feat: pannable chunk map with always-visible scroll arrows - #51

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tastybento merged 2 commits into
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feature/pannable-chunk-map
Aug 24, 2026
Merged

feat: pannable chunk map with always-visible scroll arrows#51
tastybento merged 2 commits into
developfrom
feature/pannable-chunk-map

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@tastybentotastybento commented Aug 24, 2026

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Summary

Follow-up to #49. Players expected the map arrows to always be there so they could move around the map — instead the arrow only appeared when a jump target was off-screen, and the two snap views couldn't reach the corners of a large island at all.

The control row is now:

[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
  • ◀ ▲ ▼ ▶ — always-visible pan arrows; each click slides the viewport 6 chunks (half a screen), so every part of the map is reachable. An arrow turns into a spacer at the map edge.
  • — jump to the island center; — jump to your position. Filled white when the view is already there.
  • — the middle indicator keeps its old job: it becomes a gold arrow pointing at the island center (or aqua at you) when that target is panned off-screen; clicking it jumps there.
  • Clicking a chunk no longer resets the view — the panned position is kept.
  • The viewport clamps so the outermost screen ends exactly on the last claimable ring.

Internally the ViewMode enum is replaced by explicit (viewDx, viewDz) viewport coordinates, which is what ChunkMap.cells() already supported.

Adds 4 locale keys (pan-north/south/east/west) to en-US and all 17 translations.

Test plan

  • 752 tests pass (12 in ChunksDialogTest, including new clamp/pan tests)
  • On test server (protection-range 240): pan across the whole 29×29 map with the arrows; verify arrows vanish at edges, ◎/◇ jump correctly, the indicator points home after panning away, and clicking a chunk keeps the position

🤖 Generated with Claude Code

https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK

tastybentoand others added 2 commits August 24, 2026 07:33
The scrollable map's two snap views (island/player) left players unable
to reach parts of a large island's map, and the direction arrow only
appeared when a jump target was off-screen — players expected arrows
they could click to move around. The control row is now:
[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
- ◀ ▲ ▼ ▶ pan the viewport 6 chunks (half a screen) per click and
disappear at the map edge
- ◎ jumps to the island center, ◇ jumps to the player's position
(filled white when the view is already there)
- the middle indicator still points at the island center or player
when off-screen and jumps there on click
- clicking a chunk keeps the panned position
- the viewport clamps so the last screen ends on the outermost ring
ViewMode is replaced by explicit (viewDx, viewDz) viewport coordinates.
Adds 4 pan tooltip locale keys, synced to all 17 translations.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
1.4.0 has been released; the pannable map targets 1.4.1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
@sonarqubecloud

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tastybento merged commit 073894f into developAug 24, 2026
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@tastybentotastybento mentioned this pull request Aug 27, 2026
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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feat: pannable chunk map with always-visible scroll arrows - #51

Merged
tastybento merged 2 commits into
developfrom
feature/pannable-chunk-map
Aug 24, 2026
Merged

feat: pannable chunk map with always-visible scroll arrows#51
tastybento merged 2 commits into
developfrom
feature/pannable-chunk-map

Conversation

@tastybento

@tastybentotastybento commented Aug 24, 2026

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Summary

Follow-up to #49. Players expected the map arrows to always be there so they could move around the map — instead the arrow only appeared when a jump target was off-screen, and the two snap views couldn't reach the corners of a large island at all.

The control row is now:

[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
  • ◀ ▲ ▼ ▶ — always-visible pan arrows; each click slides the viewport 6 chunks (half a screen), so every part of the map is reachable. An arrow turns into a spacer at the map edge.
  • — jump to the island center; — jump to your position. Filled white when the view is already there.
  • — the middle indicator keeps its old job: it becomes a gold arrow pointing at the island center (or aqua at you) when that target is panned off-screen; clicking it jumps there.
  • Clicking a chunk no longer resets the view — the panned position is kept.
  • The viewport clamps so the outermost screen ends exactly on the last claimable ring.

Internally the ViewMode enum is replaced by explicit (viewDx, viewDz) viewport coordinates, which is what ChunkMap.cells() already supported.

Adds 4 locale keys (pan-north/south/east/west) to en-US and all 17 translations.

