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Commits
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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> |
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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> |
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a57d0e3f85 |
fix(v3): replace broken window.prompt() in Playlists with in-app uiPrompt modal (#614)
window.prompt() is a silent no-op in the Electron desktop shell, so the Playlists "New Playlist" and "Rename" buttons and the library's bulk "add selected songs to a playlist" action did nothing. Route all three through the existing window.uiPrompt() modal (resolves to the string, or null on cancel; the handlers were already async). window.confirm() works in Electron and is left as-is. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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4480ac2732 |
feat(v3): promote Audio Engine to a first-class sidebar entry (after Settings) (#613)
The desktop Audio Engine plugin (input device selection, VST hosting, pitch detection, and the new config Reset/repair UI) was reachable only via the generic Plugins gallery — per-plugin manifest nav entries aren't surfaced in the v3 sidebar unless the plugin is promoted. Add it to PROMOTED_PLUGINS anchored after Settings, plus the matching NAV registry entry so the slot resolves its label/screen. Desktop-only by construction: the slot is filled only when /api/plugins reports audio_engine installed, so the web app shows no dead entry. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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3b2d83d406 |
feat(folder_library): Folder Library core plugin (#610)
Adds the bundled Folder Library plugin (browse the DLC library by its on-disk folder tree, in-app folder CRUD, drag-and-drop + dialog song moves, sort/filter, live search), wired into the classic v2 toolbar and the v3 Songs page. Includes the screen.js IIFE dedup (unified surface factory) and review fixes: path-traversal guard on /song/move, folder-delete data-loss fix, plural /api/plugins/<id> namespace, loose-folder song recognition, error-text escaping, v3 setLibView null-guard, and tests. Co-authored-by: Kyle <kyle.j.t@live.co.uk> Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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d1f7f12293 |
fix(v3): add "Show 'Up Next'" toggle so the player pill can be turned off (#612)
The v0.3.0 player chrome's persistent upcoming-section pill (#v3-upnext, drawn by static/v3/player-chrome.js's updateUpNext) shipped with no off switch: it always showed during playback whenever a section was upcoming, overlapping the top-right FPS HUD and ignoring the 3D-highway "Show 'Up Next' section card" checkbox (a different, in-canvas widget demoted to default-off precisely because this pill is the canonical readout). Users reading the pill as that same setting saw "disabled in settings but still there." Add a real core toggle, following the autoplayExit idiom: - static/app.js: client-only `showUpNext` localStorage pref (absence = enabled), _showUpNextEnabled()/setShowUpNext(), loadSettings() hydration, and a read-only window.feedBack.showUpNext getter. Disabling mid-playback hides the pill immediately. - static/v3/index.html: a "Show 'Up Next'" switch in the Gameplay tab. - static/v3/player-chrome.js: gate updateUpNext() on the pref. - static/v3/settings.js: add showUpNext to RESET_MAP.gameplay.local. Default ON, so behaviour is unchanged for existing users. v3-only (the pill is v3 core chrome); no Tailwind rebuild. Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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6dbcc5861b |
fix(player): keep play/pause button in sync when a JUCE reroute aborts autoplay's play() (#611)
On the first song after a fresh load on desktop, the audio engine is often still starting when the song loads, so the song begins on the HTML5 <audio> element and the engine-reroute watcher then migrates it to the JUCE backing transport. The reroute's first step is a deliberate audio.pause(), which rejects autoplay's in-flight togglePlay() audio.play() with an AbortError — even though playback continues on JUCE. togglePlay()'s catch then reset isPlaying=false and the button to "Play" while the song kept playing: the button showed Play during playback, so it took two clicks to actually pause (one to resync the flag, one to pause). The reroute already guards the <audio> 'play'/'pause' DOM listeners with window._juceRerouteInProgress; this extends the same guard to togglePlay()'s catch and the count-in catch, so a play() rejection caused by the reroute's own pause doesn't clobber the button. A genuine failure (outside a reroute) still resets correctly. Adds a regression test that drives togglePlay() through a reroute-aborted play() and asserts the button stays Pause; it fails without the guard. Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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8f0625e1f7 |
fix(v3): reset live performance HUD on backward seek / restart (#607)
The v3 live performance HUD (the visible top-right score tracker) keeps
its own hits/misses/streak counters from note:hit / note:miss events and
only reset them on song load / stop / ended — not on a seek. So pressing
Restart (or scrubbing back), which only repositions the playhead and
emits song:seek, left the tracker showing the stale cumulative score
(tester report).
Mirror the notedetect HUD fix: keep a per-note {t,hit} ledger (note:hit/
note:miss carry the judgment incl. noteTime) and, on a BACKWARD song:seek,
rebuild the tally to reflect only the notes up to the new playhead
(Restart -> "Waiting for notes" / 0). Forward seeks keep earlier notes;
loop-wrap (drill mode) is skipped so a practiced A-B loop still
accumulates, matching the notedetect HUD.
Tests: +3 in tests/js/live_performance_hud.test.js (backward rebuild,
restart-to-0, forward no-op, loop-wrap ignored). Existing 10 still pass.
