Landing:
- Rewrote all landing copy (ru/en): removed the tracked-caps eyebrow
chrome pattern everywhere, active-voice player-facing text
- ThemeStrip: full-bleed live-recolored ClickGui window instead of a
boxed swatch panel; HudPlayground: full-size real HUD screen
- ShowcaseTeaser: dropped the fake "example" fallback cards, shows an
honest empty state when there aren't 3 real configs yet
- Fixed VoxelScene parallax leaking outside the hero into the HUD
section
Data accuracy: the module list/counts advertised InvisESP, BlockESP
and FakeLag — all three were removed from the mod earlier this
session as cheat modules. Corrected the catalogue and the 88/52
module-count claims to the real 86/50.
Design QOL pass: removed the same eyebrow-label chrome from the site
footer; replaced plausible-looking fake share codes (howItWorks demo
slots, the chat command typing demo) with an explicit placeholder
string so they read as illustration, not fabricated real data.
Perf: promoted .lv-lower-bg onto its own compositor layer
(will-change/translateZ) — a full-height, multi-gradient, masked,
continuously-animated background layer was repainting on every
scroll tick in Safari.
Claude-Session: https://claude.ai/code/session_01F1M1Jic1wTSn4igUENynmZ
New visitors (no saved lv_theme) now get the Amber accent; reconciled the
static CSS accent, demo scene colors and console greeting to match so there
is no blue/emerald flash before the theme provider applies. Updated the
default-theme assertions in the theme tests.
Recolor the site-level --color-ice default and glow from #5cc8e7 to #34d399
and align the decorative VoxelScene/ParticleField accent and the DevTools
greeting. ClickGui/mod theme accents (classic preset) are left untouched; the
avatar success notice now reads as positive green via tone=success.
addAvatarHistory was fired off without awaiting, then the history tick was
bumped immediately, so the strip re-read IndexedDB before the write landed and
only populated after a remount. Await the write before bumping the tick.
Task 12 batch around the existing crop/preview flow:
- Success Notice (auto-dismiss ~2.5s) after an avatar upload.
- "Reposition" re-crops the current avatar without re-picking a file.
- Drag & drop an image straight onto the profile avatar circle.
- Real upload progress via a new XHR-backed api.upload (fetch has none);
refreshOnce now also stores the renewed token (reload-restore fix).
- Local avatar history (last 5, IndexedDB, this-device-only) strip that
re-uploads a stored crop. Stored as ArrayBuffer (Blob is not cloneable
under structuredClone); label makes the per-device scope explicit.
- Added a "success" tone to Notice.
Infra (same session): registered @shared/@features/@pages/@app/@test path
aliases in vite.config + tsconfigs and rewrote deep ../../../ imports;
moved avatar components into components/avatar/ to keep folders at <=4 files.
Tests: avatarHistory cap/order, recrop visibility, drop-opens-cropper,
client upload/progress/401-retry. bun test 103 pass, lint 0 errors, build ok.
The download button pointed at a github.com releases redirect and the
changelog at the GitHub API — both unreachable if GitHub itself is
blocked for a visitor. The button now links to /downloads/lovisual.jar,
served directly from the site's own nginx. Release notes still read
the GitHub API (already degrades gracefully to an empty-state message
if that fails) since that's changelog content, not the actual download.
Claude-Session: https://claude.ai/code/session_01F1M1Jic1wTSn4igUENynmZ
- nginx: rewrite the refresh cookie's Path=/auth to /api/auth on the
production proxy — without this the browser never sent the cookie
back on POST /api/auth/refresh and the session was lost on reload
- i18n: fallbackLng ru -> en, so only an actual ru browser locale
defaults to Russian, everything else defaults to English
- index.html: explicit English og:*/twitter:* tags so link previews
in Discord/etc. don't fall back to the (Russian) meta description
- Avatar upload: pick -> circular crop/reposition/zoom preview ->
confirm -> upload, instead of uploading the raw file blind
- Topbar: logo pill background removed, pixel-heart mark added next
to the LoVisual wordmark
- Fixed two tests left stale by the earlier tagline copy change
Claude-Session: https://claude.ai/code/session_01F1M1Jic1wTSn4igUENynmZ
- Site favicon/mod icon: aligned voxel heart mark with lightning-bolt
side notches, crisp pixel edges, centered bounding box
- Landing hero + meta description updated to "visuals you'll fall in
love with" (RU/EN), no em dashes
- fabric.mod.json now points at the new mod icon asset
Claude-Session: https://claude.ai/code/session_01F1M1Jic1wTSn4igUENynmZ
The repository had no root README at all, and frontend/README.md was
still the stock Vite template. Add a bilingual (EN/RU) overview covering
the mod, site, and backend plus how they connect (%link, %config
save/load), replace the frontend README with the actual stack, layout,
and scripts, and fix the mod README's broken DEVELOPMENT.md link to
point at DEV_GUIDE.md.