Test plan

  • 752 tests pass (12 in ChunksDialogTest, including new clamp/pan tests)
  • On test server (protection-range 240): pan across the whole 29×29 map with the arrows; verify arrows vanish at edges, ◎/◇ jump correctly, the indicator points home after panning away, and clicking a chunk keeps the position

🤖 Generated with Claude Code

https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK

tastybentoand others added 2 commits August 24, 2026 07:33
The scrollable map's two snap views (island/player) left players unable
to reach parts of a large island's map, and the direction arrow only
appeared when a jump target was off-screen — players expected arrows
they could click to move around. The control row is now:
[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
- ◀ ▲ ▼ ▶ pan the viewport 6 chunks (half a screen) per click and
disappear at the map edge
- ◎ jumps to the island center, ◇ jumps to the player's position
(filled white when the view is already there)
- the middle indicator still points at the island center or player
when off-screen and jumps there on click
- clicking a chunk keeps the panned position
- the viewport clamps so the last screen ends on the outermost ring
ViewMode is replaced by explicit (viewDx, viewDz) viewport coordinates.
Adds 4 pan tooltip locale keys, synced to all 17 translations.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
1.4.0 has been released; the pannable map targets 1.4.1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
@sonarqubecloud

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@tastybento
tastybento merged commit 073894f into developAug 24, 2026
3 checks passed
@tastybentotastybento mentioned this pull request Aug 27, 2026
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

feat: pannable chunk map with always-visible scroll arrows - #51

Merged
tastybento merged 2 commits into
developfrom
feature/pannable-chunk-map
Aug 24, 2026
Merged

feat: pannable chunk map with always-visible scroll arrows#51
tastybento merged 2 commits into
developfrom
feature/pannable-chunk-map

Conversation

@tastybento

@tastybentotastybento commented Aug 24, 2026

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Summary

Follow-up to #49. Players expected the map arrows to always be there so they could move around the map — instead the arrow only appeared when a jump target was off-screen, and the two snap views couldn't reach the corners of a large island at all.

The control row is now:

[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
  • ◀ ▲ ▼ ▶ — always-visible pan arrows; each click slides the viewport 6 chunks (half a screen), so every part of the map is reachable. An arrow turns into a spacer at the map edge.
  • — jump to the island center; — jump to your position. Filled white when the view is already there.
  • — the middle indicator keeps its old job: it becomes a gold arrow pointing at the island center (or aqua at you) when that target is panned off-screen; clicking it jumps there.
  • Clicking a chunk no longer resets the view — the panned position is kept.
  • The viewport clamps so the outermost screen ends exactly on the last claimable ring.

Internally the ViewMode enum is replaced by explicit (viewDx, viewDz) viewport coordinates, which is what ChunkMap.cells() already supported.

Adds 4 locale keys (pan-north/south/east/west) to en-US and all 17 translations.

Test plan

  • 752 tests pass (12 in ChunksDialogTest, including new clamp/pan tests)
  • On test server (protection-range 240): pan across the whole 29×29 map with the arrows; verify arrows vanish at edges, ◎/◇ jump correctly, the indicator points home after panning away, and clicking a chunk keeps the position

🤖 Generated with Claude Code

https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK

tastybentoand others added 2 commits August 24, 2026 07:33
The scrollable map's two snap views (island/player) left players unable
to reach parts of a large island's map, and the direction arrow only
appeared when a jump target was off-screen — players expected arrows
they could click to move around. The control row is now:
[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
- ◀ ▲ ▼ ▶ pan the viewport 6 chunks (half a screen) per click and
disappear at the map edge
- ◎ jumps to the island center, ◇ jumps to the player's position
(filled white when the view is already there)
- the middle indicator still points at the island center or player
when off-screen and jumps there on click
- clicking a chunk keeps the panned position
- the viewport clamps so the last screen ends on the outermost ring
ViewMode is replaced by explicit (viewDx, viewDz) viewport coordinates.
Adds 4 pan tooltip locale keys, synced to all 17 translations.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
1.4.0 has been released; the pannable map targets 1.4.1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
@sonarqubecloud

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@tastybento
tastybento merged commit 073894f into developAug 24, 2026
3 checks passed
@tastybentotastybento mentioned this pull request Aug 27, 2026
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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feat: pannable chunk map with always-visible scroll arrows - #51

Merged
tastybento merged 2 commits into
developfrom
feature/pannable-chunk-map
Aug 24, 2026
Merged

feat: pannable chunk map with always-visible scroll arrows#51
tastybento merged 2 commits into
developfrom
feature/pannable-chunk-map

Conversation

@tastybento

@tastybentotastybento commented Aug 24, 2026

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Summary

Follow-up to #49. Players expected the map arrows to always be there so they could move around the map — instead the arrow only appeared when a jump target was off-screen, and the two snap views couldn't reach the corners of a large island at all.

