Review roadmap branch fixes#1
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Center launches no longer hard-bias into a side lane, and a short post-launch grace window prevents instant life loss before the player can react. Co-authored-by: Cursor <cursoragent@cursor.com>
Hide routine launch overlays while a tool drawer is open, size desktop drawers to content, and close drawers before priority confirmation dialogs so focus stays predictable. Co-authored-by: Cursor <cursoragent@cursor.com>
Group packs into compact sections, shrink locked-pack cards, and let the pack drawer scroll inside a fixed-height panel so Saved Designs is not clipped at the fold. Co-authored-by: Cursor <cursoragent@cursor.com>
Use width-safe shell sizing, clip horizontal scroll, pin the tool dock to the viewport bottom on narrow screens, and add UX audit coverage for overflow and tool access. Co-authored-by: Cursor <cursoragent@cursor.com>
Anchor drawers from the bottom with fit-content height so Designer and Options no longer leave a large empty slab, while pack browsing can still scroll within a capped panel. Co-authored-by: Cursor <cursoragent@cursor.com>
Tighten desktop composition and overlay scrim, cite designer prompts in generation summaries, and align tests with updated summary titles. Co-authored-by: Cursor <cursoragent@cursor.com>
…focus. Memoize HUD updates and share export, advance piercing balls past bricks, cap transient effects, interleave exclusive bomb walls, harden static paths, and add focus traps for overlays and tool drawers. Co-authored-by: Cursor <cursoragent@cursor.com>
Replace duplicate local definitions across client, server, and shared modules so escaping and numeric guards stay consistent in one place. Co-authored-by: Cursor <cursoragent@cursor.com>
…rdening. Extract physics, powerups, tuning, effects, and scene helpers; add typed game events and HUD update signatures; split styles into imported partials; cache procedural audio noise; harden static file serving with tests and request logging. Co-authored-by: Cursor <cursoragent@cursor.com>
Typed game events replace keyword HUD filtering; static serving confines paths and serves nested assets; gameplay physics/powerups/tuning and scene/effects modules shrink RicochetRushGame; noise buffers cache; daily date key centralizes; dev API logging and stylesheet split land with tests. Co-authored-by: Cursor <cursoragent@cursor.com>
Land PR review gaps: GHA workflow for npm run ci, run-summary Escape intent comment, and maintainer sdk:probe note. Co-authored-by: Cursor <cursoragent@cursor.com>
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Summary
.level-response.jsonbefore pushing.Verification
git diff --check main...HEADnpm run cinpm run sdk:probe