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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c8e0ad3f75 |
fix(gp-import): correct bass string count, lead/rhythm roles, preview note count (#601)
Four tester-reported GP-import issues, all in the converter/parse layer: * String count (bugs 2 & 4): <tuning> is padded to 6 slots, so a 4-string bass, 5-string bass and 6-string guitar were byte-identical and the real count was lost — a 5-string bass played on 4 strings and a 4-string bass showed a phantom B in the editor. Record the authoritative count in a new <tuning stringCount=N> attribute (gp2rs._build_xml) and trim the padded tail back to it on read (song.parse_arrangement). All consumers already trust a non-6 tuning length (arrangement_string_count, the editor's _stringCountFor and build-time _normalize_tuning_to_count), so this fixes the create-mode preview AND the built sloppak with no consumer changes. * Lead/Rhythm reversed (bug 3): guitar arrangements were named by appearance order (first guitar -> Lead), swapping roles for files that list Rhythm before Lead. Honor 'lead'/'rhythm' in the GP track name; unhinted tracks keep positional fallback. Applied to both convert_file's fallback (the editor's track_indices-without-names path) and _auto_select_gpx, with cross-role dedup so name-based and positional labels can't collide. * Preview note count (bug 1): the importer's per-track count included tie-continuation notes, which are folded into the previous note's sustain and never become separate RS notes (260 shown vs 241 imported). Exclude tie destinations so the preview matches the imported result. Adds regression tests for all three. Bug 5 (no stems from synced audio) is environment-dependent (best-effort demucs backend) and not addressed here. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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13bbfc0b3d |
refactor(highway_3d): move Butterchurn controls into settings.html (#600)
Addresses the altitude finding from the Butterchurn review: the visualizer's on/off + slider options shipped as a parallel UI (a ~140-line floating in-canvas control panel) separate from the plugin's standard settings panel. Move the standard controls (Background on, opacity, dim-behind-lane + strength, chart accents + strength, color tint + strength, guitar gain, song gain) into settings.html, using the plugin's normal settings UI. They persist into the same 'viz3d_settings' blob the controller already reads; a new module-scope window.h3dBcApplySettings() hook lets settings.html push changes to a mounted highway live (it invalidates the controller's settings cache and re-applies). The in-canvas panel is now ONLY the live preset browser (pick / favorite / ban / cycle / hold / meters) — things that are inherently live tools and don't belong in a static settings form. cyclePool/hold and the favorites/bans lists stay there; reads were made cache-safe (read fresh via _bcLoadSettings) so a settings.html write can't be clobbered by a stale captured reference. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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6fa5aabba8 |
fix(highway_3d): re-home Butterchurn panel to a surviving highway (splitscreen) (#599)
The Butterchurn control panel is a singleton, created only when a controller is created and parented to that controller's wrap. In splitscreen the panel followed the last-created controller; when that controller was torn down, destroy() only removed the panel DOM if it was the LAST controller, so with another highway still alive the panel stayed orphaned on the destroyed wrap and the surviving highway was left with no visualizer controls. Track each controller's wrap (ctrl.wrap) and, on destroy with another controller still alive, re-home the panel+pane onto the surviving primary's wrap via _bcEnsurePanel (which moves them when connected, or rebuilds them on the survivor if the old wrap was already detached). Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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3bb55ab854 |
feat(highway_3d): Butterchurn visualizer background style (#598)
* feat(highway_3d): add Butterchurn visualizer background style Adds an opt-in "Butterchurn (visualizer)" option to the 3D Highway plugin's Background-style dropdown. When selected, the highway renders over a WebGL MilkDrop (Butterchurn) canvas that reacts to your playing (guitar input on desktop, the song <audio> spectrum in the browser) and the chart (beat/note/ chord accents + instrument-color tint). The default stays 'particles', so existing users see no change until they pick it. Integrates the standalone "3D Highway + Butterchurn" mod into the bundled renderer as the 'butterchurn' bg-style (not a fork): - a self-contained _bc* controller that lazy-loads the vendored butterchurn libs only when the style is selected; mount/unmount is driven idempotently by the existing bg-style lifecycle (_bcSyncMode in _bgMountStyle) plus an explicit teardown in destroy() - the renderer uses alpha:true with the transparent clear gated on the mode, so every other bg style stays byte-identical (opaque clear) - the fog-scenery <audio> tap is disabled while active to avoid a double createMediaElementSource on #audio - the mod's slopsmith* globals are adapted to the current feedBack* names and the vendored asset URLs repointed to /api/plugins/highway_3d/assets/ Vendors butterchurn.min.js + butterchurnPresets.min.js (MIT) + viz-worklet.js under assets/vendor/; see plugins/highway_3d/NOTICE for attribution. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * fix(highway_3d): anchor Butterchurn panel to the highway, centered Addresses three issues found testing the visualizer control panel: - Attach the panel + preset pane to the 3D highway's `wrap` (position:absolute, pointer-events:auto) instead of position:fixed on document.body, so they sit on the highway's right edge and only exist while the highway is on-screen (no longer linger on the main menu / float at the app edge). - Re-home the singleton panel to the active highway wrap on mount, so it follows whichever highway is showing (e.g. moves off Virtuoso's embedded highway onto a normal song's highway) instead of sticking to the first one created. - Center it vertically (top:50% + translateY(-50%), folded into the slide transform) so a top overlay element no longer covers it. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * fix(highway_3d): harden Butterchurn audio + lifecycle (review #597) Browser audio reactivity now REUSES the highway's existing shared analyser (the fog scenery's #audio / stems side-chain tap) instead of opening a second createMediaElementSource on #audio. The old _bcBrowserSource path: - threw InvalidStateError when the fog tap already owned #audio (default config), leaving the visualizer non-reactive in the browser, and could permanently disable fog reactivity if it tapped first (one-shot/element); - rerouted the song through a fresh, possibly-suspended AudioContext, which could MUTE playback when butterchurn was selected mid-song; - ignored the stems analyser, so it saw only silence on sloppak songs. _bcCreateController now takes an audioProvider (wired to _bgGetAnalyser) and connectAudio()s the shared AnalyserNode (a passthrough, so the fog's own reads are undisturbed). Also: - destroy() now closes the AudioContext when we own it (desktop / browser fallback), fixing a per-mount leak that hit the browser ~6-context cap after a few style toggles. The shared (fog-owned) context is never closed. - _bgApplyVenueSceneFog keeps the clear transparent while butterchurn is active, so the venue scene no longer occludes the visualizer. - _bcLoadLib no longer caches a rejected promise, so a transient vendor-load failure can be retried instead of disabling the feature for the session. