Commit Graph

17 Commits

Author SHA1 Message Date
Kyle
a9be210f77
fix(highway_3d): Venue desync, bind race, and a11y for the player background control (#1018)
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* Fix 3D Highway background controls under Venue override

When the Venue visualization override is active, the entire Background control group (style dropdown and intensity/reactive knobs) is now disabled since the venue scene owns rendering. The dropdown, intensity, and reactive controls are greyed out with a tooltip explaining the state.

Also fixes a cold-load bug where the screen hook subscription could fail to bind if the event bus wasn't ready during renderer init, by re-attempting binding on each retry tick.

Includes test coverage for both the Venue override greyout behavior and the cold-load screen hook binding fix.

* Add accessibility features and explicit global reads to background control

Refactor the player chrome background control to use an explicit `_bgReadGlobal()` function instead of relying on the implicit behavior of `_bgReadSetting(null, ...)`. The control is a single shared instance across splitscreen panels and must always read/write the global slot.

Add accessibility improvements:
- aria-pressed on toggle buttons to expose state to screen readers
- aria-label on select and intensity controls
- aria-describedby pointing disabled controls to a visually-hidden reason span
- The reason span carries dynamic explanatory text for why a control is greyed out

Add comprehensive tests verifying the new `_bgReadGlobal` helper ignores per-panel overrides and that all accessibility attributes are set and updated correctly.

* Gate player control slot on v3 UI version

Add explicit check for `window.feedBack.uiVersion === 'v3'` in _pcSlot() per docs/plugin-v3-ui.md. This prevents the plugin from attempting to mount player controls on non-v3 hosts (e.g., legacy v2 shell). Complements the existing `playerControlSlot` typeof check and improves compatibility robustness.

Updated test mocks to include `uiVersion: 'v3'` and added test case verifying that mounting is skipped when uiVersion is not v3, including a guard to ensure the retry loop terminates properly.

* Clarify 3D highway style control behavior

Document that the style controls group also greyes out when the Venue scene override is active, since the controls don't apply in that mode.

* Restore style dropdown tooltip when Venue override exits

The style dropdown's tooltip was cleared whenever the Venue override was inactive, permanently discarding the "Background style" hint set at mount time. Since the sync runs on every settings change, the tooltip was lost on the first sync and never returned.

This brings the dropdown in line with the intensity slider and reactive toggle, which already restore their base tooltip when they're re-enabled.

Includes a test asserting the tooltip returns after the Venue override exits.

* fix(highway_3d): skip player-control retry loop on non-v3 shells

_pcAcquire only runs once the renderer is viable inside the v3 player
chrome, and player-chrome.js sets uiVersion synchronously as it builds
that chrome — so a missing 'v3' at acquire means v2, not a not-yet-ready
v3. Bail before scheduling the retry loop instead of spinning it out to
the ~3s budget for a slot that will never appear.

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

---------

Signed-off-by: byrongamatos <xasiklas@gmail.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-20 09:18:12 +02:00
Kyle
fcdb4867d6
feat(highway_3d): background controls in the player chrome (#1008)
* Add mid-song background picker to player chrome

Mount a background style/intensity control in the player's plugin popover so users can switch backgrounds mid-song without leaving for Settings. Uses ref-counting to manage the shared control across multiple renderer instances. The control syncs bidirectionally with settings.html and the settings bus, so changes from either UI stay agreed. Moved _pcAcquire() to after _isReady to avoid acquiring for non-viable (e.g. WebGL2-missing) renderers.

* Grey out background controls that current style ignores

Add _PC_USES table to track which settings (intensity, reactive) each background style actually consumes. Disable and grey out controls when the active style doesn't use them, preventing user confusion. Updates _pcPaint() to support disabled state with tooltip explanations, and guards click/change handlers against disabled controls.

* Add background control tests and changelog entry

Document the new background controls feature in the 3D Highway plugin that allows changing the highway background mid-song from the player's Plugin Controls popover. Add a comprehensive test suite for the background control system covering refcounting, settings sync, greying out unsupported controls, and teardown behavior.

* Generalize background control refcounting language

Update CHANGELOG and test comments to reflect that the 3D highway background control refcounting applies to any multiple renderer instances, not exclusively splitscreen. Change test name and clarify that multi-instance behavior is exercised with stubbed instances, not real splitscreen sessions (whose visualizer does not currently work).

* Reorder 3D Highway changelog entry, bump version

Moved the 'Background controls in the player' entry to a different position in the Unreleased changelog section. Updated 3D Highway plugin version from 3.32.0 to 3.33.0.

