3.30.2 (screen.js cache-buster; 3.30.1 is taken by the
FPS-counter PR). Tests: tests/js/highway_3d_camera_framing.test.js
(guard constants, the boosted curDist lerp, the projected-row hysteresis,
free-cam yield).

Fixes #632


Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 15:31:24 +02:00
ChrisBeWithYou
b29bab1884
fix(highway_3d): keep the FPS counter from hiding behind the v3 "Up Next" pill (#630)
The on-highway FPS readout (Settings -> Graphics -> 3D Highway -> Show FPS
counter) is pinned to the top-right of the highway overlay -- the same
corner the v3 player chrome stacks its persistent Up Next pill and
live-performance HUD into, on a higher layer that paints over the canvas.
So the readout sat behind that chrome and couldn't be read, exactly when a
tester turned it on to judge performance (and because the pill is default-on
it covered the counter regardless of the separate "Up Next won't turn off"
report).

Keep it top-right (where testers look) but drop it just below whichever of
that chrome is showing: measure the lowest visible top-right v3 HUD element
(#v3-upnext / #v3-live-performance-hud / #hud-time) and floor the FPS box's
Y beneath it. Element refs are resolved once and cached (no per-frame
querySelector, per the plugin perf rules) and only read while the counter is
actually drawn; gated on window.feedBack.uiVersion === 'v3' so classic v2 is
byte-for-byte unaffected. Bump plugin version 3.30.0 -> 3.30.1 (the screen.js
cache-buster).


Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 00:50:36 +02:00
ChrisBeWithYou
290783b80b
feat(highway_3d): hit-feedback juice + Hit-sparks toggle (#618)
* feat(highway_3d): hit-feedback juice — cinematic lighting, strike line, sparks, intensity dial

Charrette wave 1 (additive, default-tasteful, all behind settings):
- #8 Hit-feedback settings: hitFx (0..1), cinematic, verdictMarks, timingFx,
  streakFx in BG_DEFAULTS + h3dBgSet* setters + settings.html (intensity slider +
  cinematic toggle). hitFx=0 → colour verdict only.
- #2 Cinematic lighting: ambient 0.85→0.35 + stronger key light when cinematic on,
  so emissive gems have a dark surround to pop against. Live-toggleable.
- #1 Strike line: a glowing bar at the hit line (Z=0) that flashes green on a
  verified hit / red on a miss, eased from the per-frame verdict alpha.
- #3 Hit sparks: a pooled additive Points burst at the gem on a verified hit
  (deduped one burst per note), scaled by hitFx; disposed on teardown.

Staged for wave 2 (after dogfooding): bloom+ACES (#4), colorblind verdict glyphs
(#6), early/late timing tint (#5), streak heat + clean-bar (#7), gem scale-punch.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* feat(highway_3d): wave 2 — gem scale-punch, streak heat, colorblind verdict marks

- #3 (completion) gem scale-punch: the hit gem briefly grows (1 + 0.22·hitFx·alpha),
  biggest at the strike and easing with the verdict — the per-gem impulse.
- #7 streak heat: a renderer-side consecutive-hit counter eases a 0..1 "heat"
  (plateau at 16) that grows the spark burst + warms the strike-line idle glow;
  a miss eases it back down. Behind the Streak-feedback toggle.
- #6 colorblind verdict marks: a redundant ✓ (hit) / ✗ (miss) glyph on the verdict
  via the existing 2D label overlay, so the green/red pair isn't the only signal —
  notably also covers the provider path (where the timing labels don't show).
- settings.html: Streak-feedback + Accessible-marks toggles.

Deferred: #4 bloom+ACES (needs the Three.js postprocessing addons vendored into
core static/vendor/three/ — not present; warrants its own infra change), and #5's
timing tint (the early/late ±ms labels already render on the event path; surfacing
them on the provider path needs a notedetect verdict field — a cross-plugin item).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* feat(highway_3d): #4 bloom + ACES — vendored Three.js postprocessing, perf-gated

The single biggest fidelity lever from the charrette. Core had only
three.module.min.js (no postprocessing addons), so this vendors the r170
EffectComposer/RenderPass/UnrealBloomPass/OutputPass + their shader deps into
static/vendor/three/addons/, with every `from 'three'` rewritten to the SAME
vendored three (../../three.module.min.js) so the addons share the plugin's
three instance (a CDN copy would be a second, non-interoperable module).

highway_3d wiring:
- Lazy-loads the addons only when the new `bloom` setting is on (dynamic import),
  builds EffectComposer(RenderPass → UnrealBloomPass(strength .65/radius .5/
  threshold .82 — high so only emissive gems + the hit flash bloom) → OutputPass).
- Render loop uses composer.render() with ACES tone-mapping when bloom is active,
  else the unchanged direct ren.render() with NoToneMapping (bloom-off = today's look).
- Perf-gated: OFF in splitscreen; graceful fallback to direct render if the modules
  or composer fail; composer.setSize on canvas resize; disposed on teardown.
- settings.html: "Glow bloom" toggle (default on).