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(highway_3d): Butterchurn lifecycle + audio re-bind (Codex preflight) Local Codex preflight on the Butterchurn feature flagged four issues; all fixed: - WebGL context leak on teardown: destroy() (and the async-init failure path) now call _bcReleaseCanvasGL() to force WEBGL_lose_context before dropping the canvas, so repeated mount/toggle cycles can't exhaust the browser's WebGL context cap. - Stale shared analyser across songs: the browser path captured the analyser once at mount, so a sloppak stems swap (new analyser, often new context) left the visualizer reacting to a dead node. update() now compares the live _bgGetAnalyser() against what the controller actually bound (boundAnalyser(), guarded by ready()) and either reconnects (same context) or rebuilds the controller (context changed) via the proven destroy()+_bcSyncMode paths. - Half-mounted controller on createVisualizer failure: the async .catch now cleans up (closes an owned AudioContext, removes layers, marks dead) and _bcSyncMode retries when bcCtrl.dead(), instead of leaking and never recovering. - _bcFfIdx off-by-one dropped accents landing exactly on a seek/loop target time; it now uses strict < so the update walkers fire the boundary event. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: ChrisBeWithYou <christian.a.cowan@gmail.com> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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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>
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b70fde9b02 |
fix(player): new song no longer seeks to previous song's stop position (#595)
audio.currentTime does not reset synchronously when audio.src is cleared — it only resets when audio.load() is called (later, in highway.js). The jump-fix guard (setInterval ~line 8979) held lastAudioTime at the old position and, once the new song started playing from t=0, saw a 30s+ jump and sought the new song to the previous position. If the new song was shorter, song:ended fired immediately, showing the score screen. Reset lastAudioTime = 0 in playSong() so the guard has no stale anchor. Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com> |
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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> |
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8b4c9b0050 |
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 |
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 |
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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d2569cc2a8 |
feat(achievements): wall sync drain worker + review fixes (epic PR3) (#592)
* feat(achievements): wall sync drain worker (epic PR3, client side) Background dead-letter worker that POSTs queued Feat unlocks/removals to the hosted feedback-achievements wall. Idle unless FEEDBACK_ACHIEVEMENTS_WALL_URL is set; uses requests + the client-token header (mirrors lyrics_transcribe). Dead-letter, never drop (pure engine.drain_decision): network err / 429 / 5xx -> keep pending (retry) other 4xx -> dead_letter (diagnosable, replayable) 2xx -> delete on server ack remove-me enqueues a wall removal keyed by the reused player_hash. Verified by an end-to-end staging round-trip (earn a Feat -> drains onto the wall with name + short hash -> remove-me -> wall empties) with no IP in tables or access logs. 42 plugin tests pass (test_sync.py adds the decision table + ack/retry/dead-letter retention + four-field on-the-wire payload). The hosted service lives in the new feedback-achievements repo. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(achievements): address local review findings (epic) Bugs caught in the pre-merge review loop: - secret_witching Feat was DEAD: post_activity wrote witching_nights_run to the DB before snapshotting prev_tiers, so diff_unlocks never saw the fresh unlock. Fold the run into the activity delta instead (same asymmetry chart_encore uses) so the 7th-night unlock is detected. +regression tests. - chart_encore broke across restarts: per-chart counter keyed on abs(hash(str)), which Python salts per-process (PYTHONHASHSEED). Use a stable sha1 digest so the same chart accumulates across sessions. +regression test. - Bounded the per-activity counter read: _read_counters no longer pulls the unbounded chart_plays:* rows (they're bumped/read individually). - screen.js: gate note:hit/miss on an active-song flag so tuner/calibration note events can't inflate Feats or flush a phantom chart:null session. - screen.js: P-III — prefix the plugin localStorage key (achievements:profile-cat). - screen.js: extract the duplicated local-ISO-date helper. 45 plugin tests pass (3 new). Wall-side review fixes are in the feedback-achievements repo. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(achievements): default the drain worker to the hosted wall Point FEEDBACK_ACHIEVEMENTS_WALL_URL's default at the live got-feedback wall (https://feedback-achievements.onrender.com) so the drain worker targets it out of the box; still env-overridable for self-hosting/staging. Nothing publishes unless the user opted in AND has a profile identity, so a default URL alone sends nothing. Tests disable the default (autouse fixture) so no test ever POSTs to production; drain logic is covered via _drain_once() with an injected poster. 45 pass. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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287c23a532 |
feat(achievements): opt-in, privacy controls & data-min gate (epic PR2) (#591)
Sharing earned Feats on the (forthcoming) public wall is strictly opt-in,
default OFF, with a binding data-minimization contract.
- Onboarding (static/v3/profile.js): a new opt-in step (now a 5-step wizard)
after song-directory / before paths — publishes only display name + earned
Feats, never songs/skills/scores; off by default.
- Settings (plugins/achievements/settings.html, System tab via
settings.category): the same toggle + a "Remove me from the wall" button
(POST remove-me — wipes local synced state offline + enqueues removal).
- Core (server.py): achievements_enabled (bool, default false) in
_default_settings + /api/settings validation + _RESETTABLE_SETTINGS_KEYS;
mirrored to localStorage in app.js loadSettings().
- Data-minimization gate: engine.build_wall_payload is the single explicit-dict
serializer; key-set is EXACTLY {display_name, player_hash, achievement_id,
unlocked_at}, achievement_id always a Feat id. Enqueue is gated on
opted-in AND profile identity (reused player_hash); competency never
enqueues (integration law).
Verified natively: settings round-trip + validation + remove-me; opted-in
activity enqueues exactly one 4-field Feat payload; Playwright confirms the
5-step wizard + opt-in card (default unchecked), zero console errors.
