Commit Graph

13 Commits

Author SHA1 Message Date
ChrisBeWithYou
727b8c8f24
feat(a11y): app-wide "Interface size" setting (Accessibility) (#664)
* feat(a11y): app-wide "Interface size" setting (Accessibility)

Adds a dedicated Accessibility -> Interface size control so users on large,
low-DPI displays can enlarge the app's menus, buttons and text (reported: eye
strain on a 32" 1440p panel with no OS scaling).

Mechanism: a host-owned scale capability (window.feedBack.scale) applies a
RELATIVE root font-size (a % of the user-agent base, never a px literal, so a
raised browser/OS base font is respected) and publishes an always-present
--fb-scale token. The rem-based v3 chrome scales together; the gameplay highway
canvas (device-pixel sized) is deliberately untouched, so playback resolution
and FPS are unchanged. Medium (100%) clears the override, so default rendering
is byte-identical to before -- zero blast radius.

- Settings -> new Accessibility tab: Small/Medium/Large/Extra-Large presets
  (0.90/1.00/1.15/1.30) + a fine-tune slider (to 150%).
- Applied pre-paint from an inline <head> script (mirrors the ss-follower
  pattern) so there is no flash-of-reflow on load.
- window.feedBack.scale read-API (get/set + scale:changed, fires once on load)
  so canvas/WebGL surfaces that cannot inherit rem can follow the size. Shape
  mirrors the working-tuning read-API; persists as a durable preference.
- Cosmetic px->rem sweep so text scales cleanly at the larger stops (2 v3.css
  font-sizes + 20 text-[Npx] utilities across 8 v3 files; tailwind.min.css
  rebuilt byte-stable via the pinned toolchain).
- One-time first-run nudge for the large/low-DPI display profile that deep-links
  to the control (never fires once the setting is touched, or on other displays).

v3-only. Verified headless: core apply/persist/reset/reload/UI-sync + nudge
gating, with no console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(v3): regenerate tailwind.min.css to satisfy tailwind-fresh CI (PR #664 review)

Regenerate static/tailwind.min.css via scripts/build-tailwind.sh
(tailwindcss@3.4.19) so a fresh build matches the committed artifact and
the tailwind-fresh CI job's `git diff --quiet` passes. Two consecutive
regenerations are byte-identical.

Also (Fix 2) switch the fine-tune interface-size slider to the documented
transient-preview path: oninput now calls scale.set(v, { persist:false })
so dragging previews without writing localStorage/emitting a commit each
tick, and a new onchange commits with persistence on release.

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>
2026-07-02 14:00:30 +02:00
ChrisBeWithYou
15fabb62aa
Fix v3 Songs A–Z rail: reliable taps, precise drag, hittable size (#653)
* Fix v3 Songs A–Z rail: reliable taps, precise drag, hittable size

Follow-up to #634. Three rail bugs reported on macOS + Windows (0.3.0,
2026-06-29 — =Scr4tch=, MajorMokoto):

- Taps often did nothing ("clicked O, nothing happened"). pointerdown
  calls setPointerCapture, after which the browser retargets the
  follow-up click to the rail container, so the click handler's
  closest('.v3-azrail-letter') resolved null and a plain tap (no
  pointermove) had no other path. Drive the jump from pointerdown
  itself; reduce the click handler to keyboard activation only
  (e.detail === 0, Enter/Space).

- A drag landed short of the release ("where you release isn't where
  you get sent"). Every letter crossed fired jumpToLetter with
  behavior:'smooth'; stacked smooth-scroll animations over the
  virtualized grid lagged and settled imprecisely. jumpToLetter now
  takes a smooth flag and scrolls instantly ('auto') while scrubbing,
  animating only discrete taps/keyboard jumps, so the grid tracks the
  finger and the release lands on the let-go letter.

- The rail was too small at 1440p and didn't scale. Letters were a
  fixed .62rem glued at right:2px (~13px-tall target). They now scale
  with the viewport (clamp(.72rem, 1.4vh, 1.05rem)), sit off the edge
  with taller/wider equal-width hit targets and a hover/active
  highlight so the scrub target is visible.

