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12 Commits
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3717e4338d
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fix(plugins): restore window.esc for out-of-tree plugins (#986)
Some checks are pending
ship-ci / ci (push) Waiting to run
app.js exported `esc` as an implicit global back when it was a classic
script. a9fce29 made it an ES module and
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23ecddc721
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test(highway): the R3c perf gate — measure the render loop before carving it (R3c) (#910)
highway.getPerf() (additive) + tests/browser/highway-perf-baseline.spec.ts. No behaviour change. This lands BEFORE highway.js is touched, because a perf-gated refactor without a perf gate is just a refactor. ━━━ FRAME RATE IS THE WRONG THING TO MEASURE ━━━ The highway AUTO-SCALES. When the smoothed draw cost passes _DRAW_BUDGET_HI_MS (12ms) it LOWERS THE RENDER RESOLUTION to protect the frame rate (#654). Exactly right for players — and it means a real perf regression does NOT show up as dropped frames. It shows up as a BLURRIER PICTURE at a perfectly healthy 60fps. Benchmark fps and you measure the feedback loop, not the renderer, and conclude nothing changed while the image quietly degrades. So the gate pins the scale (setRenderScale(1) + setMinRenderScale(1), which clamps autoScale to [1,1]) and measures drawMs — the renderer's own cost. None of that was reachable before: neither drawMs nor the effective scale escaped the closure. Hence getPerf(). The threshold is the app's OWN: _DRAW_BUDGET_HI_MS is the cost at which the highway itself starts sacrificing resolution in production. Exceeding it is not an arbitrary benchmark line — it is the renderer failing its own budget. Current cost ~2.2ms, so ~5x headroom: far more than headless-CI variance, far less than any regression worth shipping. ━━━ I WROTE THIS GATE WRONG THREE TIMES. EACH TIME IT PASSED. ━━━ 1. VACUOUS ASSERTION. First cut asserted "the auto-scaler wasn't forced to intervene", i.e. effectiveScale == 1. I injected a 10x regression (drawMs 2.4 -> 22.4ms, nearly DOUBLE the budget) and it PASSED. Of course it did: setMinRenderScale(1) sets the scaler's FLOOR to 1, so effectiveScale CANNOT drop below it. The very pinning that stops the scaler hiding a regression also stops it ever reporting one. A guard that cannot fail. 2. MEASURING AN IDLE RENDERER (Codex [P2]). playSong() takes ~3-4s to actually start — it is fetching and decoding stems. My "if not playing after 2s, togglePlay()" fired BEFORE autoplay, started playback, and then the app's own autoplay toggled it straight back to PAUSED. The renderer idled through the entire measurement. Now it WAITS for playback rather than racing it, and asserts the chart clock advanced DURING the sampling window — not merely at some point beforehand, which the first fix would have accepted. 3. UNENCODED FILENAME (Codex [P2]). playSong() decodes its argument before building the /ws/highway path, so every real caller passes encodeURIComponent(filename) (app.js:2879, 4137). Raw, a name containing # ? % or / yields an invalid WebSocket URL, the song never loads — and on those libraries the gate would have silently measured an idle renderer instead of failing. Every one of those bugs made the gate PASS. That is the whole hazard of a perf test: it fails safe in the wrong direction. BITE-TESTED, and this is the only reason I trust it: a 10x regression injected into the draw path FAILS the gate under live playback (22.0ms vs the 12ms budget) and the clean build passes at ~2.1ms with the chart clock advancing 5.6s across the sample. node 1045, pytest 2412, ESLint 0, Codex 0. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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a791a0d8fe
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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> |
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fef870047b
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fix(player): reliable Escape "Back" + resumable, optionally-confirmed song exit (#619)
* fix(player): make Escape a reliable Back; resumable + optionally-confirmed song exit Escape didn't always leave a song: clicking a transport control (play/FF/RW/ restart) left that <button> focused, and _shortcutDispatchBlocked() bails the shortcut dispatcher for any focused INPUT/SELECT/TEXTAREA/BUTTON — so the player-scope Escape=Back shortcut never fired until the user clicked empty canvas to blur the control. Space already had a player-screen carve-out (#593); Escape did not. That asymmetry was the bug. Phase 1 — focus fix: generalize the Space carve-out in _shortcutDispatchBlocked to Escape, on the player AND settings screens (both register Escape=Back; settings had the identical latent bug). The earlier guards still win: text inputs are exempted first, the Section Practice popover already claims Escape, and a true modal (role=dialog aria-modal=true / .feedBack-modal) still traps it. Plugins' player-scope Escape shortcuts are fixed identically. Phase 2 — resume: leaving the player snapshots {song, arrangement, position, speed} to localStorage; a non-blocking "Resume practice" pill offers it back on the next non-player screen / next launch. playSong() gains a {resume} option that restores speed + seeks to the saved position on song:ready instead of the normal autostart. Conservative (ignores <3s / near-end), cleared on natural song-end and once consumed, expires after 24h. Phase 3 — opt-in "Ask before leaving a song" (Gameplay tab, default OFF). A true-modal confirm with monotonic Escape (the second Escape leaves) and Space/Enter = Leave. The player Escape shortcut and the v3 close button route through window.requestExitSong(); auto-exit on song-end and a results screen's own Close stay unguarded. Design rationale: a multi-seat design charrette (engagement, learning-design, operability, codebase-reality) — leaving a song should be reliable and recoverable, not gated; the confirm is opt-in only. Tests: tests/browser/{keyboard-shortcuts,resume-session,exit-confirm}.spec.ts. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF * test(browser): suppress first-run onboarding in keyboard/resume/exit specs The first-run onboarding overlay (#v3-onboarding) is a modal that intercepts pointer/keyboard events; on a fresh profile it covers the player and breaks any test that presses Escape or clicks. Stub GET /api/profile to an onboarded profile in each beforeEach so the app behaves like a returning user (the state these tests assume). Also tighten the Section Practice Escape test to assert the guarantee the fix actually provides — Escape does not exit the song while the popover is open (the line-447 guard wins over the carve-out) — rather than asserting the popover's own close handler fires, which isn't wired for a synthetic bar. Verified locally against a worktree server (Chromium): all 16 new specs pass (5 Escape + 6 resume + 5 exit-confirm) plus the existing #593 Space tests. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF * fix(player): exit-confirm — Escape cancels back to song, pause on open/resume on stay Refinements from tester feedback on the exit-confirm (default stays OFF): - Escape on the open prompt now = Stay (dismiss + return to the song), matching every other modal and the generic _confirmDialog (Esc=cancel). A second Escape therefore returns to the song instead of leaving it. Leaving stays the explicit, default-focused "Leave" button, so Space/Enter/click = "just get me out" (the OP's "Space always hits leave"). - Opening the prompt PAUSES the song (via the canonical togglePlay path, HTML5 + _juceMode) so it isn't running/being scored behind the modal; Stay resumes exactly what we paused. Guards: cancel any count-in on open; resume only if we paused (wasPlaying), only if still the same live song on the player (_audioSeekGen unchanged), and never auto-resume a song the user had paused. - Trap Tab inside the dialog; backdrop click was already Stay. Specs: exit-confirm.spec.ts updated — the monotonic "second Escape leaves" test becomes "second Escape stays", plus a backdrop-click-stays test. The audio pause/resume itself is verified manually on web + desktop (the mock song has no backing track); these specs lock the navigation + keyboard semantics. NOTE: the pause/resume adds a new pause→resume cycle on the desktop JUCE transport (known play/pause-desync path) — smoke-test on the desktop build before merge. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF * fix(player): accurate exit-confirm copy + keep resume snapshot on failed load Two review follow-ups on the Escape/resume/confirm work: - Settings copy said "a second Escape (or Space/Enter) still leaves", but Escape dismisses the confirm (Stay) like every other modal — only Space/Enter/Leave exit. Corrected the Gameplay-tab description so it matches the implementation (and the committed exit-confirm specs). - resumeLastSession() cleared the snapshot BEFORE awaiting playSong(), so a transient load/connect failure permanently lost the Resume pill with no retry. Clear only after the load resolves; on failure keep the snapshot (and drop the pending in-memory resume) so the pill re-offers it on the next non-player screen. All 16 Escape/resume/exit-confirm Playwright specs still pass. 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> |
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b206633131
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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> |
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8b4c9b0050
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Fix list/tree view: select mode, parts visibility, song actions (#585)