Implements the last unbuilt easter egg (PLAN Task 11 #5, TODO «Пасхалки» #5): the
404 used to show static ASCII art; now a grass block drops into a dusk world,
cracks over three clicks, then bursts into square debris and respawns. Keyboard
accessible (a real button), and under prefers-reduced-motion the fall and burst
are skipped while the crack stages still work. Replaces the NOT_FOUND_ART pane;
i18n adds notFound.blockAria/blockHint (ru+en).
checkAvatarFile returned hard-coded Russian strings, so an English user picking a
bad file got "Подойдёт PNG, JPG или WebP." with no translation. Route both
messages through the account namespace (validation.avatarType / avatarTooBig) the
same way the auth validators take a t function, keeping ru/en key parity enforced
by the satisfies clause.
Two defects in this QA pass were pure CSS drift with no test surface at all:
100vw full-bleed sections panning the document by a scrollbar's width, and
controls sitting on three different corner radii. Assert both against the
sources, so the next person who hard-codes a radius or drops an overflow-x
guard fails CI instead of failing a screenshot review.
Tests now read files off disk, so they live in their own tsc project
(tsconfig.test.json, node types) excluded from the browser build.
Two directories had grown past the plan's ≤4 files per folder constraint:
shared/ui (5 primitives, and the kit keeps growing) and pages/public (5 pages,
counting auth/ as a subfolder).
Split shared/ui by concept — text-field/ and share-code/ each with their own
tests/ — and move PageTitle to shared/layout, where the rest of the page chrome
lives. Flat UI tests become per-component tests; the PageTitle test follows the
component. Move LoginPage and RegisterPage into the existing pages/public/auth/
beside the AuthSplit layout they both use.
No behaviour change: 83 tests, clean tsc build, 1 known oxlint warning.
Buttons and inputs in the kit used rounded-md (6px) while the landing CTAs
hard-coded 0.6rem (9.6px), so a form row could mix three different corners.
Add --radius-ctl (10px, matching --radius-panel), point every interactive
control at it via rounded-ctl and make the CTAs consume the same variable.
Drop the unused ButtonAnchor helper.
- add PageTitle and apply it on /download, /themes, /configs, /showcase, /link, 404
- reset range-slider thumbs in the theme editor; fold color picker into the swatch
- hide horizontal scrollbars in the ClickGui mock; clip html to kill 100vw pan
- pin the footer under short pages via flex AppShell; split 404 art from caption
- one landing CTA geometry (lv-cta-lg / quiet); CLOUD eyebrow; auth caption scrim
- showcase error hides sort/pager; query retry limited to 1
- chore(backend): sync Cargo.lock with gateway dev-dependency
- feat(frontend): ClickGui replica matching the in-game GUI — category panels, Modules/Settings switch, theme cards
- feat(frontend): floating glass top bar in the mod's UI language
- fix(frontend): soft night backdrop for the ClickGui, editor that fits one screen
- chore(frontend): replace em dashes in UI copy with lighter separators
- refactor(frontend): split landing sections and theme editor into subfolders (4-files-per-folder rule)
- feat(frontend): login and registration in the mod's glass panel style
- feat(frontend): link the game with a device code
- feat(frontend): account page with avatar upload and linked games
- feat(frontend): my configs with share codes and publishing
- feat(frontend): public showcase listing and detail pages
- chore(frontend): drop em dashes from visible copy
- feat(frontend): atmospheric backdrop, glass download block and ClickGui-style FAQ on the landing
- feat(frontend): Konami code, DevTools console greeting and ASCII 404 block
- feat: public player profiles at /u/:id and author link in the showcase
- fix(frontend): stop the theme editor overflowing horizontally at 375px
- feat(accounts): persist device links with opaque hashed tokens, list and revoke endpoints
- feat(frontend): app shell, routing and landing page with the chat-command hero
- feat(frontend): Cyrillic-first fonts (Unbounded, Onest, JetBrains Mono); add i18next and motion
- docs: free mod, bilingual site, one-click download, theme editor, public profiles, rich landing in plans
- feat(accounts): internal gRPC AuthenticateDevice guarded by internal key
- feat(frontend): ru/en i18n with typed per-feature dictionaries and language switch
- feat(accounts): GET /me profile endpoint
