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* Lift takes a style: shadow, surface, rim, glow or autoGabriel Schneider4 days
| | | | | | | | | | | | | | | | | | | The user wants Lift to read on dark themes, where a shadow has nothing to darken. `Lift shadow|surface|rim|glow|auto` (`on` is auto, bare flips auto and off): surface lightens the lifted part's ground about 5.5% (Material-dark), rim is a thin soft light off its top and left edges, glow a faint halo in the theme's accent (Chrome.accent, the focused box colour), auto a shadow on a light page and surface with half a rim on a dark one (by the page's luminance). Rim and glow are the soft kernel in a light colour (no pre-warp: coloured light is laid on as is, within §8.2's budget); each style is capped per theme so text keeps min(its contrast, 4.5) (tests: darkening and lightening over the native themes). The style travels in the palette (Chrome.lift_style, one byte on the wire). Config reports and ctl reads `Lift <style>`. Shared files touched: config.zig, builtins.zig, ninep/ctl.zig, detached/wire.zig (palette byte), gui.zig. Not touched: pardes.zig, Messages.zig, mouse.zig.
* G1: Lift, soft elevation shadows (off by default)Gabriel Schneider4 days
| | | | | | | | | | | | | | | | | | | | | | `Lift` (a GUI toggle, capability lift) lifts the focused pane on a critically damped spring (animation.Spring: closed form, about 240 ms to settle, velocity kept across retargets, settled = no frames) and floats notices. The core puts the lift on the regions (Region.lift, on the wire); the GUI casts from it: a soft shadow is decor, an erf rectangle on one quad grown by 3 sigma (decor.frag, flag 0x10000000), in the quad's own space so a track's transform carries it; darken-only, the caster's rect left alone, alpha pre-warped for linear light and IGN-dithered. Cast last in its group, so a neighbour's rails and rules darken with its text; a notice's before its rule. Strength is capped per theme so text over the darkest shadow keeps min(its contrast, 4.5) (test over the native themes). Opt-in until the focus lift/dim default is decided. Feel review material: docs/effects.md. Test-mode PARDES_TEST_SERIES keeps every captured frame. Shared files touched: pardes.zig (two fields, one nextWake line), detached/wire.zig (lift on the region), config.zig, builtins.zig (capability), gui.zig. Not touched: Messages.zig, mouse.zig, tty, host_io.
* Ripple and Glitch are gone; Crt staysGabriel Schneider4 days
| | | | | | | | | | | | | The user tried them live and wants them removed entirely: the builtins, their levels, config keys and leader paths (tR, tg), their slots in the built-in chain, their shaders (source and prebuilt), EffectCode paths, and on macOS their scene flags (pardes.h), the Metal kernel's coordinate warps and the Swift pointer mapping that mirrored them. Docs say so (decision 8 in docs/render-pipeline.md); config.md documents Crt's levels, Shader and ShaderAnimation instead. Shared files touched: macos.zig (flags). Not touched: pardes.zig, Messages.zig, mouse.zig, gui.zig, detached/*.
* Crt, Ripple and Glitch take a level, 0 to 3, tunable at run timeGabriel Schneider4 days
| | | | | | | | | | | | | | Coordinator's request: `Crt 0..3` (likewise Ripple, Glitch), 0 off, `on` the default level 2 (the polished rewrite), `off` and a bare word as before. The level is one uniform (pardesLevel, beside pardesOpaque in the prefix's own block); each pass picks its constants by it. Level 3 is at least as strong as the old effects, measured as pixels changed by more than 8 in a channel against a plain frame: Crt 18.3% (old 17.4%), Ripple 11.1% (9.5%), Glitch 9.3% a frame (8.1%); Glitch's level raises how often it bursts as well as how hard. Config and ctl report `Crt 2` / `Crt off`. Shared files touched: ninep/ctl.zig (the report line). Not touched: pardes.zig, Messages.zig, mouse.zig, gui.zig, detached/*.
* Post chain: Shadertoy passes compiled by glslc; Crt, Ripple and Glitch ↵Gabriel Schneider4 days
| | | | | | | | | | | | | | | | | | | | | | | | | | | | rewritten as Shadertoy files Stage 9 of docs/render-pipeline.md. src/gui/Post.zig runs the chain over the finished frame: each pass reads the one before, ping-pong textures between, the last writes the window; an empty chain is the direct path. The prefix (shaders/post/prefix.glsl) is ghostty's uniform block, name for name and offset for offset (tested against a copy of its Uniforms, the selection colours by their GLSL names), at SDL GPU's bindings, y down. A user's file (Shader <path>) is compiled by glslc with compileGlsl's own flags on a thread of its own, taken in at the next loop step; errors name the file's own lines; a failed compile keeps the last good pipeline; glslc missing is said once. The bundled passes compile with the build, through the same prefix. Crt, Ripple and Glitch are Shadertoy files, rewritten: no barrel (input is identity, tested), everything in linear light and dithered, keyed to iTime. scene_effects, crt.zig and crt.frag.glsl are gone; the core keeps no clock for the chain. ShaderAnimation off|on|always drives redraw level A: the chain alone over the retained frame (34 us CPU a redraw, measured). Shared files touched: pardes.zig (nextWake loses the scene line, disableSceneEffects empties the chain, two tests), builtins.zig (one switch arm), ninep/ctl.zig (two switch arms), macos.zig (flags from the chain), gui.zig. Not touched: Messages.zig, mouse.zig, detached/*, host_io, tty.
