Commit Graph

3946 Commits

Author SHA1 Message Date
git 80c52fac44 Switch portal/gateway to port 8900
Update portal port from 80 to 8900 across deployment files. Adjust the CLI status message in deployment/cli/stack.py to print http://localhost:8900, update access URLs in deployment/metabuilder/compose.yml comments to include :8900, and change the nginx service port mapping from "80:80" to "8900:80" so the gateway is exposed on a non-privileged localhost port.
2026-05-03 15:16:01 +01:00
git c23f53b0be Add MD3 model rendering and fix Q3 bot/weapon visuals
- Add workflow_q3_md3_load_step: load MD3 models from PK3 with correct
  CCW winding, 1/64 xyz scale + 0.03125 world scale, and per-frame VBs
- Add workflow_q3_md3_draw_step: viewmodel (weapon) + world-space MD3
  drawing; barrel oriented along model X → world forward
- Add workflow_q3_bots_draw_step: 3-part bot model chain
  (lower→upper→head via MD3 tags) + weapon attachment
- Add workflow_q3_bots_spawn_step: spawn bots at indices 1+ so they
  never overlap the player's spawn point (index 0)
- Add workflow_q3_bots_update_step: bot AI (idle/chase/shoot/dead FSM)
- Fix workflow_q3_menu_update_step: menu starts closed (was open)
- Fix workflow_postfx_composite_step: GPU readback via
  SDL_DownloadFromGPUTexture captures full 3D scene for screenshots
- Fix Metal GPU validation: always bind 2 sampler slots; reuse albedo
  as dummy shadow map when no shadow texture is available
- Reorder q3_frame.json: screenshot trigger nodes run before
  postfx_composite so screenshot_output_path is set in time

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-02 23:47:50 +01:00
git 8abe642baf Wire up real Quake 3 menu system with PK3 assets
- Multi-screen menu hierarchy (main/setup/player/controls/options/map_select)
  defined in packages/quake3/config/menu.json, loaded at runtime
- Overlay renderer loads real Q3 assets from pak0.pk3 via libzip+stb_image:
  cut_frame.tga (panel), frame1_l/r.tga (decorations), font1_prop.tga (text)
- Proportional font renderer using exact Q3 propMap table (ioquake3 source)
- Centered in-game panel matching ioquake3 layout
- Two-level DAG loop: outer_loop reloads map, inner game_loop runs per frame
- value.set_if atomic step added; movement_active computed by DAG (bool.not)
- Mouse grab, physics move, weapon update driven by movement_active context key
- BSP collision cleanup on map reload to prevent ghost geometry
- SDLK_q → SDLK_Q fix for SDL3; window close button exits both loops
- quake3_screenshot package: renders 240 frames, saves BMP, exits