29 plugin tests + new settings tests pass.
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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05dd3d227a |
feat(achievements): local engine + tabbed Profile shell (epic PR1) (#587)
Adds the Achievements & Feats of Power local engine, fully offline. Core (static/v3/profile.js): the Profile screen becomes tabbed exactly like v3 Settings (.fb-tabbar/.fb-tab/.fb-tabpanel, active tab persisted in localStorage 'v3-profile-tab'). A Profile (main) tab carries the existing cards + a Feats trophy-shelf mount (#v3-profile-feats-slot, earned-only), and an Achievements tab carries a plugin mount (#v3-profile-achievements-mount) + empty-state note. A new `v3:profile-rendered` event fires after every render so the plugin re-injects (mirrors v3:settings-rendered). New bundled plugin (plugins/achievements/): SQLite engine (unlocks/counters/comp_ledger/sync_queue) with pure threshold/criterion math in the testable sibling engine.py (P-V); routes activity/ report-unlock/report-criterion/catalog/earned/feats/remove-me. Feats read activity counters only (batched song:ended POST; notes only when notedetect present — graceful degradation); competency Achievements evaluate from progression events only — the integration law, never crossed. Catalogue is always shown (locked=greyed), grouped by the real progression paths (Global/Guitar/Bass/Drums/Keys, auto-extending) with per-category earned badges. Versioned window.feedBack.achievements registration API with the __feedBackAchievementsPending load-order queue + achievements:ready event. Verified natively (uvicorn) end-to-end + Playwright (tabbar, earned-only Feats shelf, greyed catalogue, registration API, zero console errors); 24 plugin tests pass incl. the integration-law assertion. Opt-in/privacy/data-min gate (PR2) and the hosted wall (PR3) follow. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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873ee3d5f2 |
fix(onboarding): rename diagnostic sloppak to feedBack- so "Play it now" finds it (#586)
The slopsmith→feedBack rename updated the diagnostic constant in server.py
(_BUILTIN_DIAGNOSTIC_SOURCES), the build script, README, and the calibration
test to `feedBack-diagnostic-basic-guitar.sloppak`, but the committed data
file was never regenerated/renamed — it stayed `slopsmith-diagnostic-...`.
Result: _seed_builtin_diagnostic_sloppaks() finds no matching source, silently
skips seeding, and the onboarding "Play it now" button (profile.js step 4 →
window.playSong) loads a file that isn't in the library. The server replies
{"error":"File not found"} and highway.js surfaces it as a native
`Error: File not found` popup. Affects all platforms.
Pure file rename to match the (already-renamed) code; no logic change.
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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d91995fec3 |
Revert "Fix list/tree view: select mode, parts visibility, song actions"
This reverts commit
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ac3c89493d |
Fix list/tree view: select mode, parts visibility, song actions
- Preserve expanded artist groups across re-renders (was collapsing all groups whenever select mode toggled) - Add select checkbox + ring highlight to tree rows, matching grid - Add capture-phase select guard on tree clicks so rows/chips toggle selection instead of falling through to play - Always show favorite/save-for-later/overflow-menu buttons on tree rows instead of hover-only (matches grid card behaviour) - Always show arrangement chips on tree rows (no longer hidden below the sm breakpoint) Signed-off-by: Sin <deathlysin@outlook.com> |
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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> |
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f3a5cb9ed3 |
feat(sloppak): expose full-mix original_audio alongside stems (#583)
Lets a .sloppak ship the single pre-separation full mixdown next to its
per-instrument stems, so the player can use the pristine original when nothing
is isolated (demucs recombination is lossy) and switch to separated stems only
when a slider drops below unity.
- lib/sloppak.py::load_song parses the optional manifest `original_audio:` key
into a new LoadedSloppak.original_audio field, with the same path-traversal
guard + permissive "missing → disabled" posture as the drum_tab loader.
- The highway WS song_info frame additively carries original_audio_url (served
by the existing /api/sloppak/{filename}/file/{rel_path} endpoint, None for
stems-only packs), has_original_audio, and has_stems.
- A stem-less, full-mix-only sloppak now sets audio_url to the full mix (plays
natively) instead of emitting audio_error.
Message shape stays a stable contract — all additions are purely additive.
Tests: tests/test_sloppak_original_audio_load.py (6 passing).