Keyboard arrow-nav and present-letter gating are unchanged. Tests:
tests/js/v3_az_rail.test.js gains pointerdown-seek, keyboard-only click
guard, and instant-vs-smooth assertions (809 JS tests; the 13
pre-existing unrelated failures are unchanged).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(v3): ignore non-primary buttons on A–Z rail pointerdown (PR #653 review)

Right- or middle-clicking the A–Z rail (or a secondary multi-touch
pointer) no longer triggers a seek; only the primary tap/drag scrubs.

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>
2026-07-02 13:59:10 +02:00
OmikronApex
fd840011d2 perf(core): stop per-frame layout thrash in visibility check + v3 chrome loop
Chrome trace showed ~0.5s self-time in _isHighwayVisible (offsetParent
read every rAF frame forces style/layout recalc) and ~1.5s in the v3
player-chrome loop (matches(':hover') per frame, unconditional
textContent/width writes at 6 Hz -> ~1800 layout passes in 63s).

- highway.js: sample offsetParent every 10th frame, cached in between;
  fresh sample forced on init/canvas-replace/resize/override-clear.
- player-chrome.js: hover tracked via mouseenter/mouseleave; Up-Next
  refs cached, text written only on change (eta coarsened to 1s steps
  beyond 10s), progress bar moved from width to scaleX (compositor-only).
- v3.css: bar fill uses transform-origin:left + scaleX transition.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-01 23:51:39 +02:00
K. O. A.
db81d7dafb
Add progress bar to v3 "Up Next" pill (#649)
The persistent top-right "Up Next" pill showed the upcoming section name
and a countdown ("in 12.3s") but no at-a-glance sense of how far through
the current section the song is. Add a thin progress bar directly under
the existing text that fills as the current section elapses toward the
next, reaching full when the section flips.

The text row is wrapped unchanged in a flex row and the pill stacks the
bar beneath it; nothing else about the pill's content or styling changes.
Progress is computed in updateUpNext() as the fraction elapsed between the
previous section boundary (last section at/before now, else song start)
and the next section. The fill uses the same gradient as the section name
for visual cohesion.

Signed-off-by: topkoa <topkoa@gmail.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 23:44:09 +02:00
ChrisBeWithYou
8fbbc761fc
fix(v3): reject accidental text-selection of UI chrome (user-select policy) (#637)
* fix(v3): reject accidental text-selection of UI chrome (user-select policy)

Dragging/double-clicking across the v3 UI marquee-highlighted buttons, labels,
the sidebar, transport, and the note-highway HUD — looks broken (reported Mac +
Windows). Default the v3 shell to user-select:none on html, then opt CONTENT
back in. Decided by a 4-lens panel (UX / a11y / dev-ops / plugin-ecosystem);
their guardrails are baked in:

- Form fields ALWAYS re-enabled (input/textarea/select/[contenteditable]) so the
  caret + IME composition never break. No `* { user-select:none }` (WebKit input
  bug 82692).
- Plugin screens (.screen[id^="plugin-"]) stay selectable BY INHERITANCE (no `*`,
  so a plugin's own non-select chrome still wins) — a plugin's copyable text
  (lyrics, chords, results), including community/out-of-tree plugins that never
  adopt the class, isn't silently locked.
- Core read-only content opts back in by CONTAINER via a hand-authored
  `.fb-selectable` (not a Tailwind utility — so runtime-installed plugins get it
  too): the whole Settings panel (paths, device names, version, diagnostics,
  About) and the now-playing song metadata. Answers the open "keep settings
  copyable?" question: yes, at the container.

Cosmetic only — never used to lock copy-worthy text (errors/IDs/paths/versions/
metadata stay selectable; WCAG 2.2 allows copy-paste as a mechanism). v3-only
(v2 unchanged; v3.css loads only on /v3); plain CSS, no Tailwind rebuild; no
desktop/Electron changes (standard OS-framed window). `.fb-selectable` is
documented in CLAUDE.md for plugin authors.

