Oliver: "wenn der Autoplay den Ball versucht zu bekommen, zittert der
Player schnell hin und her". Measured: the run's target flipped by
metres every other frame. intercept samples the flight every 10 ms
against a 16.7 ms frame, so any candidate on a margin (a low bounce
peaking on the 0.45 m floor, a point on the back boundary, a dying drop)
passed one frame and failed the next. Frames with no candidate sent him
home and back. 9-62 reversals inside 200 ms per five minutes.
The chase now latches its plan: the flight is fixed at the strike, so
the first point stays the answer while his legs still make it in time,
net of any time he stood (split-step, heels). Reach is judged from where
the chase began, and the target eases with a start/stop hysteresis.
After: no reversals at any rung, timing unchanged. He wastes no steps,
so he is a little stronger, mostly at the bottom of the ladder. New
test; v375.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Oliver: "Steuerung ans Netz gehen", option (1), and "einen Lob vom Gegner
als Volley annehmen soll derb schmettern".
- A long up-flick (90 px or more) is the attack: the deep ball, and he
follows it in. A long down-flick is the lob, and he goes back behind
it. Short flicks keep the deep ball / the drop and leave him where he
is. Length only, never context.
- The net costs him what it costs the CPU: he split-steps (netReact)
before reading the pass, and a CPU facing a net man passes at the
line. Without both, the attacker won 78-95% of his net points.
- The smash: a ball taken out of the air at 1.9-2.5 m is struck harder
and to the open court, read late by the opponent, and pops "SMASH!".
It wins ~80% of its points.
- Lobbed at the net, he decides once whether he can get under it. If he
can, he smashes. If not, he runs it down and only blocks it back, even
if he meets it in the air. Re-deciding every frame smashed every lob.
Measured at level 26: the base ladder is unchanged. Attacking pays
against pushers and touch players and costs against big hitters,
slicers and rushers. Three new tests; v374.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Step 4 (b), Oliver's pick. v372 measured why the ladder could not climb:
nearly every lost point was the player's own early whiff, the CPU barely
missed, and the auto-run reached everything, so no opponent dial decided
a point.
- The follow-through: a groundstroke swing meets a bounced ball up to
60 ms after its window at q 0.05. The early whiff edge goes from ~70 ms
back to ~130 ms, where the volley window had it before step 1.
- A sitter (a player ball under q 0.5) is put away with a chance that is
the ladder (0.2 at the bottom of the Climb, 0.85 at the Champion, by
difficulty in classic): clean, at the line, bounded by the rung's width.
- The player is on his heels for 0.5 s after a put-away of his own sitter.
Without it the auto-run covered the whole court and no put-away won.
- Fixed a step-2 regression this surfaced: the drop's dig-out cap fired on
every slice drive, so every low contact against the slicer was a sitter.
Measured at level 26: the Climb now slopes from 95% of points at the
Shambler to 28-39% at the Champion. The net rushers are still easier than
their neighbours. The log names put-aways. Three new tests; v373.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Oliver on v371: the praise word is cut off on the left on the iPhone. It
is centred under the player's feet, so out wide it ran past the edge;
every pop is now clamped to the canvas by its measured width.
Step 4, measured first. The rally sim gets a human bot (taps on the timed
ring with a timing spread), a Climb mode and a lost-point breakdown. At
level 26 the ladder falls over six rungs and then goes flat: nearly every
lost point is the player's own early whiff, the CPU barely ever misses,
and the auto-run reaches everything, so no opponent dial decides points.
A quality ramp, a follow-through and CPU put-aways were each measured
and reverted; the options go to Oliver in PROJECT.md.
Shipped: in the rally modes q no longer drops from 1 to 0.43 one ms past
PERFECT; it falls smoothly to the window's edge (TUNE.qSeamless). A tap
30 ms early is q 0.86 instead of 0.61. Same window, same whiff edge. v372.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Oliver: the target ring twitches sometimes, and "shot of the day",
"textbook" etc. cover the ball. The timed ring re-solved every frame and a
small shift in the auto-run's target moved its moment by up to 158 ms in a
frame; the drawn cue now counts down on its own clock and eases toward
each solve (p99 jump 100 -> 17 ms). The rally's praise word rose straight
into the struck ball's path (and a serve's sat on the far bounce, where the
return comes back); it now lands under the player, behind his feet, and
stays put. Same moment, out of the way. v371.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Oliver's v369 log ("vieeel besser") showed two misses with the auto-run
heading to x 6.5 and 8.7, far outside the frame he is held in. Since the
dip ends at the bounce, a hard cross-court topspin ball drifts sideways
long enough that its comfort point lies off the court; intercept had no
lateral bound, and its last-resort target was never checked at all
(headless: x 14.8). Candidates now respect xLimit — a kicking ball is
taken earlier, on the rise — and the final target is clamped. v370.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A shot's extra gravity is its dive in flight, but it was carried through
the bounce: heavy topspin skidded away low and Oliver met nearly every
ball 0-25 cm off the grass. After its bounce a ball now falls under plain
gravity (tennis modes only), and every planner that rolls a bounce
forward switches at the same moment. The higher bounces pushed the
auto-run into volleys, so it now takes a kicking ball at the top of its
bounce, up to chest height. Median contact rises from 0.42 to 1.13 m at
the bottom of the ladder. v369.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Oliver's v367 log: every 62-64 ms flick landed 76-92 ms early and a 97 ms
one whiffed — v366's touch-down timing for flicks was wrong; a flick is
timed by its swipe (flickLead now 0, the age is still logged). The
early-swing half-volley rescue checked the bounce against the long volley
window and then expired on the bounce frame; it now uses the shorter
groundstroke window. The log also records where he stood when the
opponent struck and where the auto-run was taking him on a miss. v368.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Oliver's v366 log: a LOST "passed you" with no swing. The match gave the
CPU the point the moment its ball crossed 0.3 m behind the baseline — a
line from when the player stood inside it. Since step 1 he waits up to
2.2 m behind the line for deep balls, and a ball going by ~1.5 m beside
him only enters his reach just in front of him, so the point was called
before it was ever playable. In the match "past you" now means past his
reach. The swing log's hits also say whether the timing was early or
late. v367.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
From Oliver's first swing log (cup vs the Brute): 13 of 22 hits were
perfect, 9 badly early or late — mostly forward-right flicks — and the
weak balls became seven "passed you". Every hit was a flick, and flicks
still swung only at the flickMin crossing while the timed ring says "touch
now": they are now timed from touch-down too (capped at flickLead 0.1 s).
