@justai/cuts 0.129.5 → 0.129.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/Preroll.astro +19 -2
- package/src/Toolbar.astro +15 -10
package/package.json
CHANGED
package/src/Preroll.astro
CHANGED
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@@ -369,12 +369,29 @@ const safeId = "game-" + (id.toLowerCase().replace(/[^a-z0-9]+/g, "-").replace(/
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* half a second to fade - and every pause put a brief wave of darkness across the game itself.
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* Static costs nothing (the room is transparent outside playing) and cannot mistime. */
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.cut.kernel:has(#pr) { position: relative; z-index: 35; }
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/* ── THE ROOM IS DARK DOT PAPER, NOT A BLACK FILM ───────────────────────────────────────────
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* queries: theater dim flat colour · the dots disappear in the dark · blender dark theme ·
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* dot paper grid in theater mode
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*
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* The founder, looking at the first dim: *"dot paper grid'de dot kendini belli etmeyince bu
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* sefer duz bir renk gibi algilaniyor"* — and pointing at the fix: 3dviewer's player, whose
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* stage is Blender's own Theme Space grey, read out of a running Blender. A flat translucent
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* black erased the ground's identity; a dark room should still be THE SAME PAPER with the
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* lights down, the way Blender's viewport keeps its grid in the dark.
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*
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* So the layer carries its own lattice — the door's 24px dot grid, light-on-dark — over a
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* neutral Blender-family dark. The opacity is high on purpose: the dots belong to THIS layer,
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* and a translucent lattice over a busy page is noise, while a nearly-opaque one is a surface.
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* The chrome beneath (the toolbar steps under at z 20) stays legible as shapes in a dark room. */
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.pr-room {
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position: fixed; inset: 0; z-index: 30;
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background:
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background:
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radial-gradient(rgba(255, 255, 255, 0.07) 1px, transparent 1px) 0 0 / 24px 24px,
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#262626;
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opacity: 0; pointer-events: none;
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transition: opacity 0.5s var(--ease-out, ease-out);
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}
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-
html[data-stage="playing"] .pr-room { opacity: 0.
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html[data-stage="playing"] .pr-room { opacity: 0.86; }
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</style>
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<script>
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package/src/Toolbar.astro
CHANGED
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@@ -457,16 +457,21 @@ import AuthMount from "./AuthMount.astro";
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* Opacity and pointer-events here; the INERT that takes them out of the tab order is set in the
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* script, because CSS cannot. The transition matters more than it looks: chrome that snaps away
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* reads as breaking, chrome that withdraws reads as dimming the house lights. */
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/*
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*
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*
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*
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/* ── IN THE DARK, NOT DISABLED — how this row goes quiet while a game plays ─────────────────
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* queries: toolbar looks disabled · faded but clickable · toolbar during a game · theater
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*
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* Three versions of quieting, each struck by the founder. Fading the elements was the last one:
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* *"neden disable mis gibi gozukuyor ama tiklanabiliyor? tiklanabiliyorsa disable gibi
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* gozukmemeli."* Right - reduced opacity IS the visual language of disabled, and nothing
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* clickable may speak it.
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*
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* The answer was in the theater metaphor the whole time: in a dark cinema the seats are not
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* disabled, they are in the dark. So the elements keep their full strength and the ROW STEPS
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* UNDER THE ROOM'S DIM - below the .pr-room layer the stage protocol hangs over the page - and
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* darkens with everything else in one coherent light change. The dim takes no pointer events,
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* so every control underneath works exactly as it looks like it should: like chrome in a dark
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* room, waiting. */
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:global(html[data-stage="playing"]) .tb-slot { z-index: 20; }
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/* icon-only section nav — current cut highlighted */
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.tb-nav {
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display: grid; place-items: center; width: 38px; height: 36px;
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