Tests: tests/js/v3_user_select_policy.test.js (html default, form-field
re-enable, plugin-screen carve without `*`, .fb-selectable, container opt-ins,
and the no-`*`-rule guardrail).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(v3): address review of the user-select policy (#637)

Review (manual + Codex) of the v3 text-selection policy:

- P1 (real bug): the now-playing HUD metadata opted into `.fb-selectable` but
  its `#player-hud` parent is `pointer-events: none`, so the mouse could never
  reach the text to select it — the opt-in was inert. Add `pointer-events-auto`
  to the metadata block (verified in-browser: user-select:text + pointer-
  events:auto, while the HUD parent stays pointer-events:none).
- Coverage: the PR's a11y guardrail promised copyable text stays selectable
  "incl. in modals/toasts", but only Settings + the HUD were opted in. Blanket-
  opt the focused copyable surfaces back in by selector — `.feedBack-modal`,
  `[role="dialog"]`, `#fb-notify-stack`, `#v3-fb-toast`, `#scan-banner` — so
  errors / IDs / paths / file names in dialogs, toasts, and the scan banner stay
  copyable. These are focused panels, not dense card lists, so re-enabling
  selection there can't recreate the across-cards marquee mess.
  (Deliberately NOT opting in the library grid / dashboard / profile card lists:
  making dense card text selectable would reintroduce exactly that marquee mess
  on a drag — copy song metadata from the now-playing HUD / Settings instead.)
- Test (P3): assert the selectable rule's selectors order-independently, cover
  the new modal/toast/banner surfaces, and check the HUD block carries BOTH
  fb-selectable and pointer-events-auto (class-order independent).

Verified in a real browser (chromium): html=none, sidebar chrome=none, input=
text, Settings=text, HUD meta=text+pointer-events:auto, dialog/modal=text.

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>
2026-06-29 14:44:56 +02:00
Byron Gamatos
a791a0d8fe
feat(v3): DOM-virtualize the Songs grid (#636 item 3 stage 2) (#643)
The v3 Songs grid appended every scrolled page and never released nodes,
so card-node count grew unbounded with scroll depth (24 → 624 → 2001 for a
2000-song library). Replace it with a windowed/recycled render: only the
visible window (± overscan) is in the DOM while a #v3-songs-gridsizer
element sized to ceil(total/cols)*rowH gives the scrollbar full-library
geometry; #v3-songs-grid is absolutely positioned to the first visible row.

- state.songs is a sparse, absolutely-indexed store filled a page at a time
  by ensureWindow(): the stage-1 keyset cursor for contiguous forward scroll
  (O(page)), OFFSET page= for jumps/restore/non-keyset providers. _loadPage
  shares an in-flight promise per page and an epoch guard discards a stale
  fetch that lands after a reset.
- A–Z rail seeks directly via sort_letters cumulative counts (O(1), no
  page-through); bounded scan fallback for legacy providers without it.
- Snapshot/restore is now scrollTop-based (geometry is stable). Select mode,
  accuracy badges, ⋮ menu, plugin card actions, and tree/folder coexistence
  survive cards recycling; renderWindow re-renders when select mode toggles.
- Plugins get window.v3Songs.visibleCards() + a v3:library-window-rendered
  event instead of assuming all cards are present (highway-stutter lesson).

Verified in a browser against a seeded 2001-song library: DOM bounded to
~60 nodes while the count reads "2001 songs", rail jump lands on the target
row, selection survives recycling, scroll-restore exact. Codex-reviewed
(3 findings fixed: stale-fetch epoch guard, await-in-flight page promise,
select-mode resync on cached re-entry).

Frontend-only. Tests: tests/browser/v3-grid-virtualization.spec.ts pins the
bounded-DOM invariant + direct rail jump; tests/js/v3_az_rail.test.js and
v3_songs_scroll.test.js updated to the new wiring.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 12:26:29 +02:00
ChrisBeWithYou
6a6efc793a
feat(v3 library): practice-aware home — Repertoire meter + "Keep practicing" shelf (#635)
* feat(v3 library): practice-aware home — Repertoire meter + "Keep practicing" shelf

The Songs page opened cold into a flat sorted grid. This adds a practice-aware
front door on the unfiltered grid, built entirely from data already on hand
(no new endpoints, no new stored state):

- Repertoire meter — "Repertoire: N of M songs · K in progress" + a bar,
  counting songs at/above the same mastery threshold the green accuracy badge
  uses (>= 0.9 best accuracy) over the unfiltered library total. Reads
  state.accuracy (/api/stats/best, already loaded for the card badges) and the
  unfiltered /api/library/stats total.
- "Keep practicing" shelf — a horizontal row of recently-played, not-yet-
  mastered songs (newest first, click to play). Reads /api/stats/recent.