Closes #580
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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db4a30085b |
feat(v3 library): clickable arrangement badges in tree view (#582)
The v3 library tree rows showed no arrangement badges, unlike the grid/card view. Render the same clickable chips in tree rows so both views match, and clicking a specific arrangement opens THAT arrangement in the highway. Extract the grid's chip markup into a shared arrChipsHtml(song) (one <button data-arr="<index>"> per arrangement, capped at 4) and use it in both songCard and the tree row. No new wiring needed: wireCards() already binds [data-arr] → playCard(song, index) → playSong(filename, index) for any [data-fn] scope, and the arrangement index is preserved through /api/library/artists. Chips are hidden on the narrowest viewports (hidden sm:flex) so they don't crowd the dense single-line tree row. Closes #581 Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b123ab3258 |
fix(minigames): drain legacy slopsmith pending queue + alias SDK (#578)
After the slopsmith→feedBack rename (#537) the minigames SDK publishes window.feedBackMinigames and only drains window.__feedBackMinigamesPending. Minigame plugins that still use the pre-rename shim register against window.slopsmithMinigames and queue to window.__slopsmithMinigamesPending when the SDK isn't up yet, so their specs are stranded in the legacy queue and never register. In v3, FeedBarcade renders those games as non-launchable "Loading…" tiles that do nothing on click (the tile itself comes from the server registry, so it appears even though the JS spec never registered). Publish window.slopsmithMinigames as an alias and drain the legacy pending queue too (register() is keyed on spec.id, so double-queued specs register once). Also fire the legacy slopsmith-minigames-ready event. Bump the plugin version so the desktop renderer cache-busts the updated screen.js. This rescues every not-yet-migrated minigame plugin, including community ones we don't control. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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a43e7b13be |
fix(onboarding): calibration Tuner step no longer exposes the input-select overlay (#577)
Tester: "at the tune step, pressing the Tuner button starts a second wizard at the input-select step." Root cause is stacked full-screen overlays. During onboarding the input-setup flow runs as #input-setup-overlay (z-210) on top of the onboarding modal #v3-onboarding (z-200), and note_detect's Calibration Wizard (z-300) launches on top of that. When the player opens the Tuner, that wizard minimizes itself to transparent + pointer-events:none so the Tuner (z-1000) is usable — but the input-setup overlay underneath, still showing its "select your input" card, then shows through behind the floating tuner and reads as a second wizard. Two targeted hides so only the active surface is visible: - input_setup: hide #input-setup-overlay while launchCalibration runs; restore on its onDone/onCancel (one always fires on close), so the calibration wizard / tuner own the screen. - onboarding runInputSetup: hide #v3-onboarding for the whole input-setup phase (its own overlay replaces it visually); restore in finally before advancing to the calibration-challenge step. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7399a2ac63 |
Edit region: Loop-in-3D round-trip between player and Song Editor (#575)
* Add "Edit region" + Loop-in-3D handoff between player and Song Editor Wires the player half of the Editor ⇄ 3D Highway region round-trip (editor half is in feedback-plugin-editor). Highway → Editor: - New "✎ Edit region" button in the loop controls (v2 and v3) opens the Song Editor scrolled to the active A–B loop — or, when none is set, the section under the playhead (or a short window around it). - A "↩ Editor" button appears after a Loop-in-3D handoff to return to the exact edit position you came from. - Both are hidden unless the editor plugin is loaded (typeof window.editSong) and gated by _updateEditRegionBtn. Editor → Highway: - A one-shot song:ready listener consumes window._pendingHighwayLoop set by the editor's "Loop in 3D" button — after playSong()'s own clearLoop() has run — arming setLoop(a,b) over the region and auto-starting playback. Filename-guarded so a cancelled handoff can't arm a stale loop on an unrelated song. Reuses the existing A/B loop API; no new looping engine. Buttons added to both static/index.html (v2) and static/v3/index.html (separate file — v2 markup doesn't carry over), using already-scanned Tailwind classes. New globals editRegionInEditor / returnToEditorFromHighway; helpers _resolveEditRegion / _updateEditRegionBtn. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Signed-off-by: topkoa <topkoa@gmail.com> * fix(loop-in-3d): use canonical window.feedBack namespace (post-#537) The new song:ready loop-applier landed on the legacy window.slopsmith alias because the branch predated the slopsmith->feedBack rename (#537). Normalize it to window.feedBack like the rest of core; the alias would have worked but leaves the lone slopsmith reference in the file. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Signed-off-by: topkoa <topkoa@gmail.com> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com> |
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7fb568c727 |
docs: correct plugin URL casing after the feedBack rename (#576)
Cosmetic follow-up to #537 (doc-only). - Virtuoso: README + CHANGELOG used lowercase `got-feedback/feedback-plugin-virtuoso`; the canonical repo (like every other got-feedback repo) is capital-B `feedBack-plugin-virtuoso`. Brought it in line with the sibling rows. - Community plugin references in CLAUDE.md, TODO.md, docs/, and the bundled tuner README were over-renamed to `feedBack-*` by the rename, but those repos are owned by community members who never renamed them (topkoa/stems+notedetect, OmikronApex/tuner, masc0t/update-manager). Restored their real `slopsmith-*` names. got-feedback's own `feedBack-*` references in the same files are left untouched. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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af2949677a |
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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a8ad02739a |
fix(v3): refresh library accuracy badge right after a song is scored (#574)
The v3 library loaded the best-accuracy map (/api/stats/best) once into state.accuracy at render time and only refreshed it on a full re-render. The play->return flow takes the screen-entry fast-path that restores the cached grid DOM without re-fetching, so a just-earned score stayed invisible on the card until the next app restart re-ran render(). stats-recorder now emits a `stats:recorded` event (filename/arrangement) once the scored POST /api/stats resolves on the server -- the correct moment, since song:stop fires before the POST completes. songs.js listens: if the library is the active screen it re-fetches /api/stats/best and patches the affected card/row badge in place; otherwise it marks the filename dirty and onV3SongsScreenEnter applies it on return. A failed fetch keeps the entry dirty so a later trigger retries instead of silently dropping the update. Badge markup is factored into a shared accuracyBadge(filename, variant) (grid pill + tree-row percentage, both tagged .fb-acc-badge) so the in-place repaintAccuracy can find and replace them without a full list re-render, preserving scroll and pagination. The old empty song:stop "refresh lazily next render" placeholder is replaced. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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ea25cfe541 |
