Commit Graph
7 Commits
Author SHA1 Message Date
Vance IngallsandClaude Opus 4.8 b95f2ca25e fix(ci): format migrated comps with oxfmt, sync skills manifest
CI failures were two root causes (preview-regression was a cascade — its gate
mirrors preview-parity, which was skipped because the Preflight lint+format job
failed):

- Preflight (lint + format): the migrated registry comps (flowchart,
  flowchart-vertical, liquid-glass-notification, vignette demo) were committed
  unformatted — the lefthook format step only ran oxfmt on staged TS, not HTML,
  so `oxfmt --check .` failed in CI. Ran oxfmt on all four. The vignette title's
  per-glyph spans use oxfmt's `</span>`-split form, which keeps the glyphs
  adjacent (no inter-element whitespace), so rendering is unchanged.
- Skills: manifest in sync: the pre-commit hook's manifest generator and CI's
  canonical `gen-skills-manifest.ts` produced different content hashes for the
  same skill; regenerated with the canonical generator so the committed manifest
  matches what CI computes.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 14:46:49 -07:00
Vance IngallsandClaude Opus 4.8 619a603eab feat(lint): add gsap_non_transform_motion rule, migrate registry comps to transforms
Animating layout properties (left/right/top/bottom/margin*) or using
roundProps snaps motion to integer device pixels. Under the seek-by-frame
capture engine this is invisible at high per-frame deltas (fast tweens) but
visibly stutters at low deltas (slow tweens / ease-out tails): sub-pixel
movement rounds to the same pixel for several frames, then jumps a whole
pixel. Transforms (x/y/scale) interpolate sub-pixel and stay smooth.

New rule gsap_non_transform_motion (error):
- Sources timeline tweens from the acorn parser's full animation list, so
  label- and relative-positioned tweens (tl.to(..., "label") / "+=1") are
  covered and real AST keys avoid phantom-prop / nested-brace misreads.
- Exempts html-in-canvas elements (a <canvas layoutsubtree> ancestor): they
  are rasterized from sub-pixel getComputedStyle and do not integer-snap.
  Per-element resolution, so a grouped glass+text tween still flags the
  plain-DOM half. roundProps is never exempt (it rounds before the style).
- Uses Object.hasOwn for the layout-prop lookup, skips set(), and merges
  standalone gsap.* calls.

Migrated 9 registry compositions off layout-prop animation onto transforms,
each render-verified visually identical:
- liquid-glass-{notification,widgets,media-controls,context-menu}: plain-DOM
  text overlays -> transforms; glass panels stay on left/top (canvas-exempt).
- vignelli: curtain wipes left:% -> xPercent.
- lt-mask-reveal: sweep left:% -> x px.
- flowchart, flowchart-vertical, decision-tree: cursor paths left/top -> x/y.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 09:46:02 -07:00
Miguel Ángel 3224a5d581 feat(registry): polish Liquid Glass catalog blocks 2026-05-23 19:34:00 -04:00
Miguel Ángel 5f02161ec1 fix: iOS 26 zoom-out camera, notification glass paint cycle, engine WebGPU flag 2026-05-23 16:35:50 -04:00
Miguel Ángel 1891578dd6 feat(engine): add --enable-unsafe-webgpu flag for WebGPU glass rendering
Adds WebGPU support to the Chrome launch args alongside the existing
CanvasDrawElement flag. Use PRODUCER_HEADLESS_SHELL_PATH to point to
Brave for full WebGPU + drawElementImage support.

Also fixes flicker in liquid glass blocks by removing onpaint/requestPaint
callbacks that conflicted with GSAP's deterministic onUpdate rendering.

Adds macos-tahoe-liquid-glass block (WIP).
2026-05-23 16:23:32 -04:00
Miguel Ángel 9b9e49c5f8 fix(registry): notification block — top-right positioning, working glass panels 2026-05-23 15:18:10 -04:00
Miguel Ángel 77588b0759 feat(registry): rewrite liquid glass blocks with liquid-glass-html-in-canvas
Complete rewrite of all 4 liquid glass registry blocks using
jeantimex/liquid-glass-html-in-canvas for real WebGPU glass rendering.

Architecture: Three.js aurora shader (z:0) + empty glass panels in
layoutsubtree canvas (z:1) + CSS text overlay (z:2). Text is crisp
and never passes through the glass shader.

- Renders via Brave with WebGPU + drawElementImage flags
- Continuous motion throughout — panels sweep across the screen
- liquid-glass.iife.js bundle (25KB) replaces liquid-dom (88KB)
2026-05-23 15:10:10 -04:00