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6 changes: 6 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -212,6 +212,12 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
engine (`app.js`, `highway.js`, `playSong`, `showScreen`, the capability registry).

### Fixed
- **3D Highway: the lane stops at the hit line** (#991) — the highway lane, its
dividers, and the fret boundary extension lines ran `BEHIND` seconds *past* the
hit line toward the player. Nothing is ever drawn in that strip (notes and chord
frames clamp to `Math.min(0, dZ(dt))`), so it read as lane with no notes on it.
The floor geometry now ends at the hit line; its far edge is unchanged, still
`-AHEAD*TS` at the note horizon.
- **Career passports review polish** — the passport tabs and book overlay carry
proper ARIA semantics (`aria-selected`/`aria-controls`/`tabpanel`;
`role="dialog"` + `aria-modal` with focus moved to the close button on open
Expand Down
36 changes: 27 additions & 9 deletions plugins/highway_3d/screen.js
Original file line number Diff line number Diff line change
Expand Up @@ -1498,7 +1498,7 @@
const slu = n.slu;
if (Number.isFinite(sl) && sl >= 0) {
return { endFret: sl | 0, unpitched: false };
}

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if (Number.isFinite(slu) && slu >= 0) {
return { endFret: slu | 0, unpitched: true };
}
Expand Down Expand Up @@ -12614,8 +12614,19 @@
const tC = now + (dt0 + dt1) * 0.5 - BEHIND;
const b = laneBoundsFromAnchor(getChartAnchorAt(anchors, tC));
if (!b) continue;
const z0 = dZ(dt0) + TS * BEHIND;
const z1 = dZ(dt1) + TS * BEHIND;
// The lane STOPS AT THE HIT LINE (z = 0) — issue #991. The
// slice window starts BEHIND seconds in the past, so the
// first slices map to positive z, i.e. past the hit line
// toward the player. Nothing is ever drawn there: notes and
// chord frames clamp to Math.min(0, dZ(dt)), so that strip
// is lane with nothing on it. Clamp the NEAR edge only —
// the far edge stays at dZ(AHEAD+BEHIND)+TS*BEHIND = -AHEAD*TS,
// aligned with the note horizon, exactly as before.
const z0 = Math.min(0, dZ(dt0) + TS * BEHIND);
const z1 = Math.min(0, dZ(dt1) + TS * BEHIND);
// Slice lies entirely past the hit line -> zero length, nothing
// to draw. Skip before the arp probe so it costs nothing.
if (z0 === z1) continue;
const arpSlice = (laneRailArpHsFlags && handShapesRails && handShapesRails.length)
? arpeggioLaneOuterRailLaneSlice(
dt0, dt1, now,
Expand Down Expand Up @@ -12764,9 +12775,13 @@
divMin = dMin;
divMax = dMax;

// Same fix: extend to AHEAD+BEHIND so far edge = -AHEAD*TS.
const laneLen = TS * (AHEAD + BEHIND);
const zLane = -laneLen / 2 + TS * BEHIND;
// Far edge at -AHEAD*TS (the note horizon), near edge at the
// hit line (z = 0) — the lane does not run past it toward the
// player, where nothing is ever drawn (#991). Spanning
// AHEAD+BEHIND and shifting by +TS*BEHIND put the near edge at
// +TS*BEHIND; spanning AHEAD alone keeps the same far edge.
const laneLen = TS * AHEAD;
const zLane = -laneLen / 2;
const laneOp = (HWY_LANE_STRIPE_OP_BASE + highwayIntensity * HWY_LANE_STRIPE_OP_INT)
* (_venueSceneOverride ? VENUE_LANE_OP_BOOST : 1);
mLaneOdd.opacity = laneOp;
Expand All @@ -12786,7 +12801,8 @@
}

if (highwayIntensity > 0.05) {
const divLen = TS * (AHEAD + BEHIND);
// Matches the lane above: ends at the hit line (#991).
const divLen = TS * AHEAD;
const yPos = boardY + 0.03 * K;
const divOp2 = 0.02 + highwayIntensity * 0.1;
const divOpArp2 = Math.min(0.92, 0.16 + highwayIntensity * 0.42);
Expand All @@ -12799,7 +12815,7 @@
for (let f = fDivA; f <= fDivB; f++) {
if (hwyLaneArpOuterDividers && (f === fDivA || f === fDivB)) continue;
const div = pLaneDivider.get();
div.position.set(xFret(f), yPos, dZ(0) - divLen * 0.5 + TS * BEHIND);
div.position.set(xFret(f), yPos, -divLen * 0.5);
div.material = mLaneDivider;
div.scale.set(1, 1, divLen);
div.renderOrder = 2;
Expand All @@ -12818,8 +12834,10 @@

// ── Fret boundary extension lines ─────────────────────────
if (mLaneDividerExt && fretDividersVisible) {
const extLaneLen = TS * (AHEAD + BEHIND);
const extZMid = -extLaneLen / 2 + TS * BEHIND;
// Same hit-line stop as the lane (#991) — otherwise these lines
// would be the only floor geometry still running past it.
const extLaneLen = TS * AHEAD;
const extZMid = -extLaneLen / 2;
const extYPos = boardY + 0.03 * K;
mLaneDividerExt.opacity = Math.max(0.3, 0.3 + highwayIntensity * 0.15);
for (let f = 0; f <= NFRETS; f++) {
Expand Down
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