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>
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>
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): 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>
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>