* The GUI draws in tiers from the regions; pane chrome moves with its paneGabriel Schneider4 days
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Stage 8 of docs/render-pipeline.md. The frame is drawn in groups: tier 0, one per track in paint order (tiers 2 and 3), tier 4 (notices, then guides and the debug box), tier 5 (bar cursors), each cells, images, decor. Decor (rules, rails, thumbs, grip marks, spines, the workspace and column rules, the bottom band, notice rules, bar cursors) is whole-pixel rects through the new decor.frag over ui.vert, so it carries its track's transition and clip. A closing pane's chrome comes from Surface.previous_regions. Deleted: taglineBaseRgb, topbarPaneBorderHeight, bottomTaglinePresent, frameChromeBg, cellBackgroundIs and the rail inference, paneGripCell's scan, transient_on, PaintPlan. One cover map (coverFrame) is marked from the layers and regions once a frame. New regions column, guide and debug; Surface.chrome is the palette, carried in wire v8 (not shipped yet), so an attached GUI draws the same chrome (test). A per-instance clip replaces the vertical transition's scissor. Goldens: 01-12 byte-identical. 13-17 differ only past the grid: the image pass left its scissor at the grid's size, cutting rule ends, rail feet and the bottom band in the leftover pixels whenever a picture was on screen. 16-debug now shows the debug box, which a context-row layer had hidden. 18-mid-transition is new: virtual clock (PARDES_TEST_CLOCK in the GUI), PanelSlide Newcol with the picture, frame 6 of 12. Also: the GUI sleeps when idle instead of polling every 16 ms, and a minimized or occluded window sleeps through animation. Tracy 'gui frame build' at 200x60: 992/1015 us median before, 989/987 us after. Shared files touched: pardes.zig (one export), detached/client.zig, detached/server.zig, detached/wire.zig (all additive), gui.zig. Not touched: Messages.zig, mouse.zig, tagline.zig, colors.zig, tty.zig, host_io.zig, dump.zig, exec.zig, panes.zig.
* 9p: use cloud9 protocol sessions and transportsGabriel Schneider2026-09-15
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* macos: one tagline rule for both hosts, a kqueue beside the inotify, and ↵Gabriel Schneider2026-09-01
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | effects that compile Three things this shell had its own copy of, and in each case the fix is that it stops having one. **The tagline band.** A pane tag draws at `gui_tagline_font_percent` of the body face and the band it sits on shrinks with it, while the grid row stays body-sized — so something has to decide where the shorter band sits in the taller row. This shell decided by centring, always, which is precisely the case `config.gui_topbar_pane_border_px` exists to prevent: the topbar's unused half-band meets the first pane tag's unused half-band and the window background shows through the seam. The strip is as wide as the bands are short — on a 20-pixel cell, 4 physical pixels at the default 82%, 10 at 50%, 14 at 30% — so it grew as the tagline face shrank and read as "the tagline is wrong on the mac" rather than as one missing rule. The rule is `pardes.taglineBandOffset` in the core now and both pixel hosts call it: row zero bottom-aligned, the first pane-tag row top-aligned, the two joined by `gui_topbar_pane_border_px` in the theme's scrollbar-track colour, every row between centred, and a `Tagbottom` band on the final row flush with the window edge — with the sub-cell strip beneath it painted in that band's own colour, because the core grid holds only whole cells and a window is any height it likes. `pardes_tagline_band_offset`, `pardes_topbar_pane_border_px` and `pardes_topbar_pane_border_rgb` carry it over the C ABI as PHYSICAL pixels: the host multiplies its points by the backing scale going in and divides coming out, which is the snapping `Metrics` already does for the cell, and is what keeps a one-pixel rule one pixel instead of a two-pixel smear. **The watch.** `file_watch.zig` was one mark/reconcile transaction over `inotify`, so the tty shell, the SDL window and the detached daemon all watched nothing off Linux: an edit made outside pardes never reached the pane, and a PDF replaced on disk kept rendering the old inode. It is the same transaction over two kernels now — `init`, `wait`, `stop`, `drain`, `markDir` and `unmarkDir` are still the whole of it, and the hosts wait on a kqueue and poll it exactly as they did the old descriptor. A macOS mark is TWO filters, because a kqueue directory filter reports its entries changing and never a write to a file already inside it: the parent mark follows rename-over saves, `markFile` catches in-place writes, and `remarkFile` re-arms the file filter once a rename has moved the inode. That is the same pair the AppKit host's DispatchSources already used for the same reason. Directory marks are deduplicated here by device and inode, because each `EVFILT_VNODE` filter needs a descriptor of its own and inotify did that deduplication itself; `stop` and `drain` wake through the one `EVFILT_USER` filter, since a kqueue cannot simply be read the way an inotify descriptor can. **The effects.