- feat(gateway): scaffold crate with config validation and health check
- feat(gateway): reverse proxy to accounts and configs services
- feat(gateway): resolve identity once from access JWT or device token via gRPC
- feat(gateway): per-route and global rate limits with Retry-After
- feat(gateway): CORS for the site origin; docs for gateway and internal contract
- feat(configs): scaffold service with schema, config validation and health check
- feat(configs): four config slots per account with list, get and save
- feat(configs): permanent share codes with regenerate and public load-by-code
- feat(accounts): GetPublicProfiles gRPC for showcase author info
- style(accounts,common): apply rustfmt to existing sources
- feat(configs): public showcase with publish, browse, detail and copy-to-slot
- feat(backend): public profile endpoint and showcase author filter
- fix(gateway): silence clippy collapsible-if and needless-ref warnings
- docs(backend): configs-service implemented; Подсистема 1 backend complete
- feat(mod): add Optimize module skeleton with OptimizeState holder
- feat(mod): gate glass blur behind Optimize no_glass knob
- feat(mod): cut MotionBlur and DoF sample counts behind lite_post knob
- feat(mod): trim procedural sky noise behind lite_sky knob
- feat(mod): drop fade gradients and digit rolls behind lean_hud knob
- docs(todo): mark Optimize module phase 9.2 complete
- refactor(mod): drop dead Renderer2D compatibility shims
- refactor(mod): prune unreachable Renderer2D overload towers
- refactor(mod): remove unused Renderer2D overloads and imports
- docs(todo): mark Renderer2D giant-splitting done (2179 to 1597)
- refactor(mod): extract shader id constants from LoVisualRenderPipelines
- docs(todo): record registry wave 2026-09-25 (Renderer2D, pipelines)
- refactor(mod): move Renderer2D instance state into base class
- refactor(mod): extract Renderer2DRounded drawing family
- refactor(mod): extract Renderer2DPath connector and chamfer family
- refactor(mod): extract Renderer2DShapes circle line and texture primitives
- refactor(mod): extract Renderer2DGlass and Renderer2DItem families
- refactor(mod): prune Renderer2D imports after facade split
- docs(todo): record Renderer2D facade inheritance split (1597 to 475)
- docs: easter eggs — .env honeypot, konami troll mode, devtools banner, IDDQD config, breakable 404 block, 418 teapot
- feat(mod): introduce surface style system core (SurfaceStyle, StyleSpec, StyleConfig, SurfaceRenderer)
- refactor(mod): delegate HudRenderUtil liquid glass draws to SurfaceRenderer (dedupe glass constants)
- refactor(mod): route bespoke glass call sites through SurfaceRenderer.plateSpec
- feat(mod): add Auto option to HUD bg effects via shared HudBgStyles resolution
- feat(mod): flat fallback for no-glass optimize mode and persist global HUD config
- feat(mod): default HUD bg effects to Auto so the global surface style drives widgets
- feat(mod): add global cycle-style hotkey with surface style notification
- feat(mod): add surface style swatch strip under the global style picker
- feat(gateway): reject ambiguous paths and answer .env probes with a honeypot
- fix(gateway): charge failed credentials against the rate limit, allow stale ones on /auth
- feat(frontend): ClickGui theme pipeline generated from the mod, live site theming
- feat(frontend): landing v2 hero — voxel/particle backdrop, live ClickGui, theme strip
- docs(todo): drop the FPS A/B measurement from phase 9.3, close phase 9
- feat(gateway): answer /coffee with a 418 teapot
- feat(frontend): land the rest of landing v2 — HUD, module wall, showcase, FAQ, footer
- feat(frontend): one-click download from GitHub releases, changelog page, release CI
- feat(frontend): theme editor with live ClickGui preview, mod-compatible export and share links
- fix(frontend): landing HUD playground now shows real mod widgets (fps, coordinates, module list, keybinds, ping)
- style(frontend): apply ClickGui glass effect to landing HUD playground widgets
- fix(frontend): prevent color field row overflow in theme editor grid
- fix(frontend): never attach stale bearer token to /auth/* requests
- fix(configs): unpublish/publish can no longer bypass moderation
- refactor(accounts): shrink auth/handlers.rs under the 250-line cap
- fix(accounts): tolerate concurrent refresh without killing every session
- fix(gateway): minor hardening from the backend review
- feat(configs): IDDQD easter egg config