* Fix list/tree view: select mode, parts visibility, song actions Bring the v3 list/tree view to parity with the grid card: - Select mode now renders a per-row checkbox + selected-ring, preserves expanded artist groups across re-render, and a capture-phase guard makes a row/chip click select the song instead of starting playback. - Always-on favourite / save-for-later / overflow-menu cluster on each row, same actions as the grid card. Rebuild static/tailwind.min.css so the new utilities are compiled in - notably .sm:flex behind the arrangement chips' "hidden sm:flex" wrapper. Without it the chips (and #582's badges) render display:none on the Docker build, which serves the committed CSS; the desktop build looked fine only because it rebuilds Tailwind from source at bundle time. Signed-off-by: Sin <deathlysin@outlook.com> * fix(v3): regenerate tailwind.min.css from source + add tree select tests + CHANGELOG The committed tailwind.min.css was over-built: 135,578 bytes / 1,428 selectors, with 294 selectors (accent-amber-400, bg-cyan-500, animate-spin, after:bg-gray-400, …) used in zero core source files — bloat from a local build scanning outside the repo's content globs. It would fail CI's rebuild-and-diff and violates the byte-stable rule in scripts/build-tailwind.sh. Regenerate via `scripts/build-tailwind.sh` (pinned tailwindcss@3.4.19): 111,491 bytes / 1,134 selectors, byte-identical to a clean rebuild, still containing the .sm\:flex fix plus every new tree class (ring-fb-primary, accent-fb-primary, pointer-events-none, …). Docker chips now render and CI stays green. Add tests/browser/v3-tree-select.spec.ts: - select mode keeps expanded artist groups open across the tree re-render (fails without loadTree's openArtists capture/restore) - clicking a row in select mode selects instead of playing Record the fix under CHANGELOG [Unreleased] -> Fixed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Signed-off-by: Sin <deathlysin@outlook.com> Co-authored-by: byrongamatos <xasiklas@gmail.com> Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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82db8e56b1
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chore(hotkeys): remove sloppak-convert library hotkey (#594)
* chore(hotkeys): remove sloppak-convert library hotkey
Removes the 'c' keyboard shortcut for converting library entries to
.sloppak. The shortcut was defined in two places:
- The no-op registerShortcut() entry that only existed to show in the
? help panel (the Sloppak Converter plugin handles conversion and
can register its own shortcut via window.registerShortcut).
- The c dispatch in the library-entry keydown handler
({ c: 'button.sloppak-convert-btn', ... }) that triggered the
plugin button.
* test+docs: update tests & CHANGELOG for removed `c` convert hotkey
The previous commit removed the `c` library hotkey but left three
assertions in tests/browser/keyboard-shortcuts.spec.ts that require it,
which fail deterministically (the two registry tests read window._panels
directly, independent of environment):
- should list all registered shortcuts (required {key:'c',scope:'library'})
- should have correct shortcut scopes (expected library::c)
- should show library shortcuts in help modal (Convert library entry / c)
Drop those assertions and record the removal under CHANGELOG
[Unreleased] -> Removed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: byrongamatos <xasiklas@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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64801d5735
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fix(player): Space bar play/pause when focus is on sidebar or rail buttons (#593)
* fix(player): Space bar play/pause when focus is on sidebar or rail buttons When any <button> in the player rail (viz, audio, mixer, etc.), a sidebar nav link, or a popover control has keyboard focus, pressing Space was blocked by _shortcutDispatchBlocked → _isInsideInteractiveControl, which returns true for BUTTON elements. The Space shortcut never reached the shortcut dispatcher and togglePlay() was never called. The fix extends the same carve-out pattern already used for the section practice bar: when the player screen is active, Space is always dispatched through the shortcut system. The shortcut handler's preventDefault() stops the focused element from also activating, so this is not a double-trigger. * test(player): cover Space play/pause carve-out + add CHANGELOG entry Adds two Playwright regression tests for #593 in tests/browser/keyboard-shortcuts.spec.ts: - Space toggles play/pause when a player rail <button> has focus, and the focused button does NOT also activate (dispatcher preventDefault). Fails on base (Space blocked, played=0), passes with the carve-out. - Space in a player-screen text input still types a space and never reaches play/pause (locks the _isTextInput exemption ordering). Also records the fix under CHANGELOG [Unreleased] -> Fixed, per the project workflow that every PR updates the changelog. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(player): don't override Space inside modal dialogs over the player The player-screen Space carve-out keyed off the active *screen*, so it also hijacked Space inside a true modal dialog layered over the player (e.g. the keyboard-shortcuts help modal, edit modal): Space toggled playback behind the modal and preventDefault blocked the modal's focused control (Close) from activating — contradicting aria-modal semantics. Narrow the carve-out to skip focus inside a modal (role="dialog" aria-modal="true" or .feedBack-modal). Non-modal player popovers/toasts (loop A/B, arrangement pin, role=dialog aria-modal=false) are not dialogs and stay covered, so the original fix is unchanged for the cases it targeted. Adds a Playwright regression test (Space inside a modal reaches the modal's button, not play/pause) and updates the CHANGELOG entry. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: byrongamatos <xasiklas@gmail.com> Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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3b485fe62b