Both show ONLY on the grid view when not searching/filtering/selecting (the
front-door context), refresh after a song is scored (applyScoreRefresh), and
collapse on an empty library. Soft-gamification only: descriptive encouragement
(goal-gradient / endowed-progress), never content-gating, decay, or nagging —
the practice-accuracy "continue" rail a media server can't do.

Frontend-only: static/v3/songs.js (renderLibraryHome / _repertoireCounts /
libHomeVisible, wired through reload() + applyScoreRefresh), static/v3/v3.css.
Came out of the library design charrette (UX + gamification lenses' top pick).

Stacked on the A–Z rail branch (feat/v3-library-az-rail) since both touch
static/v3/songs.js; merge that PR first (or retarget).

Tests: tests/js/v3_keep_practicing.test.js (threshold, front-door gating,
shelf filter, denominator, render/reload/score-refresh wiring, click-to-play).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(v3 library): correct practice-aware home for review P1/P2/P3

Addresses the PR #635 review findings (manual + Codex):

P1 correctness
- Gate the Repertoire meter + "Keep practicing" shelf to the LOCAL
  provider (libHomeVisible). They read local practice stats
  (state.accuracy / /api/stats/recent); on a remote provider they mixed a
  local mastered count with a remote song total (e.g. "85 of 80") and the
  shelf played local files while browsing a remote library.
- Shelf now gates on the per-SONG best (state.accuracy[filename] = MAX
  across arrangements, what the green badge shows) and dedupes by filename,
  instead of the per-arrangement recents row — so a "keep practicing" card
  can no longer show a green "mastered" badge, and a song can't appear twice.

P2 robustness
- renderLibraryHome fetches /api/library/stats + /api/stats/recent together
  (Promise.all) and a _homeToken generation guard discards a stale render
  so a slow response can't repaint a home the grid already moved past.

P3 polish
- accuracyBadge references MASTERY_ACCURACY instead of a bare 0.9, so the
  badge and the meter/shelf can't drift from "the same mastery threshold".

Tests updated (v3_keep_practicing.test.js): provider gating, per-song
deduped shelf, Promise.all + token.

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>
2026-06-29 08:56:31 +02:00
ChrisBeWithYou
6a71577e05
feat(v3 library): A–Z fast-scroll jump rail on the Songs grid (#634)
* feat(v3 library): A–Z fast-scroll jump rail on the Songs grid

Adds a vertical letter rail (Plex/Radarr/iOS-contacts pattern) pinned to the
right edge next to the scrollbar so you can jump the library to a starting
letter — tap, drag-to-scrub with a live letter bubble, or arrow-key between
letters. The classic (v2) tree already had letter selection; this brings the
new v3 grid to parity (it was the gap behind the "alphabetical scroll
selection next to the scrollbar" idea).

It shows ONLY for the grid view + alphabetical (artist/title) sorts, and only
offers letters present in the current sort AND filter set, so a tap always
lands on a real card (absent letters are dimmed + non-interactive). The grid
is forward-only, server-paged infinite scroll with no virtualization, so a
jump pages through to the target card then scrolls to it; a token guards
overlapping jumps (drag) so the newest wins. A keyset-seek + virtualized
window is the scaling follow-up for very large libraries.

Backend: /api/library/stats gains an optional `sort` param and an additive
`sort_letters` map — songs-per-first-letter of the ACTIVE sort column (artist
or title), filter-synced — so the rail's present-letters match the grid's real
order. The legacy `letters` (distinct-artist) field is unchanged, so the
dashboard + classic tree are unaffected. `sort` is dropped for providers whose
query_stats predates it (existing kwarg-filter), so third-party library
providers keep working (rail simply falls back / hides).

Frontend: static/v3/songs.js (refreshRail / jumpToLetter / pointer-drag +
keyboard, cards tagged data-letter), static/v3/v3.css (.v3-azrail + bubble).

Tests: tests/test_library_filters.py (sort_letters artist/title, song-vs-
distinct-artist counting), tests/test_library_providers.py (sort forwarded),
tests/js/v3_az_rail.test.js (gating, data-letter, load-through, drag/keys).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(v3 library): harden A–Z jump rail (review P2/P3)

Addresses the PR #634 review findings (manual + Codex):

P2 correctness
- refreshRail prefers the active-sort `sort_letters`; falls back to the
  artist-based `letters` only on an artist sort, and hides the rail on a
  title sort when a legacy provider returns none (was mislabeling letters).
- reload() bumps `_jumpToken` so an in-flight letter jump can't scroll a
  grid that's being rebuilt from page 0.
- songBucket no longer trims, matching the server SQL + grid ORDER BY raw
  first-char bucketing (a leading-space title now buckets under '#' on both
  sides).

