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b02868cbc1 |
@@ -212,6 +212,12 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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engine (`app.js`, `highway.js`, `playSong`, `showScreen`, the capability registry).
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### Fixed
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- **3D Highway: the lane stops at the hit line** (#991) — the highway lane, its
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dividers, and the fret boundary extension lines ran `BEHIND` seconds *past* the
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hit line toward the player. Nothing is ever drawn in that strip (notes and chord
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frames clamp to `Math.min(0, dZ(dt))`), so it read as lane with no notes on it.
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The floor geometry now ends at the hit line; its far edge is unchanged, still
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`-AHEAD*TS` at the note horizon.
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- **Career passports review polish** — the passport tabs and book overlay carry
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proper ARIA semantics (`aria-selected`/`aria-controls`/`tabpanel`;
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`role="dialog"` + `aria-modal` with focus moved to the close button on open
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@@ -12614,8 +12614,19 @@
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const tC = now + (dt0 + dt1) * 0.5 - BEHIND;
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const b = laneBoundsFromAnchor(getChartAnchorAt(anchors, tC));
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if (!b) continue;
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const z0 = dZ(dt0) + TS * BEHIND;
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const z1 = dZ(dt1) + TS * BEHIND;
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// The lane STOPS AT THE HIT LINE (z = 0) — issue #991. The
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// slice window starts BEHIND seconds in the past, so the
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// first slices map to positive z, i.e. past the hit line
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// toward the player. Nothing is ever drawn there: notes and
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// chord frames clamp to Math.min(0, dZ(dt)), so that strip
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// is lane with nothing on it. Clamp the NEAR edge only —
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// the far edge stays at dZ(AHEAD+BEHIND)+TS*BEHIND = -AHEAD*TS,
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// aligned with the note horizon, exactly as before.
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const z0 = Math.min(0, dZ(dt0) + TS * BEHIND);
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const z1 = Math.min(0, dZ(dt1) + TS * BEHIND);
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// Slice lies entirely past the hit line -> zero length, nothing
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// to draw. Skip before the arp probe so it costs nothing.
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if (z0 === z1) continue;
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const arpSlice = (laneRailArpHsFlags && handShapesRails && handShapesRails.length)
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? arpeggioLaneOuterRailLaneSlice(
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dt0, dt1, now,
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@@ -12764,9 +12775,13 @@
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divMin = dMin;
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divMax = dMax;
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// Same fix: extend to AHEAD+BEHIND so far edge = -AHEAD*TS.
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const laneLen = TS * (AHEAD + BEHIND);
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const zLane = -laneLen / 2 + TS * BEHIND;
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// Far edge at -AHEAD*TS (the note horizon), near edge at the
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// hit line (z = 0) — the lane does not run past it toward the
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// player, where nothing is ever drawn (#991). Spanning
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// AHEAD+BEHIND and shifting by +TS*BEHIND put the near edge at
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// +TS*BEHIND; spanning AHEAD alone keeps the same far edge.
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const laneLen = TS * AHEAD;
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const zLane = -laneLen / 2;
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const laneOp = (HWY_LANE_STRIPE_OP_BASE + highwayIntensity * HWY_LANE_STRIPE_OP_INT)
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* (_venueSceneOverride ? VENUE_LANE_OP_BOOST : 1);
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mLaneOdd.opacity = laneOp;
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@@ -12786,7 +12801,8 @@
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}
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if (highwayIntensity > 0.05) {
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const divLen = TS * (AHEAD + BEHIND);
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// Matches the lane above: ends at the hit line (#991).
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const divLen = TS * AHEAD;
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const yPos = boardY + 0.03 * K;
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const divOp2 = 0.02 + highwayIntensity * 0.1;
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const divOpArp2 = Math.min(0.92, 0.16 + highwayIntensity * 0.42);
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@@ -12799,7 +12815,7 @@
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for (let f = fDivA; f <= fDivB; f++) {
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if (hwyLaneArpOuterDividers && (f === fDivA || f === fDivB)) continue;
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const div = pLaneDivider.get();
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div.position.set(xFret(f), yPos, dZ(0) - divLen * 0.5 + TS * BEHIND);
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div.position.set(xFret(f), yPos, -divLen * 0.5);
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div.material = mLaneDivider;
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div.scale.set(1, 1, divLen);
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div.renderOrder = 2;
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@@ -12818,8 +12834,10 @@
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// ── Fret boundary extension lines ─────────────────────────
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if (mLaneDividerExt && fretDividersVisible) {
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const extLaneLen = TS * (AHEAD + BEHIND);
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const extZMid = -extLaneLen / 2 + TS * BEHIND;
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// Same hit-line stop as the lane (#991) — otherwise these lines
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// would be the only floor geometry still running past it.
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const extLaneLen = TS * AHEAD;
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const extZMid = -extLaneLen / 2;
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const extYPos = boardY + 0.03 * K;
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mLaneDividerExt.opacity = Math.max(0.3, 0.3 + highwayIntensity * 0.15);
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for (let f = 0; f <= NFRETS; f++) {
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