The control row is now:

[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
  • ◀ ▲ ▼ ▶ — always-visible pan arrows; each click slides the viewport 6 chunks (half a screen), so every part of the map is reachable. An arrow turns into a spacer at the map edge.
  • — jump to the island center; — jump to your position. Filled white when the view is already there.
  • — the middle indicator keeps its old job: it becomes a gold arrow pointing at the island center (or aqua at you) when that target is panned off-screen; clicking it jumps there.
  • Clicking a chunk no longer resets the view — the panned position is kept.
  • The viewport clamps so the outermost screen ends exactly on the last claimable ring.

Internally the ViewMode enum is replaced by explicit (viewDx, viewDz) viewport coordinates, which is what ChunkMap.cells() already supported.

Adds 4 locale keys (pan-north/south/east/west) to en-US and all 17 translations.

Test plan

  • 752 tests pass (12 in ChunksDialogTest, including new clamp/pan tests)
  • On test server (protection-range 240): pan across the whole 29×29 map with the arrows; verify arrows vanish at edges, ◎/◇ jump correctly, the indicator points home after panning away, and clicking a chunk keeps the position

🤖 Generated with Claude Code

https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK

tastybentoand others added 2 commits August 24, 2026 07:33
The scrollable map's two snap views (island/player) left players unable
to reach parts of a large island's map, and the direction arrow only
appeared when a jump target was off-screen — players expected arrows
they could click to move around. The control row is now:
[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
- ◀ ▲ ▼ ▶ pan the viewport 6 chunks (half a screen) per click and
disappear at the map edge
- ◎ jumps to the island center, ◇ jumps to the player's position
(filled white when the view is already there)
- the middle indicator still points at the island center or player
when off-screen and jumps there on click
- clicking a chunk keeps the panned position
- the viewport clamps so the last screen ends on the outermost ring
ViewMode is replaced by explicit (viewDx, viewDz) viewport coordinates.
Adds 4 pan tooltip locale keys, synced to all 17 translations.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
1.4.0 has been released; the pannable map targets 1.4.1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
@sonarqubecloud

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@tastybento
tastybento merged commit 073894f into developAug 24, 2026
3 checks passed
@tastybentotastybento mentioned this pull request Aug 27, 2026
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

feat: pannable chunk map with always-visible scroll arrows - #51

Merged
tastybento merged 2 commits into
developfrom
feature/pannable-chunk-map
Aug 24, 2026
Merged

feat: pannable chunk map with always-visible scroll arrows#51
tastybento merged 2 commits into
developfrom
feature/pannable-chunk-map

Conversation

@tastybento

@tastybentotastybento commented Aug 24, 2026

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Summary

Follow-up to #49. Players expected the map arrows to always be there so they could move around the map — instead the arrow only appeared when a jump target was off-screen, and the two snap views couldn't reach the corners of a large island at all.

The control row is now:

[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
  • ◀ ▲ ▼ ▶ — always-visible pan arrows; each click slides the viewport 6 chunks (half a screen), so every part of the map is reachable. An arrow turns into a spacer at the map edge.
  • — jump to the island center; — jump to your position. Filled white when the view is already there.
  • — the middle indicator keeps its old job: it becomes a gold arrow pointing at the island center (or aqua at you) when that target is panned off-screen; clicking it jumps there.
  • Clicking a chunk no longer resets the view — the panned position is kept.
  • The viewport clamps so the outermost screen ends exactly on the last claimable ring.

Internally the ViewMode enum is replaced by explicit (viewDx, viewDz) viewport coordinates, which is what ChunkMap.cells() already supported.

Adds 4 locale keys (pan-north/south/east/west) to en-US and all 17 translations.

Test plan

  • 752 tests pass (12 in ChunksDialogTest, including new clamp/pan tests)
  • On test server (protection-range 240): pan across the whole 29×29 map with the arrows; verify arrows vanish at edges, ◎/◇ jump correctly, the indicator points home after panning away, and clicking a chunk keeps the position

🤖 Generated with Claude Code

https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK

tastybentoand others added 2 commits August 24, 2026 07:33
The scrollable map's two snap views (island/player) left players unable
to reach parts of a large island's map, and the direction arrow only
appeared when a jump target was off-screen — players expected arrows
they could click to move around. The control row is now:
[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
- ◀ ▲ ▼ ▶ pan the viewport 6 chunks (half a screen) per click and
disappear at the map edge
- ◎ jumps to the island center, ◇ jumps to the player's position
(filled white when the view is already there)
- the middle indicator still points at the island center or player
when off-screen and jumps there on click
- clicking a chunk keeps the panned position
- the viewport clamps so the last screen ends on the outermost ring
ViewMode is replaced by explicit (viewDx, viewDz) viewport coordinates.
Adds 4 pan tooltip locale keys, synced to all 17 translations.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
1.4.0 has been released; the pannable map targets 1.4.1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
@sonarqubecloud

