feat(sim): Left HUD redesign · emotion channel · deterministic painterly Right dream · 3-knob control #12
Reference in New Issue
Block a user
Delete Branch "feature/left-hud-look-and-feel"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Session 0013. Simulator-first work, all judged by eye, 233 tests green.
Legacy SD baker + baked variants parked (unused at runtime). No deploy (simulator-first; no PPE/prod stage exists yet).
🤖 Generated with Claude Code
Left-brain HUD look-and-feel pass (judged by eye in the sim): - corner-bracket targeting reticles (capped arms) replace plain boxes - translucent label chips, legible over any frame - two sensor channels: cyan detections (with deterministic confidence scores) vs amber measurements (center crosshair) - bbox-sized "ANALYSIS . L{n} . {k} OBJ" status tag, escalating with Left Affect channel (emotions in the HUD), per docs/superpowers/specs/2026-06-22-affect-channel-hud-design.md: - surfaces only when BOTH knobs up; strength = min(left, right) - stable per-scene palette, more words appear with combined strength - soft glowing violet words on their own opacity layer (the dream leaking into the machine's read); math in player/alteration.py - forest/cosmos/abyss palettes in the manifest; 5 new unit tests Simulator no-cache middleware so by-eye iteration never serves a stale app.js / api response (fixes the latent "plan has affect but clip.affect empty" stale-/api/clips bug). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>