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-05-02 22:40:07 +01:00
git a12c575a7e Add Q3 pickups draw step and hit UI
Introduce a new Quake3 pickups draw workflow step to render in-world pickup icons and register it: add WorkflowQ3PickupsDrawStep (header + implementation), register the step in WorkflowRegistrar, and include the source in CMakeLists. Update the q3_frame workflow JSON to insert a draw_pickups node into the frame graph. Enhance the overlay to show weapon damage in the HUD and draw weapon/hit visuals, and update weapon logic to mark hits and accumulate damage (q3.last_shot_hit, q3.hit_marker_until_frame, q3.damage_done). Also fix trailing newline in CMakeUserPresets.json.
2026-05-02 21:36:40 +01:00
git 4905d85667 Add Quake 3 menu and weapon workflow steps 2026-05-02 21:26:20 +01:00
git 48b6f6ce76 Add Quake 3 BSP entity interactions 2026-05-02 21:04:26 +01:00
git 9ec17a5302 Add Metal shaders for Quake 3 BSP 2026-05-02 20:52:51 +01:00
git 0baaf52d51 Add script to push Docker images to desktop
Add scripts/push-images-to-desktop.sh: a Bash utility (set -euo pipefail) to transfer local Docker images to a remote via Tailscale SSH. The script groups images by image ID so shared layers are only sent once, queries the remote for existing image IDs to skip duplicates, and streams docker save | tailscale ssh <remote> "docker load". It emits progress, tracks transferred/skipped counts, and writes a timestamped log to /tmp/docker-push-<timestamp>.log. Remote target and log path are configurable via REMOTE and LOG variables.
2026-05-01 06:45:35 +01:00
git 6835084939 feat(gameengine): FPS overlay, adaptive vsync, stair tuning, smart GUI launcher
- overlay.fps: SDL software renderer → GPU texture quad, top-right corner,
  yellow EMA-smoothed FPS counter; LOADOP_LOAD preserves scene beneath it
- debug.screenshot: one-shot step that writes status txt + BMP then pushes
  SDL_EVENT_QUIT for automated visual feedback loop
- Adaptive vsync: graphics.gpu.init "auto" present_mode queries actual monitor
  refresh rate via SDL_GetCurrentDisplayMode; ≥120 Hz → VSYNC, <120 Hz → MAILBOX
  Fixes vsync cap on 165/170 Hz monitors reporting as 240 Hz in settings
- Fixed present_mode wiring: q3_game.json gpu_init_viewport node now passes
  present_mode as a direct parameter (workflow variables are not seeded into
  context by the executor, so the variable section was dead data)
- Stair climbing: probeReach 0.45→0.70 for earlier detection, jam detection
  nudges player up after 100 ms of horizontal blockage, step_height tuned to 0.6
- Physics dt: real wall-clock delta clamped to [1/600, 1/30] so 240 Hz displays
  don't run physics 4× faster than intended
- GUI smart search paths: _candidate_build_dirs() scans all generator dirs ×
  build types × flat and Conan-nested layouts, sorted by CMakeCache.txt mtime;
  _find_binary() picks freshest sdl3_app.exe; packages loaded relative to
  __file__ so gui works from any working directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-30 20:29:37 +01:00
git c53f39601d feat(gameengine): floaty low-grav jumps for fun-feel q3 movement
Replace held-jump-extends-height (Mario-style) with a Q3-style impulse
jump: set vel.y once on press, gravity does the rest. Apply per-player
gravity scaling symmetrically in air (rising and falling) so jumps don't
feel floaty going up but heavy coming down.

Tune q3_frame for a fun, floaty feel rather than authentic Q3 numbers:
gravity_scale 0.55 (≈55% Earth) + jump_velocity 5.5 → ~2.8m apex,
~2s airtime. Trades rocket-dodge utility for hang-time enjoyment.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-30 15:21:28 +01:00
git a52ffd4ba9 feat(gameengine): add player inertia and tune Q3 movement to feel weighty
physics.fps.move was directly setting linearVelocity each frame on the
ground, producing the classic "no inertia" snap-stop feel. Replace with
a CalcFriction-style ramp: velocity accelerates toward target by
ground_accel * dt, decelerates to zero by ground_friction * dt when
input is released.

Tune the quake3 frame loop to match a modern shooter rather than vanilla
Q3 arcade speeds:
  - walk 4.5 m/s (was 8.0 — ~30 km/h is a sprint, not a walk)
  - sprint 1.5x (was 2.0x — 6.75 m/s top speed)
  - jump 0.9m / 0.22s (was 2.0m / 0.4s — Halo-ish hop, not a moon jump)
  - air control 0.15 (was 0.5 — less floaty mid-jump)
  - gravity_scale 1.6 (was 0.3 — was actually pushing the player UP
    when falling because of how the (gravityScale - 1.0) extra-force
    multiplier worked)

Defaults for the new ground_accel (35) / ground_friction (30) params
keep other workflows that use physics.fps.move feeling snappy without
having to update them.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-30 15:13:20 +01:00
git 2704e9d0e9 feat(gameengine): add minimal BSP shaders so quake3 package can render
Quake 3 package was missing GPU shaders entirely. With these in place,
the engine boots quake3 successfully: pak0 loads, BSP parses, lightmap
atlas and geometry build, and shaders compile/bind correctly on the
Vulkan path.

