fix(maps): hide overlays when native maps close - #431
Merged
Conversation
Mat4m0
added this pull request to stack #432
September 11, 2026 06:44
This was referenced Sep 11, 2026
Mat4m0
force-pushed
the
fix/map-overlay-close
branch
from
September 12, 2026 08:50
7c1a2ee to
dcb8c9d
Compare
4 tasks
Mat4m0
added a commit
that referenced
this pull request
Sep 12, 2026
## What changed Add a Toolbox-derived elite capture catalogue and a capture plan for each character. The catalogue contains 925 capture entries for 302 skills; a plan stores saved skills and one selected boss. ## Why The map planner needs one reproducible location source and one owner for saved capture choices. Missing coordinates remain notes-only locations. ## Invariant Named actions are validated and written atomically in order. Accounts and characters stay separate. Learned status remains a live observation. The importer pins the reviewed upstream sources and preserves their attribution. ## Delivery First layer of stack #432, targeting `main`. Merge before #430 → #431 → #433 → #434. Recommend Beta consideration for the complete feature because it adds persisted player choices. This layer adds no map UI or native observation. ## Verification - Catalogue identity, tracking invariants, concurrent writes, character isolation, corrupt-file recovery, and preload transport are covered by executable tests. - `pnpm check` passed on the rebased complete stack. - Rebased onto `c04c7736`, including the website dependency audit fixes from #436. - [Application verification](https://github.com/Mat4m0/gwonmac/actions/runs/34684307645) passed on `04ce3689`, including runtime and packaged-app checks. - [x] I kept this pull request focused. - [x] I ran the relevant checks. - [x] I did not add game binaries, credentials, diagnostics, or private traffic. - [x] I updated documentation when behavior or an invariant changed.
Mat4m0
added a commit
that referenced
this pull request
Sep 12, 2026
## What changed Find an elite skill, choose a boss, and see its known capture locations on the World Map and supported Mission Map. The planner adds search, filters, skill previews, tracking, and a capture-location entry point from Builds. ## Why Players can plan a capture without switching between a build inspector, a wiki list, and the map. This layer uses individual skill markers and explicit navigation between results and details; #434 refines that interface into inline details and character-specific filters. ## Invariant Boss coordinates are static capture references, never live boss tracking. Missing coordinates do not create guessed markers. Native projection remains within the existing certified Maps boundary; unsupported readings hide markers. Skill descriptions and artwork come from the installed client. ## Delivery Second layer of stack #432, targeting `feat/elite-capture-data` (#429). Follow with #431 → #433 → #434. Recommend Beta consideration for the complete Maps integration before release. ## Verification - Projection, tracking, keyboard navigation, and UI tests cover the map planner. - Browser exploration covered filtering, tracking, previews, and marker navigation; Matthias exercised the real-game feature. - `pnpm check` passed on the rebased complete stack. - Rebased onto `c04c7736`, including the dependency audit fixes. - [Application verification](https://github.com/Mat4m0/gwonmac/actions/runs/34684307411) passed on `30208d00`, including runtime and packaged-app checks. - [x] I kept this pull request focused. - [x] I ran the relevant checks. - [x] I did not add game binaries, credentials, diagnostics, or private traffic. - [x] I updated documentation when behavior or an invariant changed.
Mat4m0
added a commit
that referenced
this pull request
Sep 12, 2026
## What changed Builds and Elite Skills show familiar energy, adrenaline, activation, recharge, sacrifice, and overcast icons in one compact cost row. Hover labels and accessible names preserve the meaning of each value. ## Why Large text blocks made skill costs and timings harder to scan. Both interfaces reuse the same skill detail component and locally bundled Guild Wars Wiki Tango icons, with source attribution and the complete GFDL notice in the packaged notices. ## Invariant Fractional timings, health percentages, zero values, unavailable descriptions, and player-only restrictions keep their meaning. Skill artwork and descriptions still come from the installed client; this adds no remote asset request. ## Delivery Fourth layer of stack #432, targeting `fix/map-overlay-close` (#431). Follow with #434. Include in the feature Developer Build; no separate app release is needed for this presentation layer. ## Verification - Component tests cover icon labels and numeric values; the catalogue browser test covers accessible recharge information. - Browser exploration covered both visual themes. - `pnpm check` passed on the rebased complete stack. - [Application verification](https://github.com/Mat4m0/gwonmac/actions/runs/34684309363) passed on `485f2416`, including runtime and packaged-app checks. - [x] I kept this pull request focused. - [x] I ran the relevant checks. - [x] I did not add game binaries, credentials, diagnostics, or private traffic. - [x] I updated documentation when behavior or an invariant changed.