Verified the import chain resolves + renders via a same-origin module-load test
(EffectComposer built + a bloom frame rendered, three r170).

Charrette status: 7/8 (only #5's early/late timing tint remains — a notedetect
verdict-field change, outside the highway).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* feat(highway_3d): #5 early/late timing — colour the hit feedback by timing

Surfaces the detector's timing on every hit (the charrette's last item), fully
highway-side: notedetect already dispatches the judgment (timingState/timingError)
on notedetect:hit/miss, so we carry timingState onto the event mark and tint the
hit's spark burst + the ✓ verdict glyph by it — on-time green, early cyan, late
amber. Gracefully falls back to green when no timing is known (pure-provider path),
so it never invents data. Behind the new "Timing feedback" toggle (default on).

Charrette: 8/8 complete.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* feat(highway_3d): add a "Hit sparks" on/off toggle (note-hit particles)

The on-hit spark burst (the particle effect that fires the instant
note_detect confirms a hit) could previously only be removed by dragging
Hit-feedback intensity to 0 — which also kills the strike-line flash and
the scale-punch. Add a dedicated "Hit sparks" toggle (default on) under
3D Highway settings, in the hit-feedback group beside the intensity
slider, that gates ONLY the spark particles; the strike flash and colour
verdict are unaffected.

Wired the same way as the sibling juice toggles: a `sparks` boolean in
BG_DEFAULTS, in _BG_BOOL_KEYS, a window.h3dBgSetSparks setter, the
per-instance _sparks state + settings re-read, and a guard on the
_sparkBurst spawn. Reuses existing Tailwind utility classes, so
assets/plugin.css is unchanged; plugin.json version bumped to 3.28.0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(highway_3d): act on tester charrette — strike line, fog readability, AA

Addresses the alpha-tester 3D-highway feedback thread via the design panel's
recommendations:

- Strike line (panel rec 1a): now a HIT-ONLY faint "now" line — flashes green
  on a confirmed hit, no red miss branch (misses already show at the gem: red
  wash + ✗). Moved off the bottom edge to the vertical CENTRE of the string
  field, which was the "incorrectly placed" complaint (it read as the board's
  lower border and fused with open-string gems on a miss). Added a "Strike
  line" on/off toggle (`strikeLine`, default on).

- Horizon readability (#2): the note gems + their outlines are now fog-exempt
  (`material.fog = false` on mStr/mGlow/mStrHitOutline/mHitBright/mWhiteOutline/
  mMissOutline), so upcoming notes punch through the distance fog and stay
  legible as they render in — the board, lane, sustains and scenery keep their
  atmospheric fog, so depth is preserved.

- Cinematic lighting softened: cinematic ambient 0.35 -> 0.45 so the dark stage
  doesn't crush note/fret legibility.

- Anti-aliasing under bloom (perf rec): give the bloom EffectComposer a
  multisampled (WebGL2 MSAA x4) HalfFloat render target. The default target had
  no `samples`, so bloom-on bypassed MSAA — the "too HD / jagged on Windows,
  fine on Mac" report (Mac only won via Retina supersampling). This is the
  highest-value, smallest fix for the jaggies.

plugin.json -> 3.29.0. The renderScale quality-oscillation is core
(static/highway.js) and will be a separate feedBack PR.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(highway_3d): remove the strike line; sparks-only hit feedback, subtler

Second tester-charrette pass. The strike line (even hit-only/centred from the
last pass) was still too distracting/confusing on a hit, so it's removed
entirely — strings + fret markers already orient the player, and the hit is
fully carried at the gem (bright outline + scale-punch + spark burst) with the
timing-coloured ✓/✗ verdict as the knowledge-of-results channel.

- Deleted the strike-line mesh, its per-frame update, the `strikeLine` setting
  (BG_DEFAULTS / _BG_BOOL_KEYS / setter / settings-load), the settings.html
  toggle, and the now-dead `_strikeLine`/`_ndHitFlash`/`_ndMissFlash` state +
  their verdict-block feeds.
- Made the spark burst subtler now that it's the sole celebration: point size
  1.7→1.0·K, opacity 0.95→0.8, burst count (7+13·hitFx)→(4+7·hitFx), radial
  speed (7+r·20)→(5+r·12)·K, life (0.40+r·0.28)→(0.30+r·0.16)s.
- Toggles for Hit sparks and the ✓/✗ verdict marks already exist in settings
  (kept).