bsp.vert: matches BspRenderVertex layout (position/uv/lmuv/normal) and
re-uses the existing VertexUniformData uniform block from the seed
pipeline so no C++ changes are needed.

bsp.frag: classic Q3 model — albedo × lightmap × overbright + ambient.
Skips PBR / shadow mapping entirely; Q3's baked lightmaps already encode
direct + bounce lighting and shadowing. Q3 shader-script effects
(animated sky, scrolling water, env-mapped chrome) render flat — adding
them is a follow-up.

SPIR-V only for now (Windows/Vulkan/D3D12 via SDL3 cross-compile). MSL
and DXIL still missing for Mac/native-D3D12 paths.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-30 15:07:29 +01:00
git d9af1fb5bf feat(gameengine): auto-detect Steam game data via ${env:VAR} placeholders
Workflow JSON params can now reference environment variables (e.g.
${env:QUAKE3_PAK0}) which are expanded at JSON load time. A new Python
detector reads the Windows registry and parses libraryfolders.vdf to
locate Steam libraries, then resolves known-game files into env vars
that dev_commands.py exports before launching the engine. Lets users
with legitimate Steam-owned game data run packages like quake3 without
hardcoded paths.

Also fixes os.execv on Windows (Invalid argument with spaced paths) by
falling back to subprocess.call.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-30 14:58:29 +01:00
git 2d3715c5ff fix(gameengine): resolve duplicate CMake preset error from stale Conan layouts
When Conan's build output layout changes (e.g. build/generators/ vs
build/Release/generators/), CMakeUserPresets.json accumulates includes
that define the same preset names, causing CMake to fail with
"Duplicate preset". The fix detects preset name collisions across
included files and keeps only the newest, in addition to pruning
missing files.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-04 22:14:41 +01:00
git fe44599eb4 fix(gameengine): cover all Python install methods for conan discovery
Add explicit search paths for python.org installer (%APPDATA%\Python),
Chocolatey, macOS system Python (~/Library/Python), and ~/.local/bin.
Document coverage matrix for Windows (Store/python.org/Chocolatey),
macOS (Homebrew/system/pyenv), and Linux (apt/dnf/pip --user).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-04 22:09:12 +01:00
git 46e9d5b51e fix(gameengine): robust conan discovery across platforms and install methods
Searches PATH, interpreter/user Scripts dirs, site-packages sibling
dirs, and falls back to module invocation. Covers system Python,
Homebrew, Windows Store Python, pyenv, conda, pip --user, and venvs.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-04 22:07:13 +01:00
git dd97bf621b fix(gameengine): fall back to python -m conans.conan when conan is not on PATH
Windows Store Python installs packages without adding Scripts to PATH,
causing FileNotFoundError when invoking conan directly.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-04 22:05:37 +01:00
git c0adf86740 docs(gameengine): add README with build instructions and architecture overview
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-04 21:58:10 +01:00
git a973b3cf8f fix(deployment): update compose.yml context paths after subfolder move
After moving compose.yml into metabuilder/ subfolder, all .././ context
paths were one level short — updated to ../../ to correctly resolve from
deployment/metabuilder/ to the project root siblings (dbal, frontends,
services).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 20:17:36 +00:00
git 9d4244891e fix(ci,deps): correct action versions and patch security vulnerabilities
GitHub Actions:
- checkout@v4 → @v6 (v6 is current, v4 was wrong downgrade)
- upload-artifact@v4 → @v7 (latest), @v6 → @v7 in dbal-tests.yml
- download-artifact@v4 → @v8 (latest)
- cache@v6 → @v5 (v6 does not exist, v5 is latest)
- codeql-action@v4 confirmed correct