P3 polish
- Paging guard is total-derived (ceil(total/PAGE_SIZE)+2) instead of a
  magic 4000, keeping large libraries reachable while still bounded.
- Roving tabindex: only the first present letter is tabbable; arrow keys
  move it. Removes up to 27 page tab stops.
- `sort_letters` is computed only when the caller opts in
  (want_sort_letters / route `sort_letters=1`); the dashboard + v2 tree
  skip the extra GROUP BY. Added sort + want_sort_letters to the optional
  provider-kwargs so non-introspectable legacy providers drop them.
- _railToken supersedes stale refreshRail responses; hide the rail when no
  letters are present instead of rendering disabled buttons.

Tests updated accordingly (v3_az_rail.test.js, test_library_filters.py).

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>
2026-06-29 08:49:01 +02:00
Byron Gamatos
b206633131
fix(v3): keep Section Map's leftmost section clickable under the rail catcher (#617)
The section_map plugin pins a ~20px clickable bar (#section-map, z-index:5)
to the top of #player. The v3 left-rail hover-catcher (.v3-railzone::before)
is full-height at z-index:30 with pointer-events:auto, so its top-left
corner swallowed every click on the section map's first section — the
left-most section was never clickable on the v3 desktop (macOS/Windows) UI.

Drop the catcher below the 20px bar when the section map is present,
mirroring the existing #section-map ~ #player-hud special-case in
static/style.css. The rail still reveals from anywhere below the bar.

Adds a Playwright regression test (hit-test of the top-left corner) with a
negative control that re-raises the catcher to reproduce the bug.

Fixes #616

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 21:07:44 +02:00
ChrisBeWithYou
4c3ec2ff66
feat(plugins): full-screen (immersive) plugin screens via manifest opt-in (#590)
DAW-style plugin UIs (e.g. a practice studio) need the whole viewport, not a
scrolling content page below the v3 topbar — embedded in the shell they get
cut off at the bottom with excess padding up top.

Add an opt-in top-level `"fullscreen": true` plugin.json field, surfaced as the
`fullscreen` boolean on /api/plugins (mirrors the settings_category plumbing in
plugins/__init__.py). When a fullscreen plugin's screen is active, static/v3/
shell.js toggles `html.fb-immersive` from syncActive() so it tracks every
navigation incl. deep-link; static/v3/v3.css then hides the topbar, collapses
the sidebar to a functional icon rail (kept reachable — Escape is bound only on
player/settings scopes, so a fully hidden sidebar would trap the user), and
lets the active plugin screen fill #v3-main. Mirrors the existing
ss-follower-pre chrome-hide pattern. Additive + opt-in: plugins without the
flag are unaffected.

Test: tests/test_plugins.py::test_fullscreen_flag_parsed_from_manifest


Claude-Session: https://claude.ai/code/session_01BmWopMsRjdZyD6RwmZAQBv

Signed-off-by: ChrisBeWithYou <christian.a.cowan@gmail.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-25 00:02:16 +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
Byron Gamatos
36aeea67ac fix(highway): user-selectable scoreboard to stop duplicate HUDs
The highway showed two overlapping note-detection scoreboards at once: the
core v3 live-performance HUD (#v3-live-performance-hud) and the note_detect
plugin's own HUD (.nd-hud). Both auto-render off the same note:hit/note:miss
events and neither suppressed the other.

Add a Settings → Visualization "Scoreboard" selector (Streak / Detailed /
Off, default Streak) backed by a single source of truth on
<html data-scoreboard>. CSS shows exactly one:
  core (default) → core HUD; hide .nd-hud
  detailed       → .nd-hud; hide the core HUD
  off            → hide both

CSS-based suppression keys the default off ":not(detailed):not(off)", so the
correct HUD is right even before the pref script runs (no flash) and it
robustly hides any .nd-hud regardless of how many note_detect instances load.
Detection itself is untouched — only the duplicate scoreboard panel is hidden.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 20:56:38 +02:00
byrongamatos
6c110398b4 Clean release snapshot 2026-06-16 18:47:13 +02:00