** The three `crt.ci.metal` entry points are `extern "C" [[stitchable]]`. `CIKernel.kernels(withMetalString:)` compiles that source at runtime, looks for stitchable functions, and rejects the WHOLE source with "cannot find a valid stitchable Metal function in the source" when it finds none — so `ScenePostprocessor.init?` returned nil and every scene effect and panel transition silently degraded to the plain CoreText draw. The `effect_sources.zig` test pins the exact spelling of all three, and `draw-effect` in the e2e suite catches the degradation rather than the spelling. Beside them, the offscreen harness owes the core a PRESENTATION. Its window is borderless and never ordered front, so AppKit runs no display cycle and `pardes_frame_presented` — whose only caller is `draw(_:)` — never fired. The core holds pointer gestures inert while a layout mutation has not reached a backend, which for an unpresenting harness is the rest of the script: the first pane a script opened silently killed every later click, drag and Look. So `readFrame` presents what it just rendered, into a bitmap nobody reads. `PARDES_CHROME` also looks under `/Applications`, where a browser's executable lives inside an application bundle and never on `PATH`. The macOS goldens are regenerated; docs/macos.md, config.md, detached.md, web.md and the design PDF follow.
* macos fixGabriel Schneider2026-09-01
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* animation: six character-motion panel transitions, composed in the core so ↵Gabriel Schneider2026-08-25
| | | | backends agree
* animation: core publishes transition records; gui evaluates via shaders, tty ↵Gabriel Schneider2026-08-18
| | | | over grid cells
* big slow change: prebuilt shaders (SPIR-V/Metal), core gui reflow, docs, web ↵Gabriel Schneider2026-08-18
| | | | + snapshot refresh
* shaders: -Dprebuilt-shaders, so a gui build needs no Vulkan SDKGabriel Schneider2026-08-12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | glslc is the one build input that wants a tool a stock machine does not have, and it is also the input that changes least often: eight GLSL files that have outlived several rewrites of everything around them. Asking every machine that wants to run the SDL shell for shaderc is the wrong trade. The SPIR-V is now COMMITTED, under shaders/prebuilt/, and -Dprebuilt-shaders embeds that copy instead of shelling out. The default stays the honest one -- compile the shaders that are actually in the tree -- because the flag trades a dependency for a freshness problem: with it on, the .glsl sources are not build inputs at all, so editing one changes nothing. `zig build shaders` is the other half, and it is deliberately independent of -Dplatform: it recompiles every shader and writes the result back into the tracked directory, so whoever changes a shader refreshes the cache on a machine that has the compiler and commits the diff. `jj diff shaders/prebuilt` after it is the freshness check -- empty means the cache was already current. The shader list is also spelled once now (gui_shaders): the eight embeds, the eight glslc runs and the refresh step all read it, so adding a shader is a name there plus the @embedFile in gui.zig, not three edits in two places. Verified: -Dplatform=gui -Dprebuilt-shaders builds with glslc absent from PATH, and image-harness passes on that binary -- real SDL GPU pipelines built from the committed SPIR-V, 512 source pixels read back. The default gui build still runs the eight glslc steps; tty runs none. The committed bytes are identical to a fresh glslc run, and `zig build shaders` is idempotent.
* Better text renderingGabriel Schneider2026-08-10
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* sharpen native SDL renderingGabriel Schneider2026-08-10
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* gui: draw image surfaces as GPU quads via glsl shadersGabriel Schneider2026-08-10
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* steam deck nice versionGabriel Schneider2026-08-01
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* touch debug overlay: multi-touch circles with trails, finger event handling, ↵Gabriel Schneider2026-08-01
| | | | 4x larger, fade trails, SDL GPU + WebGL overlay shaders, touch-action:none in HTML, --debug-overlay flag, pinch event dispatch for all SDL backends
* wasm replay uiGabriel Schneider2026-08-01
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* sdl ui backendGabriel Schneider2026-08-01