Security (Dependabot):
- next 16.1.5 → 16.1.7 (dockerterminal): HTTP smuggling, CSRF, DoS fixes
- PyJWT 2.10.1 → 2.12.0 (5 requirements.txt): unknown crit header bypass
- CairoSVG 2.8.2 → 2.9.0 (pcbgenerator): recursive <use> ReDoS
- postgres overrides: add hono >=4.12.4, @hono/node-server >=1.19.10,
  rollup >=4.59.0, serialize-javascript >=7.0.3 for transitive vulns

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 20:13:54 +00:00
git da35b2f82a fix(ci): correct action versions and skip_tests pipeline stall
- actions/checkout@v6 → @v4 (v6 does not exist) in both workflows
- actions/cache@v6 → @v4 and actions/upload-artifact@v6 → @v4 in dbal-tests.yml
- gate-2-complete: add if:always() guard so skip_tests=true no longer
  kills Gate 3/4/5/6 by leaving gate-2-complete in skipped state
- deployment: move nexus-init.py and artifactory-init.py into metabuilder/
  subfolder; update compose.yml volume paths from ../ to ./

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 20:09:03 +00:00
git edf215a870 refactor(deployment): move compose.yml into metabuilder/ subfolder
Gives the stack a clean name in Portainer ("metabuilder") instead of
the directory name. Updated all relative paths inside compose.yml and
COMPOSE_FILE references in CLI helpers.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 19:57:44 +00:00
git 504e4ecd2a refactor(deployment): consolidate compose files into single compose.yml
- Merge docker-compose.nexus.yml into compose.yml as --profile registry
- Drop docker-compose.smoke.yml, docker-compose.test.yml (deprecated), and docker-compose.stack.yml
- Rename to compose.yml (Docker Compose default; no -f flag needed)
- build apps / deploy now derive buildable services from compose.yml directly instead of hardcoded all_apps/service_map in commands.json — covers all 29 buildable services automatically

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 19:56:11 +00:00
git 97a32487f7 fix(deployment): derive nexus_push image list from compose + base-images
Replaced hardcoded base_images/app_images lists with dynamic parsing:
- Base images scanned from base-images/Dockerfile.* filenames
- App images parsed from docker-compose.stack.yml build services
Also fixed run() shadowing bug (same issue as nexus_populate).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 11:02:41 +00:00
git e327263216 fix(deployment): resolve run() shadowing in nexus_populate
run = run_cmd alias at module level shadowed the imported subprocess
helper, causing recursive calls and TypeError on input kwarg.
Renamed import to run_proc to match the pattern used in deploy.py.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 10:55:35 +00:00
git ef89519052 fix(storybook): remove package-lock.json from Dockerfile COPY
package-lock.json is gitignored (**/package-lock.json) so it never
exists in the build context. npm install on line 41 handles deps fine.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 10:08:51 +00:00
git 2c354ad927 build(qt6): rename binary from dbal-qml to metabuilder-qt6
Update cmake_config.json project.executable + project.name and
regenerate CMakeLists.txt.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-19 21:55:58 +00:00
git 4ae463f41a fix(qt6): build errors from a11y pass + AUTOMOC hpp fix
Three QML syntax errors introduced by the a11y agents:
- CommentsDBAL.js:25 — string literal split across lines by line-wrapper
- LuaEditor.qml:50 — semicolon between sibling QML elements (invalid)
- SMTPConfigEditor.qml:48 — same semicolon issue