fix(v3): promote Virtuoso to the first-class sidebar slot (was slopscale) (#554)
* fix(v3): promote Virtuoso to the first-class sidebar slot (was slopscale) The bundled practice plugin was rebranded/re-homed from the SlopScale fork (id: slopscale) to feedback-plugin-virtuoso (id: virtuoso); the desktop bundle swap is feedBack-desktop#31. shell.js still promoted `slopscale`, whose id no longer ships, so renderPromotedNav() (gated on the plugin appearing in /api/plugins) would find no match: the dedicated sidebar slot goes dark and Virtuoso drops to the generic Plugins gallery. Swap the NAV entry + PROMOTED_PLUGINS slot slopscale -> virtuoso (screen: plugin-virtuoso, label "Virtuoso - Practice", same FeedBarcade anchor + target icon) so the practice plugin keeps its first-class entry. Same pattern as the editor promotion (#546). Must land with the bundle swap or the practice plugin regresses in the UI. Signed-off-by: ChrisBeWithYou <16130099+ChrisBeWithYou@users.noreply.github.com> Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * fix(v3): clear dead slopscale id from Plugins gallery + refresh docs Review follow-up (topkoa) — same dead-id bug class on a second surface: - static/v3/plugins-page.js: drop the now-dead `slopscale: 'game'` from the CURATED category map and add `virtuoso: 'practice'`. The Virtuoso manifest sets `category: "practice"` (authoritative in categoryOf), so it already lands on the practice board; the curated entry is a defensive fallback so a manifest without `category` wouldn't drop to 'other'. - README.md: SlopScale row -> Virtuoso (new repo URL + description + clone). - docs/plugin-capability-inventory.md: slopscale row -> virtuoso (Active). No behavior change beyond gallery categorization for the dead id. Signed-off-by: ChrisBeWithYou <16130099+ChrisBeWithYou@users.noreply.github.com> Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> --------- Signed-off-by: ChrisBeWithYou <16130099+ChrisBeWithYou@users.noreply.github.com> Co-authored-by: ChrisBeWithYou <16130099+ChrisBeWithYou@users.noreply.github.com> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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37aedd4251 |
Restore GP6/7/8 tremolo picking on import (#572)
* Map GP7/8 tremolo picking on import GP7/8 (GPIF) encodes tremolo picking as a beat-level <Tremolo> element, which the importer ignored — so tremolo was silently dropped on .gp import, while note vibrato and the GP3-5 path were unaffected. Read the beat-level <Tremolo> and set the note tremolo flag across the beat, independent of vibrato (a note can carry both). Signed-off-by: Sin <deathlysin@outlook.com> * test: cover GP6/7/8 tremolo-picking import Extract the beat-level <Tremolo> detection into a pure _beat_has_tremolo helper (mirroring the tested _note_has_vibrato) so it's unit-testable in this suite's fixture-free style, then add: - 4 unit tests on _beat_has_tremolo: direct <Tremolo> child detected (rate-agnostic), absent -> False, direct-child-only (nested Tremolo ignored), independent of the VibratoWTremBar whammy property. - 1 end-to-end test driving convert_file via a crafted GPIF (monkeypatched _load_gpif): a tremolo-picked beat's note serializes tremolo="1" while a plain beat stays "0". Both the detection and integration tests fail without the fix; full GP suite 238 passed. Refactor is behavior-identical. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Signed-off-by: Sin <deathlysin@outlook.com> Co-authored-by: Byron Gamatos <xasiklas@gmail.com> Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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32127bc70b |
feat: save as .feedpak; discover and load both .feedpak and .sloppak (#553)
* feat: save songs as .feedpak; discover and load both .feedpak and .sloppak The open song format was renamed sloppak -> feedpak (public spec lives in the feedback-feedpak-spec repo), but the server still wrote and recognized only `.sloppak`. The two are byte-identical on disk. Read both suffixes everywhere songs are discovered, uploaded, and loaded; writing the new `.feedpak` suffix is handled in the editor plugin repo. Keep the internal `format` tag `sloppak` so existing feature gates (stems, drums, keys) are untouched, matching the "internal rename not landed yet" stance. - lib/sloppak.py: add FEEDPAK_EXT / SLOPPAK_EXT / SONG_EXTS; is_sloppak() now matches either suffix (covers all 7 callers). - server.py: union scan glob over SONG_EXTS; widen loose-folder exclusion, settings DLC count, upload gate (_ALLOWED_SONG_EXTS) and zip-magic check; refresh user-facing messages to .feedpak. - static: library format filter relabeled Sloppak -> Feedpak (value stays sloppak, matches both); badge text SLOPPAK -> FEEDPAK in v2 + v3; filename-suffix detection and upload drag-drop filter accept both. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Signed-off-by: topkoa <topkoa@gmail.com> * test: cover .feedpak/.sloppak dual-suffix support Add tests/test_feedpak_extension.py pinning the four paths PR #553 widened so a refactor can't drop .sloppak back-compat or stop accepting .feedpak: - is_sloppak / SONG_EXTS suffix detection (file + dir form, case-insensitive) - _background_scan discovery glob unions over both suffixes - POST /api/songs/upload accepts both, rejects wrong suffix + non-zip - save_settings DLC count includes both suffixes 19 tests, all passing; reuses the existing scan_module / TestClient / isolate_logging fixtures. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Signed-off-by: topkoa <topkoa@gmail.com> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com> |
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a07edd9971 |
fix(v3): make equipped theme recolor the sidebar background (#570)
Equipping a cosmetic theme recolored text, fb-* utility surfaces, and body, but the left sidebar's navy radial wash stayed on its default — so the interface read as "only the fonts change, not the backgrounds". Cause: #v3-sidebar is painted with a hardcoded radial-gradient in v3.css and carries no fb-* utility class, so theme-core's per-utility override loop never reaches it (#1e293b == default card, #0f172a == default bg). Extend cssFor() — which already special-cases body — to re-point the sidebar gradient at the theme, gated by html[data-fb-theme] so the default (no-theme) look is untouched. Only background-image is overridden, preserving v3.css's background-attachment:fixed. Verified in Chromium against the real tailwind.min.css + v3.css + theme-core.js: default = navy gradient (unthemed), apply() recolors the sidebar to the theme's card->bg stops, apply(null) reverts to navy. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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5d0229fc82 |