Copy link
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@tastybento
tastybento merged commit 073894f into developAug 24, 2026
3 checks passed
@tastybentotastybento mentioned this pull request Aug 27, 2026
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1 participant

@tastybento
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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feat: pannable chunk map with always-visible scroll arrows - #51

Merged
tastybento merged 2 commits into
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feature/pannable-chunk-map
Aug 24, 2026
Merged

feat: pannable chunk map with always-visible scroll arrows#51
tastybento merged 2 commits into
developfrom
feature/pannable-chunk-map

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@tastybento

@tastybentotastybento commented Aug 24, 2026

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Summary

Follow-up to #49. Players expected the map arrows to always be there so they could move around the map — instead the arrow only appeared when a jump target was off-screen, and the two snap views couldn't reach the corners of a large island at all.

The control row is now:

[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
  • ◀ ▲ ▼ ▶ — always-visible pan arrows; each click slides the viewport 6 chunks (half a screen), so every part of the map is reachable. An arrow turns into a spacer at the map edge.
  • — jump to the island center; — jump to your position. Filled white when the view is already there.
  • — the middle indicator keeps its old job: it becomes a gold arrow pointing at the island center (or aqua at you) when that target is panned off-screen; clicking it jumps there.
  • Clicking a chunk no longer resets the view — the panned position is kept.
  • The viewport clamps so the outermost screen ends exactly on the last claimable ring.

Internally the ViewMode enum is replaced by explicit (viewDx, viewDz) viewport coordinates, which is what ChunkMap.cells() already supported.

Adds 4 locale keys (pan-north/south/east/west) to en-US and all 17 translations.

Test plan

  • 752 tests pass (12 in ChunksDialogTest, including new clamp/pan tests)
  • On test server (protection-range 240): pan across the whole 29×29 map with the arrows; verify arrows vanish at edges, ◎/◇ jump correctly, the indicator points home after panning away, and clicking a chunk keeps the position

🤖 Generated with Claude Code

https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK

tastybentoand others added 2 commits August 24, 2026 07:33
The scrollable map's two snap views (island/player) left players unable
to reach parts of a large island's map, and the direction arrow only
appeared when a jump target was off-screen — players expected arrows
they could click to move around. The control row is now:
[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
- ◀ ▲ ▼ ▶ pan the viewport 6 chunks (half a screen) per click and
disappear at the map edge
- ◎ jumps to the island center, ◇ jumps to the player's position
(filled white when the view is already there)
- the middle indicator still points at the island center or player
when off-screen and jumps there on click
- clicking a chunk keeps the panned position
- the viewport clamps so the last screen ends on the outermost ring
ViewMode is replaced by explicit (viewDx, viewDz) viewport coordinates.
Adds 4 pan tooltip locale keys, synced to all 17 translations.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
1.4.0 has been released; the pannable map targets 1.4.1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
@sonarqubecloud

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tastybento merged commit 073894f into developAug 24, 2026
3 checks passed
@tastybentotastybento mentioned this pull request Aug 27, 2026
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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feat: pannable chunk map with always-visible scroll arrows - #51

Merged
tastybento merged 2 commits into
developfrom
feature/pannable-chunk-map
Aug 24, 2026
Merged

feat: pannable chunk map with always-visible scroll arrows#51
tastybento merged 2 commits into
developfrom
feature/pannable-chunk-map

Conversation

@tastybento

@tastybentotastybento commented Aug 24, 2026

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Summary

Follow-up to #49. Players expected the map arrows to always be there so they could move around the map — instead the arrow only appeared when a jump target was off-screen, and the two snap views couldn't reach the corners of a large island at all.

The control row is now:

[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
  • ◀ ▲ ▼ ▶ — always-visible pan arrows; each click slides the viewport 6 chunks (half a screen), so every part of the map is reachable. An arrow turns into a spacer at the map edge.
  • — jump to the island center; — jump to your position. Filled white when the view is already there.
  • — the middle indicator keeps its old job: it becomes a gold arrow pointing at the island center (or aqua at you) when that target is panned off-screen; clicking it jumps there.
  • Clicking a chunk no longer resets the view — the panned position is kept.
  • The viewport clamps so the outermost screen ends exactly on the last claimable ring.

Internally the ViewMode enum is replaced by explicit (viewDx, viewDz) viewport coordinates, which is what ChunkMap.cells() already supported.