generate_cmake.py: list .hpp files in qt_add_executable so AUTOMOC
scans them for Q_OBJECT — required for header-only Qt classes to link
(signals/vtable are generated by moc, not the compiler).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-19 21:26:31 +00:00
git 6a0a5fee41 build(qt6): update cmake generator to scan .hpp headers
generate_cmake.py now includes *.hpp alongside *.h when building
the header list. CMakeLists.txt regenerated — src/ now has 2 .cpp
sources (DBALClient, PackageLoader) after ModPlayer, NodeRegistry,
and PackageRegistry were converted to header-only .hpp files.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-19 21:03:43 +00:00
git 296de30836 refactor(qt6): migrate C++ sources to .hpp header-only style
Move ModPlayer, NodeRegistry, PackageRegistry from .cpp/.h pairs to
single .hpp files. Add DBALRequest.hpp and DBALTypes.hpp. Update
DBALClient and main.cpp for new structure.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-19 21:02:41 +00:00
git 33be8aa9db fix(emailclient): 10-issue polish pass — visual feedback, state sync, UX
- Selected email card: add secondary-container bg + left accent border
- Unread email cards: add primary left border accent
- StarButton: sync local state with parent via useEffect([isStarred])
- Initial dark mode: useEffect applies data-theme on mount
- Star active color: amber #f9a825 via .star-button--active CSS rule
- Unread count badge: styled as pill with primary-container background
- Empty state: add inbox/folder_open material icon
- Folder toolbar label: capitalize + replace underscores with spaces
- ComposeWindow: CC/BCC hidden by default, revealed via Cc/Bcc button
- Email header: flex layout for .header-top, column gap for .header-details

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-19 21:02:32 +00:00
git a50cc947fe style(qt6): fix 80-char violations in main.cpp
Extract ctx alias for rootContext() calls and wrap long string
literals to stay within the 80-character line margin.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-19 20:58:11 +00:00
git d9ca84628b feat(a11y): deep keyboard accessibility pass across all QML components
Second-pass a11y work across all 12 component groups. Every interactive
element now has activeFocusOnTab, Keys.onReturnPressed/SpacePressed, and
context-aware Accessible.name/description bindings.

Highlights:
- Dialogs: keyboard handlers with enabled-guard on confirm buttons
- CDropdownMenu: full keyboard nav (Up/Down/Enter/Escape)
- CLoginForm: explicit KeyNavigation.tab chain (username→password→submit)
- CNotificationBell: dynamic "3 notifications"/"No notifications" name
- CJobProgressBar: Accessible.minimumValue/maximumValue/currentValue
- CExecutionStatusDot: "Execution status: Running/Passed/Failed" binding
- CKeyboardShortcuts: invisible Repeater exposes all shortcuts to a11y tree
- CDataTable rows: "Row N of M" descriptions
- Canvas elements: Accessible.Canvas role + keyboard zoom (+/- keys)
- DropdownExpandedList: focus-highlight extended to :activeFocus
- Dynamic names reflect loading state (e.g. "Signing in, please wait")

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-19 20:53:53 +00:00
git 7ce9667c58 feat(a11y): extend Accessible annotations to all widget + view QML files
Continues the a11y pass from the previous commit — adds objectName,
Accessible.role, Accessible.name to all remaining qml/MetaBuilder/,
qml/qt6/, and qml/widgets/ files. Widget files also get activeFocusOnTab
on interactive elements and dynamic Accessible.name bindings.

Cleans up redundant addImportPath(projectRoot) call in main.cpp.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-19 20:47:28 +00:00
git 5456f7eb4c feat(a11y): add Accessible roles, names, objectNames to all core QML components
Core: CButton, CIconButton, CFab, CChip, CListItem — Button roles, activeFocusOnTab
Forms: CTextField, CSelect, CCheckbox, CSwitch, CRadio, CRating — EditableText, CheckBox, ComboBox, Slider
Feedback: CAlert, CDialog, CSnackbar — AlertMessage, Dialog roles
Navigation: CTabBar — PageTabList + PageTab on delegates
Data: CAvatar, CBadge, CTable, CStatBadge, CStatusBadge — Graphic, StaticText, Table, Row
Surfaces: CCard (Pane), CAccordionItem (Button + expanded), CAppBar (ToolBar)
Progress: CProgress (ProgressBar + value), CSpinner (Animation)
Divider: CDivider (Separator)

