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* feat(keys_highway_3d): sharp-layout modes, lane-color opacity, octave lines Add a Highway layout section to the settings with a rebuilt way to draw sharps/flats and lanes on the 3D piano highway: - Sharps & flats layout (keys3d_bg_sharpMode): floating (original raised plane), flat (one plane, zero-overlap piano-shaped tiled lanes with the naturals evened out), and realistic (one plane, bars sized like the physical keys). All geometry lives in pure laneSpanFlat()/laneSpanReal() helpers. Default: realistic. - Lane color opacity (keys3d_bg_laneOpacity, 0-1): fades the pitch-class lane tint; at 0 it is a dark floor with guide lines only at the key-block boundaries (E-F and each octave), toward 1 full vivid colored lanes. The strips, per-lane separators and block lines crossfade with the value. Default: 0. - Octave separators (keys3d_bg_octaveGaps, default on) and Octave line contrast (keys3d_bg_octaveContrast, 0-1): the B->C octave line is a dark layer scaled by lane opacity plus a bright layer scaled by its inverse, so it auto-shifts dark->bright as the lanes fade. Settings re-read on init() so they apply on the next chart build. All other behavior (MIDI scoring, palettes, camera, themes, hit feedback) is unchanged. Unit tests cover the new defaults, the sharp-mode setting, and the lane geometry (tiling/evening for flat, uniform/overlap for realistic). Signed-off-by: LegionaryLeader <legionaryleader@gmail.com> Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * Update plugins/keys_highway_3d/settings.html Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * Update plugins/keys_highway_3d/screen.js Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * fix(keys_highway_3d): don't trim active-range boundary lane when neighbor sharp is out of range laneSpanFlat() trimmed a white key's edge for its neighboring black key's lane even when that neighbor midi fell outside range.activeLow..range.activeHigh — the neighbor's lane is never drawn (see the activeLow/activeHigh skip around the lane-strip loop), so the trim left a dark, unfilled sliver at the active-range boundary with no sharp lane to fill it. Gate the trim on the neighbor being in-range; callers that don't pass a range (e.g. the raw-tiling unit tests) keep the prior unconditional-trim behavior. Also add the CHANGELOG entry for this PR's feature set, following the existing keys_highway_3d wording convention (no plugin-local CHANGELOG exists; plugin.json was already bumped 0.1.2 -> 0.2.0 by the original commits). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Signed-off-by: LegionaryLeader <legionaryleader@gmail.com> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: byrongamatos <xasiklas@gmail.com> |
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| .. | ||
| achievements | ||
| app_tour_library | ||
| app_tour_settings | ||
| capability_inspector | ||
| drum_highway_3d | ||
| folder_library | ||
| highway_3d | ||
| input_setup | ||
| keys_highway_3d | ||
| minigames | ||
| tuner | ||
| __init__.py | ||