From d5e4fc53f0a4e527870861695748436b43aedbc8 Mon Sep 17 00:00:00 2001 From: Disco DeDisco Date: Sun, 7 Jun 2026 18:24:32 -0400 Subject: [PATCH] =?UTF-8?q?CAST=20SKY=20cascade:=20felt=20eases=20out=20?= =?UTF-8?q?=E2=86=92=20glow=20=E2=86=92=20DRAW=20SEA=20eases=20in;=20burge?= =?UTF-8?q?r=20handoff;=20reload-into-open=20=E2=80=94=20TDD?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Post-save choreography + the polish asks from this session. - Post-save cascade (_sky_overlay.html): after SAVE the gamer lingers on the wheel ~3s, then the felt eases OUT (fade, .sky-page--cascade-out) to reveal the table-hex; the burger fires its --priTk glow + #id_sky_btn goes active (both ride the cascade now, not the save instant); 3s later the DRAW SEA btn eases IN and the sea overlay is injected so it's live with NO reload. - Hex phase-stack (room.html + _room.scss): CAST SKY + DRAW SEA share one grid cell (.hex-phase-stack) so they cross-fade in place (.hex-phase-btn--out); the server seeds --out on the inactive one, the cascade swaps them. A confirmed reload lands DRAW SEA visible / CAST SKY out, same as the cascade end. - Seamless sea injection: _injectSeaOverlay fetches sea_partial (the URL already existed, unused) + re-creates its