Adds 4 locale keys (pan-north/south/east/west) to en-US and all 17 translations.

Test plan

  • 752 tests pass (12 in ChunksDialogTest, including new clamp/pan tests)
  • On test server (protection-range 240): pan across the whole 29×29 map with the arrows; verify arrows vanish at edges, ◎/◇ jump correctly, the indicator points home after panning away, and clicking a chunk keeps the position

🤖 Generated with Claude Code

https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK

tastybentoand others added 2 commits August 24, 2026 07:33
The scrollable map's two snap views (island/player) left players unable
to reach parts of a large island's map, and the direction arrow only
appeared when a jump target was off-screen — players expected arrows
they could click to move around. The control row is now:
[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
- ◀ ▲ ▼ ▶ pan the viewport 6 chunks (half a screen) per click and
disappear at the map edge
- ◎ jumps to the island center, ◇ jumps to the player's position
(filled white when the view is already there)
- the middle indicator still points at the island center or player
when off-screen and jumps there on click
- clicking a chunk keeps the panned position
- the viewport clamps so the last screen ends on the outermost ring
ViewMode is replaced by explicit (viewDx, viewDz) viewport coordinates.
Adds 4 pan tooltip locale keys, synced to all 17 translations.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
1.4.0 has been released; the pannable map targets 1.4.1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
@sonarqubecloud

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tastybento merged commit 073894f into developAug 24, 2026
3 checks passed
@tastybentotastybento mentioned this pull request Aug 27, 2026
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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feat: pannable chunk map with always-visible scroll arrows - #51

Merged
tastybento merged 2 commits into
developfrom
feature/pannable-chunk-map
Aug 24, 2026
Merged

feat: pannable chunk map with always-visible scroll arrows#51
tastybento merged 2 commits into
developfrom
feature/pannable-chunk-map

Conversation

@tastybento

@tastybentotastybento commented Aug 24, 2026

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Summary

Follow-up to #49. Players expected the map arrows to always be there so they could move around the map — instead the arrow only appeared when a jump target was off-screen, and the two snap views couldn't reach the corners of a large island at all.

The control row is now:

[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
  • ◀ ▲ ▼ ▶ — always-visible pan arrows; each click slides the viewport 6 chunks (half a screen), so every part of the map is reachable. An arrow turns into a spacer at the map edge.
  • — jump to the island center; — jump to your position. Filled white when the view is already there.
  • — the middle indicator keeps its old job: it becomes a gold arrow pointing at the island center (or aqua at you) when that target is panned off-screen; clicking it jumps there.
  • Clicking a chunk no longer resets the view — the panned position is kept.
  • The viewport clamps so the outermost screen ends exactly on the last claimable ring.

Internally the ViewMode enum is replaced by explicit (viewDx, viewDz) viewport coordinates, which is what ChunkMap.cells() already supported.

Adds 4 locale keys (pan-north/south/east/west) to en-US and all 17 translations.

Test plan

  • 752 tests pass (12 in ChunksDialogTest, including new clamp/pan tests)
  • On test server (protection-range 240): pan across the whole 29×29 map with the arrows; verify arrows vanish at edges, ◎/◇ jump correctly, the indicator points home after panning away, and clicking a chunk keeps the position

🤖 Generated with Claude Code

https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK

tastybentoand others added 2 commits August 24, 2026 07:33
The scrollable map's two snap views (island/player) left players unable
to reach parts of a large island's map, and the direction arrow only
appeared when a jump target was off-screen — players expected arrows
they could click to move around. The control row is now:
[◎] ─ ─ ─ [◀] [▲] [•] [▼] [▶] ─ ─ ─ [◇]
- ◀ ▲ ▼ ▶ pan the viewport 6 chunks (half a screen) per click and
disappear at the map edge
- ◎ jumps to the island center, ◇ jumps to the player's position
(filled white when the view is already there)
- the middle indicator still points at the island center or player
when off-screen and jumps there on click
- clicking a chunk keeps the panned position
- the viewport clamps so the last screen ends on the outermost ring
ViewMode is replaced by explicit (viewDx, viewDz) viewport coordinates.
Adds 4 pan tooltip locale keys, synced to all 17 translations.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
1.4.0 has been released; the pannable map targets 1.4.1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QWvvUY9ZZJHxUYm1UyjdwK
@sonarqubecloud

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@tastybento
tastybento merged commit 073894f into developAug 24, 2026
3 checks passed
@tastybentotastybento mentioned this pull request Aug 27, 2026
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Successfully merging this pull request may close these issues.

1 participant

@tastybento