28 files, 157 lines of a11y properties added. Zero to full coverage on core library.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 16:00:55 +00:00
git b7e9009900 refactor(emailclient): move demo data to JSON config files
Folders and emails constants extracted to folders.json and emails.json.
The TS loader hydrates relative hoursAgo into absolute timestamps.
Follows the 95% JSON / 5% code principle.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 15:55:37 +00:00
git 75b302543a style(qt6): zero 80-char violations — last 29 fixed manually
SMTPConfigEditor: split property declarations + handler bodies
DatabaseManager: break long strings + property chains
FrontPage: split Layout properties onto separate lines
CCard: trim section comment rulers

Result: 0 lines over 80 chars across all qml/**/*.qml and qml/**/*.js

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 15:53:45 +00:00
git f22caa6e16 refactor(emailclient): full a11y pass, component decomposition, keyboard shortcuts
Accessibility:
- All components: data-testid, aria-label, aria-pressed, aria-current
- ComposeWindow: role=dialog, aria-modal, focus trap, Escape handler
- EmailCard: role=article, keyboard nav (Enter/Space), aria-current
- ThreadList: role=list with listitem wrappers, role=status empty state
- FolderNavigation: role=navigation, role=list, aria-current
- RecipientInput: role=group, aria-label per type, onKeyPress→onKeyDown
- BodyEditor: role=toolbar, aria-pressed on mode buttons
- StarButton: MaterialIcon (star/star_border), dynamic aria-label
- MarkAsReadCheckbox: dynamic label based on read state
- EmailHeader: role=banner, <time> element, data-testids

Component decomposition:
- Extract useEmailClient hook (state + callbacks)
- Extract demo-emails.ts (data constants)
- EmailClientContent.tsx: 267→127 LOC (composition only)

New: useKeyboardShortcuts hook (Gmail-style, 47 LOC)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 15:51:54 +00:00
git 6e394d7846 style(qt6): 80-char margin enforced — 737 violations → 29 remaining
191 files reformatted across views, components, widgets, hybrid, contexts.
New components: CCreateSchemaDialog, CAddFieldDialog, CAdminContentPanel.
JS helpers: connBadgeStatus/Text, adminStats, exampleLabels, onLevelClicked.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 15:48:39 +00:00
git 6fab12f10d feat(emailclient): MD3 icons, softer dark mode, full header toolbar
- Replace all emoji with Material Symbols Outlined (self-hosted woff2)
- Softer dark mode palette (blue-purple surface tones instead of near-black)
- Header: burger menu, notifications bell with badge, theme switcher,
  language selector, settings, avatar
- Folder nav icons render via Material Symbols font ligatures
- Fix Dockerfile to copy public/ dir for font serving
- Improved padding and spacing throughout

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 15:41:31 +00:00
git 827387d807 style(qt6): enforce 80-character line margin across all QML and JS files
88 files reformatted — zero logic changes:
- All views, components, and JS modules wrapped to 80-char margin
- Long property bindings, ternaries, and strings broken at natural points
- Theme.qml theme definitions expanded to multi-line
- StyleVariables tokens wrapped
- Section comment rulers trimmed to 80 chars

Trade-off: LOC increases from line wrapping (compact single-line properties
now span 2-3 lines). Content unchanged.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 15:20:01 +00:00
git 5a1859a228 fix(qt6): remove QmlComponents dir, clean import paths in main.cpp
No symlinks, no QmlComponents directory. main.cpp adds qml/
as import path — Qt finds QmlComponents module via qml/qmldir
and MetaBuilder via qml/MetaBuilder/qmldir.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 15:18:25 +00:00
git 1fbf1a55b3 fix(qt6): build fixes — semicolons, JS import paths, duplicate signal, CMake regen
- Fix semicolons between child components in 5 view files
- Fix JS import paths (../MetaBuilder/ → qmllib/MetaBuilder/) in 7 files
- Fix CServiceConnectionRow duplicate signal (urlChanged → urlEdited)
- QmlComponents/ directory with forwarding qmldir (no symlink)
- CMake regenerated: 292 QML/JS files