Minimal hit-feedback set now: gem bright + subtle spark (celebration) +
timing-coloured ✓/✗ (the KR) + ambient streak heat. plugin.json -> 3.30.0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* fix(highway_3d): hydrate hit-feedback settings controls from saved state

The 7 new juice controls (Hit sparks, Cinematic, Streak, Verdict marks,
Bloom, Timing, Hit-feedback intensity) were hard-coded to their default
markup and never read back from localStorage when the settings panel
reopened — so a saved non-default (e.g. Hit sparks off) showed as the
default (checked) even though the renderer correctly honored it. The
sibling controls in the same panel were already hydrated; this restores
that pattern for the new ones.

Reads h3d_bg_* directly; defaults mirror BG_DEFAULTS (all bools on,
hitFx 0.70) and the _bgCoerceBool 'true'/'1' vs 'false'/'0' coercion.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 11:53:48 +02:00
ChrisBeWithYou
97dae88860
feat(highway_3d): colour theming — string presets + Background/Highway scene themes (#596)
* feat(highway_3d): add one-click string-color presets

Adds 12 named string-color presets (Warm→Cool, Vivid, Colorblind-friendly,
Neon, Accessible, Warm Ember, Tape Deck, CRT Green/Amber, Pitch Ramp, Sunrise)
selectable from the 3D Highway settings panel.

Extends the existing core HWC (highway-color) subsystem in static/app.js with
HWC_PRESETS + applyHighwayStringPreset(), exposed on the existing facade as
window.feedBack.highwayColors.{presets, applyPreset}. The plugin settings page
renders the preset buttons from that core list and refreshes the per-string
pickers on apply. Purely additive — stock behavior is unchanged.

Scope: core static/app.js (the shared HWC facade both highways consume) plus the
highway_3d plugin's settings.html / screen.js / CLAUDE.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* fix(highway_3d): address review of colour-theming PR

- Rebuild assets/plugin.css so the new `flex-wrap` (preset row) and
  `text-[10px]` (theme-dropdown helper) Tailwind classes are actually
  compiled, and bump plugin.json 3.26.0 -> 3.27.0 so the <link>'s ?v=
  cache-buster fetches the fresh CSS (per the plugin's build rule).
- Replace the mirror-at-every-read hwTheme migration with a one-time
  backfill (persist hwTheme := bgTheme on first load, no emit). The two
  scene-color axes are now genuinely independent: changing the Background
  dropdown no longer silently retints the Highway surface/lane, and the
  rendered highway can't disagree with the Highway dropdown value.
- Collapse the duplicated theme id-set in settings.html (two identical
  <option> lists + VALID_BG_THEMES) into a single SCENE_THEMES source the
  dropdowns and validator are generated from; sync points 4 -> 2.
- Update CLAUDE.md to document the backfill + reduced sync contract.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-26 11:05:31 +02:00
Byron Gamatos
3b485fe62b
feat(v3): tabbed, card-row settings page + per-plugin settings category (#584)
Replace the single long scrolling v3 settings screen with a horizontal tab
bar (Gameplay / Audio / Graphics / Keybinds / Progression / Mic / Plugins /
System) over card rows (icon + title + description, control on the right) with
a per-category Reset.

- static/v3/index.html: tab bar + card-row markup (ids keep hydrating through
  the unchanged app.js loadSettings()/persistSetting() path).
- static/v3/settings.js (new): tab switching + active-tab persistence
  (localStorage 'v3-settings-tab'), per-category reset, read-only Keybinds
  reference from window.getAllShortcuts().
- static/v3/v3.css: plain CSS, no Tailwind rebuild.
- Per-plugin settings tab: new optional settings.category in plugin.json →
  plugins/__init__.py surfaces settings_category; app.js mounts each plugin
  <details> into #plugin-settings-<category> (fallback: Plugins tab).
  highway_3d ships category: "graphics".
- New gameplay settings: countdown_before_song (wired end-to-end, default off);
  miss_penalty + fail_behavior (persist-only stubs); "Note highway speed"
  surfaces existing master_difficulty.
- New POST /api/settings/reset clears whitelisted keys back to defaults.

Tests: test_settings_api.py, test_plugins.py::test_settings_category_parsed_from_manifest,
tests/browser/settings-tabbed.spec.ts. 179 passed locally.

Ported from the pre-rename feat/v3-settings-tabbed WIP onto current main
(slopsmith→feedBack rename applied; settings-screen markup conflict resolved
in favour of the new tabbed layout — all prior setting ids preserved).

Closes #579

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:06:46 +02:00
byrongamatos
6c110398b4 Clean release snapshot 2026-06-16 18:47:13 +02:00