Simulations no longer color-code correct/incorrect choices, retry a
failed per-question autosave, or show the RZ coin/ELO badge - users
move on immediately after submitting a timed block, same as a real
exam. The slot machine panel now shows only the cabinet/reels/lever
and a status line (title, banner, controls row, rewards list, and
footer removed), the reels fill the cabinet window instead of
floating in a black border, the coin-burst animation no longer
starts oversized, and the toolbar button is UAT-only via
Brand.is_uat_environment().
Co-Authored-By: Claude Sonnet 5 <[email protected]>
The shield icon's dark/mushy rendering was caused by disabled mipmaps
on all 6 slot-machine icon textures (inherited from the flat lucide
icon convention, wrong for these gradient-heavy assets) - at small
display sizes this caused aliasing that hit the shield's fine detail
(RZ lettering, metallic bevels) hardest since the other icons are
bolder/simpler shapes. Enabling mipmaps/generate on all 6 fixes it;
confirmed by rendering the actual in-game presentation size before
and after, not just eyeballing the source file.
Also converts the slot machine from a full standalone screen (sidebar
nav entry, main.gd-managed) into a movable/draggable floating panel
opened from the question-player toolbar, mirroring the existing
calculator panel exactly: same top_level+custom title-bar-drag+
viewport-clamp mechanics, same open/close/toggle API, instantiated
once alongside the calculator and closed on session hide. Shrunk the
cabinet and restacked the rewards list below it (was beside it) to
fit a toolbox-sized floating panel instead of a full page, wrapped in
a ScrollContainer for any overflow.
Removed the sidebar entry and screens[] registration from main.gd and
the now-dead routing case from navigation_routes.gd.
Three real bugs from user testing:
- The lever was a plain TextureRect with mouse_filter set to IGNORE -
it visually looked interactive but could never receive a click.
Swapped it for a TextureButton wired to the same spin action, plus
a quick pull-and-spring-back rotation for tactile feedback.
- The "reel animation" was just rapidly swapping each cell's texture
in place - no actual motion. Reels are now real scrolling strips
(a clipped viewport + a taller VBoxContainer strip that scrolls and
recycles its front icon to the back), which is what an actual
spinning reel look/feel requires.
- Every reel unconditionally settled on the coin icon regardless of
what was actually won, so a jackpot and a QBank Reset Token looked
identical - the two facts users need to trust the mechanic. Reels
now settle with the real reward's icon landing in the middle
(payline) row on all three columns, with random decorative icons
above/below, so the visual result always matches the actual payout.
Verified the settle math directly (a reel-only probe confirming the
middle icon matches the requested target after recycling) and the
lever's click wiring (confirms _spinning toggles and the disabled
state round-trips), plus a real rendered screenshot of a settled
spin, before cleaning up the probes.
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.
Adds a spend-coins-for-a-random-reward mini-game reachable from the
shop. Backend mirrors the store's existing atomic/idempotent purchase
pattern (SpinAsync in CreditStore.cs) with a server-authoritative,
weighted reward roll and a rolling per-user spin-rate guard; odds are
served from GET /api/credits/spin-config so the client never hardcodes
numbers that could drift from the real payout table. The mockup's
"Streak Protector" reward was swapped for a real Exam Simulation Token
since streaks aren't currently a persisted, protectable concept.
Also fixes two latent bugs surfaced while building this:
- credits_service.gd's operation-id builder referenced a nonexistent
AuthState.user_id (should be .username), throwing on every credit
action.
- _post() silently no-op'd with no signal when signed out, which
combined with a GDScript closure gotcha (lambdas capture outer
locals by value, so reassigning inside one never reached the
caller) meant a spin attempted while unauthenticated could hang
forever instead of surfacing an error.
Matches the latest reference more closely: a Featured/Tokens/Boosts/
Content/Customization/Bundles tab row (only Featured is populated -
the rest are inert labels since there's no real data behind them
yet), per-card checkmark feature bullets, and a Popular badge on the
Exam Simulation Token card. Client-side presentation only, no backend
changes.
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.
Reverts the coin caption back to "Rz Coins" and shrinks the badge's
icons/fonts/spacing so both segments fit in the same footprint budget
the toolbar reserves. That budget was a hardcoded 900px sized for the
old single-segment badge; bump it to 960px to match the wider badge
instead of letting it overflow onto its own row.
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.