* fix: store screen.js and CHANGELOG.md with CRLF to match main

The merge of main was run with merge.renormalize=true (needed — this repo has CRLF committed while core.autocrlf=true, so a plain merge sees all 16k lines as changed). That rewrote screen.js and CHANGELOG.md to LF, which autocrlf then stored. main has both as CRLF, so every line differed and GitHub reported 16,428/16,112 for screen.js and refused to render it.

Restaged with the CRLF blobs written directly so they are what get stored. No content change; the diff drops to 316/0 and highway_3d_render_order.test.js leaves the diff entirely.

Signed-off-by: Kyle <kyle.j.t@live.co.uk>

* Unbind screen:changed hook on last release

Ensure the highway_3d control removes its screen:changed listener when the last reference is released to avoid listener/closure leaks across plugin reloads. Added a best-effort off() call and clears _pcScreenHook so future acquires re-bind correctly. Tests updated: mock feedBack on/off implemented, helpers added (screenHooks, fireScreenChanged), and a new test verifies the subscription is removed on final _pcRelease and re-subscribed on re-acquire.

* fix(highway_3d): show greyed-out reason on hover for disabled bg controls

A native-disabled <button>/<input> receives no pointer events, so its
`title` tooltip never appears — the "greyed out, says why on hover"
affordance was dead in the browser while the tests passed on the
swallowed control title. Move the reason onto a non-disabled wrapper and
set pointer-events:none on the disabled control so the hover reaches it.
Also add aria-disabled so screen readers get the state.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Signed-off-by: Byron Gamatos <xasiklas@gmail.com>

---------

Signed-off-by: Kyle <kyle.j.t@live.co.uk>
Signed-off-by: Byron Gamatos <xasiklas@gmail.com>
Co-authored-by: Byron Gamatos <xasiklas@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-19 11:39:26 +02:00
vo90
be49465540
fix(highway_3d): initialize camera before silent intros (#1002)
Co-authored-by: Byron Gamatos <xasiklas@gmail.com>
2026-07-19 11:38:25 +02:00
Joe Hallahan
05be9ebdbe
Add new chart-transform plugin capability (#1000)
* Chart-transform plugin capability

* PR comments

* Cleanup

* Fix markdown

* CodeRabbit feedback

Signed-off-by: Joe <jphinspace@gmail.com>

---------

Signed-off-by: Joe <jphinspace@gmail.com>
Co-authored-by: Byron Gamatos <xasiklas@gmail.com>
2026-07-19 11:27:52 +02:00
K. O. A.
2413991c5a
feat(highway_3d): fret wires flash on a confirmed hit (#969)
Some checks are pending
ship-ci / ci (push) Waiting to run
* 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 d003532 and e05d90e. The wire flash returns to its original behaviour: instant-on at the provider's alpha with a smooth exponential fade (FRET_WIRE_HIT_DECAY 0.32 s), held sustains keep their wires lit while the note rings, and no flicker. The outer-pair bracket, lane-framed chords, and string-coloured gem rims are untouched.

Signed-off-by: topkoa <topkoa@gmail.com>

* test: wire-tier assertions follow the named constants

The two render-order tests pinned the old literal hexes (idle 0x666688). The tiers moved to named constants with a retuned idle (FRET_WIRE_IDLE_HEX 0x4A4A60); the tests now assert the code uses the constants AND pin the constants' values, so a future retune is a deliberate two-line change here rather than a silent one.

Signed-off-by: topkoa <topkoa@gmail.com>

* fix(highway_3d): clamp provider alpha in the rim-flash path (review)

The wire-flash path clamps the note-state provider's alpha to 0..1; the rim-flash accumulation used it raw, so a provider returning >1 would over-drive emissiveIntensity. Clamped to match.

Signed-off-by: topkoa <topkoa@gmail.com>

* test: add fret inlay dots (renderOrder 3) to the hierarchy header (review)

Signed-off-by: topkoa <topkoa@gmail.com>

* test: accurate depth-flag claims, anchored depth assertions (review)

Two review findings on the render-order test file, both correct:

The header claimed ALL 3D-highway materials use depthTest:false, making
renderOrder "the only" draw-order control — but the accent halo
materials set depthTest:true. Now says "nearly all", names the
exception, and calls renderOrder the primary control. A header someone
trusts mid-debug must not overclaim.

The fret-wire depthTest/depthWrite assertions matched anywhere in
screen.js, which is full of other depthTest:false materials — the test
would keep passing if the wire material dropped the flags. Both are now
anchored to the wire material literal via FRET_WIRE_IDLE_HEX (unique to
it), as two separate anchored matches so property order inside the
literal still isn't pinned.

Signed-off-by: topkoa <topkoa@gmail.com>

---------

Signed-off-by: Kris Anderson <topkoa@gmail.com>
Signed-off-by: topkoa <topkoa@gmail.com>
2026-07-18 21:11:10 -04:00
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