fix(onboarding): midi-input multi-provider discovery + home-tour lifecycle (#568)
Addresses Codex review of #526/#528: - midi-input discover(): one provider's enumerate() rejection no longer aborts the whole discovery — other providers (e.g. a native/desktop MIDI provider) are still queried; denial is only reported when NO provider enumerates. - Home tour now waits for a 'v3:dashboard-rendered' event (dashboard.js emits it after the #v3-home innerHTML swap) before attaching Shepherd, instead of a single animation frame that could latch onto pre-render nodes the async dashboard render then replaces. - "Play it now" onboarding now arms the tour (armPendingFirstRun) to run the first time the user returns to v3-home, instead of silently never showing it. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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820a18648a |
fix(player): stop song name/timer overlapping the section map bar (#567)
The section_map plugin injects #section-map as #player's first child — a ~20px bar pinned to top:0 (z-index:5). #player-hud is also top:0/absolute but at z-index:10 with only py-3 (12px) top padding, so its song name (top-left) and timer (top-right) paint on top of that bar. Push the HUD's content below the bar when it is present. The general- sibling combinator only matches when #section-map precedes #player-hud — exactly how the plugin inserts it — so the bar-less layout is untouched. ID-on-ID specificity overrides Tailwind's .py-3 top padding. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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187d0bb978 |
fix(highway): stop stale viz frame bleeding through after switching visualizations (#565)
Switching between the 3D drum highway (renders onto #highway) and the 3D guitar highway (renders into its own .h3d-wrap overlay) left the previous drum frame showing through the gap the overlay did not cover. Core: _setRenderer now replaces #highway on a genuine viz change (keyed on viz id via _rendererVizKey, not object identity, so benign same-viz re-installs don't churn the canvas) as well as on a context-type change. highway_3d: applySize pins the .h3d-wrap overlay to #highway's exact box, derived from the same getBoundingClientRect measurements that size the renderer (sub-pixel correct under zoom). Re-pins once the canvas lays out (init race) and resets to the static anchor in the not-laid-out fallback. Reviewed locally via codex (5 rounds, converged clean). CI checks are the known org Actions billing block, not real failures. |
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5145710a8a |
fix(stats): decode song_stats filenames so "Your best scores" reads real data (#564)
The stats-recorder relays URL-encoded filenames (encodeURIComponent: '/'→'%2F', ' '→'%20') and POST /api/stats stored them verbatim, but the `songs` table — and every stats read that filters on `filename IN (SELECT filename FROM songs)` — keys on the decoded library path. So recorded plays landed under a non-matching key and were dropped by the filter: the profile "Your best scores" panel, the library accuracy badges (/api/stats/best) and "Jump back in" (/api/stats/recent) all read empty despite real history. PR #549/#550 wired the panel correctly; this fixes the data layer underneath it. - Canonicalize the filename to its decoded form on the write path (_decode_song_filename in api_record_stats). This also lets the arrangement-count bound resolve the real song. - One-time idempotent backfill (_migrate_decode_stat_filenames) that decodes existing rows, merging PK collisions with best=max / plays=sum / last-wins semantics. - Regression tests: encoded write surfaces in top/best/recent + per-song read; arrangement bound still applies; migration decodes + merges legacy rows and is idempotent. Verified against a copy of a real profile DB: top_stats went 0→5 rows, best-accuracy map 0→12, zero encoded ghosts left. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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fe8d30ce3e |
fix(highway): apply 3D fret-spacing live instead of reloading (#561) (#562)
window.h3dSetFretSpacing was the only 3D-highway setting that applied via location.reload(). The SPA boots with #home as the active screen and has no restore-last-screen mechanism, so the reload ejected the user from Settings onto the home screen. Apply it live like every other 3D-highway setting: rebind the module-scope _h3dFretUniform flag (so panels mounted later this session pick up the new mode), recompute the two fretX-derived scalars baked at init (_fretLabelScaleRefW, FRET_WIDTH_MID), and broadcast a 'fretSpacing' change over the existing _bgEmitChange pub-sub so every mounted panel rebuilds its board via buildBoard(). Per-frame note geometry already reads fretX live. Settings copy updated (no longer reloads) and tests/js pin the no-reload / live-rebuild behavior. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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530995dd02 |
fix(v3): scope song search to the library + keep it above the toolbar on scroll (#560)
The topbar search (#v3-search) rendered on every screen and, on the library screen, was hidden behind the filter toolbar while scrolling (both were sticky top-0 z-20 in the #v3-main scroller). - shell.js: wrap the search in #v3-search-wrap (hidden by default) and toggle it in syncActive() so it only shows on #v3-songs; bump the topbar to z-30 so it always sits above the toolbar. - songs.js: drop the toolbar's top-0 and pin it beneath the topbar by measuring the topbar height (positionToolbar). A ResizeObserver on #v3-topbar keeps the offset correct as the topbar height changes (viewport width, search show/hide) and fixes the initial position regardless of render()/syncActive() ordering. Fixes #559 Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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4dc5936712 |
feat(player): global autoplay & auto-exit option (songs + lessons) (#558)
* fix(v3): pedal click opens the plugin's screen, not its settings The v3 Pedalboard's settingsTarget() resolved settings-first, so a plugin that ships both a screen and a settings panel (notably the bundled Audio Engine) could only ever reach its settings from the pedalboard — its actual page was unreachable. Flip to screen-first (stompbox metaphor: step on the pedal, see the pedal), falling back to settings when there is no screen. Keep a settings fallback in openPluginSettings() when a declared screen isn't mounted yet (installing/failed) so settings-bearing plugins are never stranded on a toast. Drive the pedal aria-label off the same target so it never promises the wrong surface. Update the unit test contract to screen > settings > none. Fixes #555 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(player): global autoplay & auto-exit option (songs + lessons) Single Settings toggle (autoplayExit, default ON) that auto-starts a song once it's ready and returns to the launching menu when it ends. Auto-exit defers while a results/score overlay is on top (heuristic + holdAutoExit() contract) so a scoring plugin's screen drives the exit. Player origin is now context-aware (lessons return to the lessons screen via setReturnScreen()), fixing lesson completion bouncing to the library. Core-only; songs and lessons share the playSong -> highway path. Adds a read-only window.slopsmith.autoplayExit getter + holdAutoExit()/setReturnScreen() for plugins. Unit tests for the pure helpers (_autoplayExitEnabled, _resolvePlayerOrigin, _resultsOverlayVisible). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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f79efe2516 |