Credits were previously awarded on any first attempt regardless of
correctness or timing. The award now requires the first-ever attempt
to be correct (record.Attempt.IsCorrect) and submitted before the
adaptive per-question timer expired (new MetTimeLimit request field,
computed client-side from the same elapsed/target comparison that
already drives the visible countdown bar). The coin-flight animation
in question_player.gd now only plays when both conditions are met
(BlockSessionService.submit_core_attempt's existing "mastered" flag
plus met_time_limit), so the effect never promises a coin that isn't
actually earned.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Wires the recently-merged question-completion-credits backend
(GET /api/credits) into the client for the first time: a new
CreditsService autoload fetches/caches the balance, and the embedded
credits field on first-answer responses updates it instantly with no
extra round trip. A shared CreditsBadge widget (star icon, balance,
decorative chevron per mockup) surfaces it in both the question
screen toolbar and the main shell header.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Previously the only way out of an active question run was Escape to
open the pause overlay, then click Exit Run. Exposes main.gd's exit
logic publicly (_exit_run -> exit_current_run) so a house-icon button
in the question toolbar can trigger it directly.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
- Steam-linked login no longer writes literal "<null>" into the email field
(and no longer locks it read-only) when the verified identity has no email
- Login screen releases focus on app focus-out so the username caret stops
blinking while the window is inactive
- Calculator display text stays legible in light mode; the LCD-style panel
background is always dark, so its text should not follow the app theme
- Question player: gate the "save as flashcard" toolbar button behind
Brand.is_uat_environment(), matching the nav item, so it's hidden in prod
- Hide the discipline/system label while a question is unanswered so it
can't hint at the answer; reveal it once the explanation is shown
- Top-align question content instead of vertically centering it, with a
20px top margin, so it sits closer to the progress indicator
Godot's static checker can't unify a float branch with a null branch in
a ternary, so point_value() now uses explicit if/return; renaming the
local sign variable to sign_prefix avoids shadowing the builtin sign().
The RanaZe/STEP 3 TRAINER text block was top-aligned inside the
brand row's HBoxContainer, which is taller than the text due to the
190x190 icon beside it, so it hugged the top instead of centering
against the shield mark.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Info badge: the icon was a PanelContainer using StyleBoxFlat corner
radius to fake a circle, with the radius exceeding half the box size,
causing visible artifacts. Replaced with a custom-drawn Control
(draw_arc) for a clean ring at any size, and added a hover tooltip
explaining what each stat card measures.
Profile: Dictionary.get(key, default) only falls back when the key is
missing, not when it's present with a null value, so a null
displayName rendered as the literal string "<null>" (str(null) in
GDScript) - including pre-filling the edit-profile dialog with it.
Added a shared string_field() helper that treats null the same as
missing, applied everywhere an account/preference string field is
displayed or edited.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Repositions the copy around being an independent, at-cost alternative
to the Step 3 prep industry's subscription funnels, and broadens the
audience from residents specifically to any Step 3 test taker.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
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]>
Frontend half of the dashboard stat-card redesign, matching the
provided mockup. The 4 metrics used to be plain rows sharing one
bordered box (_add_metric -> a single metric_grid inside one _card).
Replaced with 4 independently-_card-wrapped panels in a responsive
GridContainer (4 cols / 2 compact, same threshold _update_responsive
already used).
Each card now has: a colored icon badge, title + info glyph, a big
value, a colored trend/status line, a small visual, and a footer
caption:
- Question Bank Rating / CCS Rating: a new minimal DashboardSparkline
(dashboard_sparkline.gd) fed from the current rating and the
week-ago snapshot (reconstructed client-side from the delta the API
already returns - no separate history endpoint needed). Trend line
and caption come from the new delta/percentile fields; both degrade
to a plain single-point sparkline and a rated-count caption when no
snapshot exists yet.
- Exam Readiness: a new DashboardSegmentBar (dashboard_segment_bar.gd -
nothing like a segmented pill progress indicator existed anywhere in
the codebase) instead of a sparkline, colored by the High/Medium/Low
label; shows a neutral "complete a simulation" state when the user
has none yet rather than a fabricated readiness.
- Average Score: reuses the existing ProgressBar/_style_progress,
relabeled from "First-Attempt Accuracy".
Dropped the old "Study Time" card (not part of the mockup - the
underlying data still drives the weekly activity chart below, it just
no longer gets a dedicated top-line number) and the now-fully-unused
_format_duration.
Verified headlessly: instantiated the real screen against fake
DashboardService data, confirmed every card's value/trend/caption text
and the segment-bar/progress-bar values match the mockup exactly, and
rendered actual screenshots of both the populated and "no data yet"
fallback states.
The pause menu (Escape during a question/CCS/flashcards run) only had
Resume/UI Sounds/Exit Run/Log Out. Settings already has an equivalent
"Interface sounds" toggle, so drop the duplicate from the pause menu.