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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> |
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af2949677a
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rename: slopsmith → feedBack, byron → got-feedBack (#537)
* Update GitHub repo references from feedback* to feedBack* * rename: slopsmith -> feedBack, byron -> got-feedBack Renames across the entire codebase: - slopsmith/Slopsmith/SLOPSMITH/SlopSmith -> feedBack/FeedBack/FEEDBACK/FeedBack - byron/Byron/Byrongamatos -> got-feedBack/got-feedBack/got-feedBack - /home/byron/ -> /opt/got-feedBack/ - byron@ougsoft.com -> hi@got-feedBack.org - github.com/byrongamatos/ -> github.com/got-feedback/ - com.byron. -> com.got-feedback. - SLOPSMITH_ env vars -> FEEDBACK_ with backward-compat fallback - Protocol/storage strings migrated with read-old/write-new pattern - window.slopsmith JS API -> window.feedBack (canonical) + backward-compat alias Refs: #rename-slopsmith * rename: complete regen against current main + fix backward-compat alias Regenerated the slopsmith->feedBack / byron->got-feedBack rename on top of current main (3 commits had landed since the branch: #572/#554/#574), resolving the four content conflicts in favour of main's newer content (autoplay/auto-exit, accuracy-badge, Virtuoso re-home, feedpak badge). Completion fixes on top of the mechanical rename: - Re-apply rename to post-branch content the original rename never saw: window.slopsmith(.Tour) consumers in lessons.js / notifications.js / onboarding-tour.js, and the matching JS + python tests (autoplay_exit, progression_*, test_feedpak_extension FEEDBACK_* env vars). The test env vars now match server.py (which reads FEEDBACK_SYNC_STARTUP / FEEDBACK_SKIP_STARTUP_TASKS), so the sync-startup test exercises the real path again. - Restore the window.slopsmith backward-compat alias dropped during conflict resolution, and move the bus aliases to AFTER the _feedBackExisting merge block so they reference the fully-assembled object (also fixes the loop_api.test.js API-surface regex, which the original PR latently broke). - Drop the stray empty data/web_library.db (runtime DB lives in CONFIG_DIR) and gitignore it. - Fix stale tone-source test: feed[dB]ack -> fee[dB]ack to match shipped source labels. Verified locally (org CI billing-blocked): JS 819/819 pass; pytest 1669 passed / 1683 collected with 0 import errors; zero residual slopsmith/byron except the two intentional window.slopsmith aliases. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * rename: implement advertised backward-compat + prune dead community plugins Address gaps where PR #537's "Backward compatibility" section was advertised but not implemented, and clean up the community plugin list. Env vars (FEEDBACK_* canonical, legacy SLOPSMITH_* honoured): - New lib/env_compat.py (getenv_compat / env_flag_compat) + tests. server.py (_env_flag + all FEEDBACK_* reads), diagnostics_hardware, gp2midi and tailwind_rebuild now resolve the legacy alias, so existing SLOPSMITH_UI / SLOPSMITH_PLUGINS_DIR / etc. deployments keep working. - Fix the rename collapsing plugins/__init__.py and minigames/routes.py from `FEEDBACK_PLUGINS_DIR or SLOPSMITH_PLUGINS_DIR` into a redundant `FEEDBACK_ or FEEDBACK_` (the fallback was silently lost). Storage (app.js update-channel): - Read feedBack-update-channel, fall back to legacy slopsmith-update-channel, and clear the legacy key on write — so a user's update-channel preference survives the rename instead of resetting to "stable". Community plugin list (README): the rename rewrote third-party repo URLs we don't own. Probed every one; their owners never renamed, so: - Restore the 13 live community plugins to their real slopsmith-* names. - Prune 6 that are 404 to the public (topkoa splitscreen/stems, OmikronApex tuner, Jafz2001 nam-rig-builder, DeathlySin song-preview, Erikcb91 shuffle). - Fix a pre-existing Guitar Theory clone-command typo (nam-tone -> guitar-theory). Verified: env_compat 7/7, JS 819/819, pytest 1690 collected / 0 import errors, rename-sensitive + startup suites green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: byrongamatos <xasiklas@gmail.com> Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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4148b0e72e |
Purge external-format terminology from code, tests and docs
Reword comments/docstrings/strings and rename identifiers that referenced the external game and its file formats: - format-id "psarc" -> "archive"; local vars psarc_path -> song_path, psarc_base -> tone_base - lyrics provenance value "sng" -> "notechart" (legacy "sng" still accepted) - highway_3d fret-ghost scope value "rocksmith" -> "chords" (invalid/legacy values fall back to the default, preserving behaviour) - neutralise references in prose, test names/data, .gitattributes and docs No functional change beyond the renamed identifiers; all Python compiles. |
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6c110398b4 | Clean release snapshot |