Mat4m0
added a commit
that referenced
this pull request
Sep 12, 2026
## What changed Find and save elite skills without losing the map or opening a separate details screen. Ten profession icons toggle classes individually; Select all, Deselect all, Current class (primary and secondary), and Hide already learned provide quick filtering. A star saves a matching skill directly from its result row. ## Why The previous panel hid too much context, repeated nearby icons, and could let filters or results consume all available space. Details now expand within the list. The panel starts at roughly 80% screen height, resizes from its bottom grip, reserves visible skill rows, and collapses to one small control row. ## Invariant - Search, professions, region, saved/learned filters, explicit skill focus, map visibility, panel expansion, and height belong to the existing per-character capture plan. Current class follows secondary-profession changes; manual selections and an empty selection stay fixed. - Ordered saves preserve rapid edits and cannot replace another character's state. Existing plans keep their saved skills and boss; an absent height uses the default. Learned status remains a live observation. - Inspection and quick saving do not filter markers or select a boss. Show only this skill and Set target remain explicit actions. Both maps share filters and retain independent visibility switches. - Touching copies of the same skill in the same map area share one icon and list all possible bosses. Different skills and distant locations remain separate. The active boss retains its source position. - Map icons display the inner artwork with a thin edge; client assets remain unchanged. Hover cards support nearby skill choices, keyboard focus, reduced motion, and immediate removal on native map close. ## Delivery Final layer of stack #432, targeting `feat/skill-detail-icons` (#433). Merge order: #429 → #430 → #431 → #433 → #434. Recommend Beta consideration for persisted preferences and the full native Maps integration before release; no release is requested here. ## Verification - `pnpm check` passed after rebasing onto main `c04c7736`. - Focused tests cover restart, character isolation, secondary professions, empty selections, queued saves, quick saving, inline details, resizing/cancellation, shared-spawn deduplication, and native preview removal. - Real browser exploration used 301 fixture skills, both themes, small windows, dragging, keyboard resizing, independent scrolling, and all four Sorrow's Furnace boss names. The production app was built and opened using the existing game cache; Matthias approved the in-game result. - Main now includes #436, which fixes the dependency audit blocker from the earlier runs. - [Application verification](https://github.com/Mat4m0/gwonmac/actions/runs/34684312052) passed on `496b27c2`, including runtime and packaged-app checks. - [x] I kept this pull request focused. - [x] I ran the relevant checks. - [x] I did not add game binaries, credentials, diagnostics, or private traffic. - [x] I updated documentation when behavior or an invariant changed.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
What changed
Closing the World Map now removes elite skill and cartography overlays when native closing starts. Mission Map and Compass readers also reject frames being destroyed, and closing the Mission Map clears its skill preview.
Why
The native map could start fading without another projection event, leaving overlays visible over gameplay. Read the native display flag on every presentation read and wait for a fresh complete projection when reopening.
Invariant
Certify the native close routine that clears the display flag before its fade. Refuse a changed routine or mismatched operands and increment the transform ABI. The downloaded official client remains unchanged; optional Maps certification fails closed. This withdraws overlays immediately rather than synthesizing an opacity fade.
Delivery
Third layer of stack #432, targeting
feat/elite-skill-maps(#430). Follow with #433 → #434. Recommend Beta consideration because this changes native certification and shared Maps visibility.Verification
Exact-client transform and display-state mutation/refusal checks passed against the retained official artifact.
Executable WASM tests cover closing without another projection event, fresh geometry on reopening, and frame destruction before removal.
Matthias confirmed the closing fix works in-game.
pnpm checkpassed on the rebased complete stack.Application verification passed on
dcb8c9d3, including runtime and packaged-app checks.I kept this pull request focused.
I ran the relevant checks.
I did not add game binaries, credentials, diagnostics, or private traffic.
I updated documentation when behavior or an invariant changed.