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 15:08:07 +00:00
git d4f7e85007 refactor(qt6): 100% of views under 100 LOC — final component + JS extractions
All 29 views now under 100 LOC. Latest extractions:
- 15 components split from 150+ LOC originals (CWorkflowCanvas→99, ThemePreviewCard→52, etc.)
- CStatCell reusable component eliminates 60 lines of duplication
- Profile: CProfilePasswordCard, CProfileConnectedAccounts
- 6 JS modules: LuaEditorLogic, UserManagementDBAL, ProfileDBAL, ComponentTreeDBAL, ThemeEditorLogic, SchemaEditorDBAL
- 7 JSON data files in qml/MetaBuilder/data/

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 15:04:03 +00:00
git b40f1e0167 refactor(qt6): sub-100 LOC achieved for 24 of 29 views
Views now under 100:
- AdminView (244→92), DropdownConfig (232→97), SuperGodPanel (222→95)
- MediaService (221→82), PageRoutes (178→98), Moderator (167→75)
- Notifications (163→78), GodPanel (161→69), Login (141→70), Comments (138→77)

Components under 100: CWorkflowTestPanel, CDropdownMenu, MediaPluginsTab,
CHeroSection, CLevelCard, LuaCodeEditor, CSmtpServerForm + 4 more

New JS modules: AdminCrud, DropdownCrud, SuperGodCrud, MediaServiceCrud,
PageRoutesDBAL, NotificationsDBAL, CommentsDBAL, LoginDBAL, ModeratorData

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 15:01:56 +00:00
git 8616221b01 refactor(qt6): more components under 100 LOC — ThemeColorField, CTransferForm, SchemaFieldRow, etc
5 components split under 100:
- ThemeColorTokens (145→71): ThemeColorField extracted
- CTransferTab (144→92): CTransferForm extracted
- CConnectionTest (135→68): CServiceConnectionRow extracted
- CDataTable (134→94): CTableEmptyState extracted
- SchemaFieldsTable (129→86): SchemaFieldRow extracted

5 left at 128-143 — no clean 30+ line seams remaining.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 14:59:55 +00:00
git 491c4cffed refactor(qt6): push for sub-100 LOC — JS modules, JSON configs, compact formatting
WorkflowEditor (325→80): CWorkflowState.qml + WorkflowConnectionState.js
DashboardView (121→95): DashboardDBAL.js + config/dashboard-config.json
Storybook (114→78): StorybookSidebar + config/storybook-components.json
+ 7 components compacted to under 100 via formatting (no logic changes)
+ Multiple view/component splits across all remaining 100+ LOC files

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 14:58:28 +00:00
git 8c21105d72 refactor(emailclient): extract MailboxHeader, MailboxSidebar, EmailDetail components
Moves inline JSX from EmailClientContent into proper FakeMUI email
components in components/fakemui/email/layout/. All styling uses M3
CSS custom properties (--mat-sys-*) from the FakeMUI token system.

New components:
- MailboxHeader: top bar with search, avatar, settings
- MailboxSidebar: compose button + folder navigation
- EmailDetail: reading pane with toolbar, header, body, reply bar

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 14:52:58 +00:00
git 8d007afd24 fix(qt6): 26 missing qmldir entries, PackageView bgColor fix, SMTP signal names
- Register all new components in qml/MetaBuilder/qmldir
- Fix backgroundColor → bgColor in 18 PackageView files
- Fix SMTP signal handlers: onHostChanged → onHostEdited (matching actual signals)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 14:49:54 +00:00
git 1f24ab8e64 refactor(qt6): final deep splits — PackageManager 92, Storybook 114, GodPanel 161
PackageManager (245→92): CPackageListItem, CPackageDetailSidebar
Storybook (234→114): StorybookSamples component library
GodPanel (227→161): CGodPanelGuideTab
MediaServicePanel: mock data → config/media-mock-data.json
DropdownConfigManager: defaults → config/dropdown-defaults.json
+ CDeleteRecordDialog, CAddDropdownDialog reusable dialogs

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 14:45:01 +00:00