More importantly, "player" and "ccs_player" hide the entire app shell
(header + sidebar), so there was no way to reach Settings or Profile
at all mid-session - add Profile/Settings buttons to the pause menu to
close that gap.
Navigating there follows the existing return_screen payload
convention (already used by simulation_history/results/review) rather
than inventing new navigation infrastructure: _navigate_from_pause()
remembers current_screen_name and passes it through show_screen's
payload. Both screens show a "Back to session" button when that's
set, and hide it otherwise (including on ordinary non-paused visits).
show_screen() unconditionally resumes the question timer via
_close_app_menu() as a side effect of any navigation, so
_navigate_from_pause() re-pauses it immediately when leaving "player" -
the timer then resumes for real, for free, when the user actually
returns via show_screen(return_screen).
progress_profile.gd rebuilds its whole child tree on every theme
toggle (_rebuild -> _build), which would otherwise wipe the button's
visibility - added _refresh_back_to_session_visibility(), called both
after _build() and from on_show(), so it survives a theme change while
paused.
Flipped tests/web_responsive_test.gd's assertion, which previously
required the pause menu NOT to have a Profile button.
Verified end-to-end headlessly: opening the pause menu from a live
"player" session, navigating to Settings and Profile, confirming
current_question_pause_started_at is correctly paused while away and
resumed on return, confirming the back-to-session button appears only
when reached via pause (not on ordinary nav), and confirming it
survives a dark/light theme toggle on the Profile screen.
Wrapped the row in a CenterContainer so the checkbox+text sit centered
under the field column instead of hugging the left edge. Had to drop
the RichTextLabel's EXPAND_FILL (meaningless inside a CenterContainer,
which never stretches its child) in favor of an explicit 480px
minimum width - without one, the label collapsed toward zero width
and wrapped character-by-character, which is what the first attempt
at this actually rendered as before I caught it.
Verified with a direct coordinate check: the row's horizontal center
now matches the confirm-password field's center exactly (delta 0.0).
Root cause: CheckBox/Button reserves vertical space for a text
baseline even with an empty string, so no amount of custom_minimum_size
or stylebox content-margin tweaking produced a true square - it just
came out close-but-not-quite in some layouts and visibly elongated in
others.
Decoupled the visual square from the CheckBox entirely: a plain Panel
(exactly 20x20, toggled by direct click) now draws the border/fill,
while a real (invisible) CheckBox still holds .button_pressed for the
rest of the code to read. Also added left padding on the row and
vertically centered both the square and the consent text within it.
Verified with a direct size dump (20x20 in both checked/unchecked
states, where it previously measured non-square) and rendered
screenshots of both states.
The generic "style every Button" pass in _apply_theme also matched
CheckBox (it's a Button subtype) and ran after the checkbox-specific
styling, overwriting the intended blue border with the plain default
button box - and that box's own content margins were inflating the
checkbox well past its 26x26 minimum (actual rendered size was 60x52).
Skip CheckBox in that generic loop, zero out the checkbox stylebox's
content margins, shrink it to 22x22, and stop it stretching to the
row's full height. Also sized the consent text down (15->13) and gave
the row some vertical breathing room.
Verified with a rendered screenshot and a direct stylebox/size dump:
checkbox is now 22x24 with a real 2px blue border, matching the
provided reference.
Drop the bordered card - it wasn't the right direction. Instead:
- Plain small checkbox with just a blue border (no fill/icon when
unchecked), matching the reference exactly.
- "Terms of Service"/"Privacy Policy" render as inline blue links
within the sentence (RichTextLabel + BBCode [url], routed through
the same _open_legal_document as the footer), instead of a duplicate
link row underneath. meta_underlined = false to match the
reference's plain (non-underlined) link style.
Verified with real rendered screenshots at each step, including a
pixel-level crop confirming the underline was actually gone.
A bare CheckBox's word-wrap left-aligns every wrapped line flush with
the checkbox glyph, so "Privacy Policy." on its own line read as
unindented and sloppy next to an otherwise fully themed form. Split
the toggle from its label (a separate Label wraps within its own
column instead, so wrapped lines stay aligned under the first line)
and wrapped the row in a bordered card matching the app's field
styling. Clicking the label also toggles the checkbox now, for a
bigger hit target.
Verified with an actual rendered screenshot: wrapped text now indents
consistently, and both checked/unchecked states are legible.
Register and Steam-linking forms rendered their own Terms of
Service/Privacy Policy links right under the consent checkbox, on top
of the ones already pinned to the bottom of the panel. The consent
checkbox text alone is enough; the persistent footer covers the links.