fix(v3): pedal click opens the plugin's screen, not its settings (#556)
The v3 Pedalboard's settingsTarget() resolved settings-first, so a plugin that ships both a screen and a settings panel (notably the bundled Audio Engine) could only ever reach its settings from the pedalboard — its actual page was unreachable. Flip to screen-first (stompbox metaphor: step on the pedal, see the pedal), falling back to settings when there is no screen. Keep a settings fallback in openPluginSettings() when a declared screen isn't mounted yet (installing/failed) so settings-bearing plugins are never stranded on a toast. Drive the pedal aria-label off the same target so it never promises the wrong surface. Update the unit test contract to screen > settings > none. Fixes #555 Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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63eb7a4ffc |
feat(progression): fancy notifications for quest/path progress + completion (#552)
* feat(progression): fancy notifications for quest/path progress + completion (#551) Surface achievement feedback as in-app toasts when the player advances or finishes a daily/weekly quest, and when they progress or level up an instrument path. - progression-core.js: _diff() now emits two partial-advance events — quest-progressed (a still-incomplete quest whose count rose) and path-progressed (a challenge toward the next level completed without a level-up). Both are guarded so the increment that COMPLETES a quest / the level-up itself stays a single quest-completed / path-level-up event (no double toast). Period rollovers and brand-new quest ids emit nothing. New events added to the capability owner's declared events list. - notifications.js (new): reusable window.fbNotify toast surface (stacked, animated, auto-dismiss; animation + accent via inline styles so no new Tailwind utilities) + progression wiring — subtle toasts for advances, celebratory toasts for quest completion, path level-up, and rank-up. - index.html: load notifications.js after progression-core. - tests: progression_progress_events (diff emission + guards) and progression_notifications (toast rendering + wiring) — 11 cases. No backend change. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(progression): unwrap CustomEvent .detail in notification handlers Codex P2: window.slopsmith.on delivers a CustomEvent (bus.on → addEventListener), so the progression payload is e.detail — not the raw argument. All five notifications.js handlers read the arg directly, so in the browser every field was undefined (e.g. rank-changed never toasted). Unwrap e.detail in each handler, matching every other sm.on consumer. The test harness masked this by invoking handlers with raw payloads; it now wraps them as {detail: payload} like the real bus, so the unwrap is actually exercised (the tests fail without the fix). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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a0867f8bfd |
fix(profile): wire "Your best scores" panel to real song stats (#549) (#550)
The profile card's "Your best scores" panel was a hardcoded placeholder
(`#v3-profile-bests` was never filled), so it always read "Play a song to
start tracking..." regardless of how many songs had been scored. The
backend already records best_score/best_accuracy per song; only this
panel was left unwired.
- server.py: add MetadataDB.top_stats(limit) (per-song aggregate, best
score first, scored songs only, dead songs skipped) + /api/stats/top
route that enriches rows with title/artist/art, mirroring
/api/stats/recent. Declared before the /api/stats/{filename} catch-all.
- static/v3/profile.js: renderBests() fetches /api/stats/top and fills the
panel (rank, title/artist, best accuracy %, score; click to play),
keeping the placeholder only when nothing's been scored.
- tests: cover ordering, per-song aggregation, limit, and
resume-only/dead-song exclusion.
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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9f35fedeef |
Promote the editor to a first-class v3 sidebar item (#546)
The Arrangement Editor plugin was only reachable via the generic Plugins gallery. Give it a dedicated sidebar entry (Library group, below Songs) through the existing PROMOTED_PLUGINS mechanism in shell.js — a NAV entry, a promoted slot anchored after "songs", and an edit icon. renderPromotedNav already gates each promoted slot on the plugin being present in /api/plugins, so the entry shows only when the editor is installed. The displayed label comes from the plugin manifest's nav.label. Signed-off-by: topkoa <topkoa@gmail.com> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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73e3fe2226 |
fix(song): sanitize caged + guideTones on emit, not just decode (#544 follow-up) (#547)
Post-merge Codex review of #544 found chord_template_to_wire emitted ct.caged and ct.guide_tones raw — so a directly-constructed ChordTemplate(caged="X") or guide_tones=[99] would write a schema-invalid value to the feedpak wire, even though the decoder guards on input. The spec constrains caged to C/A/G/E/D and guideTones to 0..11. Run the same _sanitize_caged / _sanitize_guide_tones guards on emit: caged is written only when a valid enum value, guideTones only as the in-range ints (empty result -> key omitted). +1 test (invalid caged dropped, mixed guideTones filtered to the valid in-range subset, wholly-invalid list omitted). Codex-reviewed: clean. 154 song tests pass. Part of got-feedback/feedback#334. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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e518910baa |
feat(highway): render caged + guideTones teaching labels (§6.6) (#545)
Mirror the voicing/fn.rn teaching-mark render for the two new chord-template
fields, in both the 2D and 3D highways:
- Extend the shared pure chordHarmonyLabels() helper (identical in static/highway.js
and plugins/highway_3d/screen.js) to also surface caged ("CAGED: E") and
guideTones ("gt 4,10"), pre-formatted and node-testable. Invalid caged enum and
out-of-range / non-int guide tones are filtered out.
- Draw both, stacked above the existing rn/voicing labels, in distinct colors.
- Gated behind the SAME teaching-marks toggle (_showTeachingMarks 2D /
teachingMarksVisible 3D) — no clutter on the default highway.
Render only — no scoring / NoteVerifier coupling.
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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