The user generated actual 3D-rendered assets (cabinet frame, lever,
reel-symbol sprite sheet) via an image model - swaps out the
StyleBoxFlat-approximated cabinet, Tween-animated marquee lights/glow,
and gradient-SVG icons from the last pass for the real thing.
The generated PNGs had no real alpha channel (a baked checkerboard
pattern standing in for transparency, a known limitation of some
image-gen output) - added a flood-fill background remover (BFS from
the image border, matching near-white/grey checkerboard tones) to
produce genuinely transparent PNGs, then sliced the sprite sheet into
6 individual icons and measured the cabinet's empty reel-window
rect as a fraction of the frame image so the real 3x3 reel grid and
lever can be positioned precisely over the static art via anchors.
Verified with actual rendered screenshots at each step (window
alignment, then lever sizing/position) rather than just structural
checks, since this is exactly the kind of thing that looks fine in
code and wrong on screen.
Hand-authored 6 gradient-shaded SVG icons (gold coin, purple gem,
green potion, blue RZ shield, coin stack, gift box) to replace the
flat monochrome placeholder icons in the reels and reward list - no
image-generation tool is available here, so this is genuine vector
art with radial/linear gradients and highlight layers rather than a
literal asset match to the mockup's renders.
Combined with real Godot techniques: a layered-label glow effect on
the "RZ" marquee, chase-lit marquee bulbs down both sides of the
reel screen (looping Tweens), a much more pronounced arch silhouette
and neon border on the cabinet, and an overall scale-up (bigger
reels, marquee, lever) so the machine reads as the dominant element
instead of a cramped placeholder. Verified with an actual rendered
screenshot (not just structural checks) at each iteration.
Moves Slot Machine into the sidebar's account section (alongside RZ
Shop/Settings/Log out) instead of being reachable only from the shop -
removes the shop's promo banner and the screen's "Back to Shop" link
accordingly.
Also closes a chunk of the visual gap against the mockup: a proper
cabinet-style panel (arched top corners, glowing border), a light
"screen" panel holding a real 3x3 reel grid instead of 3 single icons,
a decorative lever, an "RZ" marquee, and the cost/spin/auto-spin
controls each in their own bordered box. Added two new vendored icons
(gem, flask-conical) for reel variety and reward-list icons.
Replaces the plain title/list layout with a header, a coin-balance
summary card, and a product card grid (icon, description, price,
solid Buy button) matching the app's existing card/badge visual
language. Only the two real products render - no fabricated
categories or bundles, since the backend doesn't have that data yet.
Adds a server-computed tier/division (Bronze..Diamond, III-I) to the
ratings profile endpoint and surfaces it next to the numeric ELO in the
shared header badge, matching the coin balance display already there.
Centers the loader's tagline under the logo, replaces the broken
info-glyph (a Unicode character missing from the Inter font, which
rendered as a tofu box) with a drawn circle-and-i badge, and swaps
the stat-card icons to match the mockup: book for Question Bank
Rating, bar chart for Exam Readiness, star for Average Score.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Replace the default Godot boot splash and exe icon with the RanaZe
mark so a Windows build reads as RanaZe from first launch, not the
engine it's built on.
Replaces the OS/window icon with the new dark-background logo design,
and derives a transparent shield-mark cutout (via chroma-key against
the flat background) for the in-app login/sidebar mark and the web
loading-screen logo. Brand.ranaze_mark_texture() no longer needs the
AtlasTexture crop since the new source asset is already tightly
cropped to the mark.
The connected-accounts "Connect" button in progress_profile.gd
referenced res://assets/icons/lucide/link.svg, which didn't exist,
causing a resource-load error whenever the Steam/Google linking row
rendered.
Steam uses a theme-aware monochrome glyph (light/dark variants) since
the button background flips between navy and white; Google keeps its
official 4-color mark, which reads fine on either background.
Flag question now uses a clean vector flag (dark/light SVG variants,
replacing a hand-drawn pixel-art icon that got muddied by the shared
toolbar icon-tint override). Report question is now a megaphone
instead of a second flag glyph, since both toolbar buttons looked
identical before.
The correct-answer explanation and the wrong-answer follow-up quiz
previously rendered as separate bordered boxes sitting below the
entire choice list. Both now dock inside their own choice's card:
the explanation panel reparents onto the correct choice's row, the
follow-up panel was already there but visually detached. A shared
_attached_panel_box style drops the shared border/corner between the
choice button and its panel so they read as one continuous card.
Also drop a stale custom_minimum_size(0, 54) reset left over in
_set_choice_button_text from before the answer row redesign - it was
silently overriding the button's real 68px minimum height on every
question load and on every elimination/strikethrough toggle, which is
why choice rows never actually got taller and why striking a choice
through visibly shrank its card.
StyleBoxFlat-drawn circles kept looking rough at this size even after
tuning corner detail/antialiasing, so the badges are now two small SVG
assets (outline and filled) tinted per-state via modulate instead -
crisp regardless of size. Also increased row height, badge size, and
margins across the board; the previous pass's padding bump was too
timid and the rows still read as cramped.