Register, reset, and Steam-linking forms used a separate "Show
password" CheckButton row; the main login form already had the eye
icon embedded in the field itself. Generalized _add_password_reveal
(previously hardwired to a single tracked button) to support multiple
fields via password_reveal_entries, and used it for every password
field instead. Removed the now-unused _add_show_password.
Verified all 6 password fields (login, register x2, reset x2, steam)
get a working reveal button and there's no leftover "Show password"
checkbox anywhere.
Making the auth panel a fixed height (to kill the scrollbar) left the
shorter views (login, reset) stranded at the top with dead space below.
Split panel_content into a main_column (header, message, mode views -
expand-fill, center-aligned) and the legal footer as a sibling that
stays pinned to the panel's bottom edge regardless of which view is
showing or how tall its content is.
Verified headlessly: top/bottom whitespace above and below the active
view's content is now equal (e.g. login 174/174, steam 2/2), and the
footer's position doesn't move between modes.
The auth panel was a fixed 710x820 (640x790 on narrower desktop
windows) regardless of which view was showing, but Register and the
Steam linking form need up to ~990px to lay out without scrolling -
so the inner ScrollContainer was always kicking in for those views.
- Tightened form spacing (_new_form separation 16->10, field height
68->56, panel_content separation 24->16, page margins 56->28) to
shrink how much height each view actually needs.
- Size the panel to the tallest view's real requirement (1000/1010),
clamped to whatever height the window actually has so a short window
shrinks the panel - and lets the ScrollContainer take over as a
fallback - instead of the panel overflowing off-screen.
Verified headlessly across 1920x1080, 1366x768, and a narrow
compact-desktop width: no scrollbar in any mode at the two common
resolutions, and the panel now stays within the window (falling back
to scrolling only for the two tallest forms on the 768px-tall case,
rather than clipping off both edges of the screen as a fixed height
would have).
A local category_label in _build_report_modal() shadowed the
class-level category_label field (the question's topic tag near the
stem). Renamed the local to report_category_label.
Same treatment as Dynamic Questions and CCS Cases: hide the nav
sidebar entry and the dashboard's "flashcards due" review card unless
step3/deployment_environment is "uat".
Both are still in progress and shouldn't be reachable in production
(or local dev) yet - hide every entry point (nav sidebar, the
dashboard's "dynamic concepts due" review card, and the CCS Cases
mode card on the study selector) unless step3/deployment_environment
is "uat", the same setting that already drives the UAT badge. Added
Brand.is_uat_environment() as the shared check.
The optional "FOLLOW-UP QUESTIONS" reinforcement section shown during
answer review is now gated behind a Settings toggle (on by default),
persisted locally the same way as dark mode and interface sounds.
The toolbar had followed the progress group down into the row below
the branding after it moved there - readers expect actions docked to
the top brand row, not hanging off the question count.
- Fix the toolbar wrapping onto two rows: its minimum width was tuned
for an older, narrower button set and never widened back out after
reverting to bare icon buttons.
- Drop the "Time elapsed"/"Ctrl+Enter" readout next to Submit - it was
clutter; the underlying timer logic keeps running unseen.
- Move the RanaZe brand mark above the question-count row instead of
sharing a line with it.
- Progress text drops the word "Question" everywhere ("1 of 10"), and
core/dynamic sessions now cycle against a configurable block size
(Settings > Question block size, default 10) instead of counting up
forever.
Varying label widths (especially when a button hides itself, e.g.
"Labs" on a question with no lab results) broke even spacing between
icons. Every toolbar button already has a tooltip_text carrying the
same label as hover text, so drop the labels/wrapper containers
entirely and go back to plain, uniformly-spaced 44x44 icon buttons.
- A toolbar icon that hides itself at runtime (labs, notes,
flashcard, bookmark) left its text label behind, showing as an
orphaned label floating in a gap. The label's wrapper now tracks
the button's own visibility.
- The theme toggle used a distinct circular pill shape; changed it
to match the same rounded-square box every other toolbar icon uses.
The 11 labeled groups are wider than the old bare-icon buttons, so
the toolbar's allotted minimum width (tuned for the old layout) was
too narrow and forced a wrap onto two rows. Widened it and raised
the compact-mode breakpoint to match.
Core sessions show a per-question stopwatch that counts up (no fixed
deadline, just a pacing signal), not a countdown - it was incorrectly
labeled "Time remaining" like the simulation/Timed countdown; now
reads "Time elapsed" to match what the number actually does.