The log gains its other half: a THEM line per opponent shot (kind, pace,
where it lands relative to you, coming in) and "never swung" judged per
incoming ball instead of once a point. And an early swing on a low ball
digs it out as a capped half-volley instead of whiffing. v366.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Oliver wants to hand over a log of why he missed balls. It existed behind
a scoreboard tap but was gated on G.mode === 'tennis', so the Climb, the
cup and training (which run as 'splatter') logged nothing. It now writes
in every rally mode: hits with shot, tap age and any quality cap, misses
with the new let-it-bounce reason, and a WON/LOST line naming why each
point went. Tapping the open log copies all 200 entries with a header.
Its first catch: the gold ring went gold at a distance, which is too
early for the slow balls steps 1-3 brought in. It is now timed off the
ball's real path to his reach (against where his run is taking him):
gold means touch now. ringTime 0 restores the old ring. v365.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Step 2 of the rally rework: eight styles as dials on the opponent rows —
pusher, retriever, slicer, big hitter, baseliner, touch, net rusher,
all-court — read where the CPU chooses its shot (moonball, drop, lob,
spin), plans its approach and serves (serve and volley sprints in). The
walk-on names the style in one line so the player can plan against it.
A player lobbed at the net now backpedals and blocks, like the CPU.
Oliver on v363: the down-flick "always felt like a lob". The length is read
at contact and a thumb has usually travelled on; on the continuum even
50 px floated the ball. Below dropMax (90 px) it is now the drop, above it
the lob. Also un-flakes the machine-squeak test (seed 31337). v364.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Step 3 of the rally rework, Oliver's pick: in rally modes the down-flick
is soft, always, and its length is how far — a dying drop just over the
net at one end, an attacking lob over a net man at the other. One gesture,
one meaning; not the context-armed lob that was cut.
Ballistics from the cut lob (pace derived from the apex); backspin lives
on ball.spin and every bounce planner reads it, netplay sends it. Against
the CPU it was returned ~100% until the real-tennis reasons went in: soft
balls are read late (disguise), a net man reacts to a pass and backpedals
from a lob, and a lobbed or dug-out reply is a weak block. Four new tests;
v363.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Oliver after step 1: much harder, stuck at the Steward, "trotz gutem
Timing nicht mehr bekommen". A tap only proves it is a tap when the
finger lifts, so the swing started 100-150 ms after he meant it; the old
volley window hid that, step 1's groundstrokes did not. A tap made on the
gold ring fell from q 0.82 to 0.09 (and a third were missed at 150 ms),
murky balls landed short and the opponent came in. The swing clock now
starts at the touch's age (rally modes only); flicks keep their crossing.
The opponents' legs had no ceiling: 7.3 m/s at the Runner, 15.7 at the
Champion against the player's ~6.2. Past legKnee (6 m/s) only 15% of the
growth survives, monotone, so the ladder order holds; champion ~7.5. v362.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every match had collapsed into serve, both at the net, reflex volleys at
~0.7 s per shot. The rally ball landed on the service line by definition,
the match CPU stood on the bounce and volleyed 90-100% of everything, and
the auto-run chased the earliest contact.
Rally modes only (classic + every match; gore and the duel untouched):
rally balls land deep and mistiming only shortens them (no new long outs);
each shot latches the receiver's plan as it leaves the racket — from the
back he lets it bounce and meets it falling, up to 2.2 m behind the line,
a short ball pulls him in and he follows it to the net, nobody approaches
a man already there, and a volley below the tape is a weak block. Measured:
contacts 10.5-13.7 m from the net, back-court volleys 0-8%, 0.8-1.0 s per
baseline shot. Three new tests pin the shape; v361.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Oliver: every match converges on serve, both at the net, reflex volleys,
won by a wrong-foot. Measured headless: rally balls land on the service
line by definition, the match CPU stands on the bounce point and volleys
90-100% of everything from opponent 6 up, and the auto-run always picks
the earliest contact. Diagnosis, research and a four-step plan go into
PROJECT.md (awaiting his go); tools/rally-sim.mjs is the gauge. Fallback
tag rally-baseline-v360 marks the shipped feel.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
cut.py --cut ad: a plummy announcer (one gpt-audio read per line, ad.sh)
sells St. Mordred's over the creepiest takes with yellow 80s supers, a
PLAY/STOP VCR read-out, two testimonials from the real lines and the small
print read at speed, until the game's umpire says "Quiet." and the jingle
dies. A VHS grade (chroma smear, scanlines, tape wobble) is the cut's own.
gen.py learns a voice command; one new silent Doris take.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
cut.py --cut score: no interview audio, only the game's own recorded
umpire. "Spectators are reminded to remain seated, especially the
deceased", then a love game called against the viewer, one member's stare
per point under a broadcast score bug, "Game. Set. Massacre." on black,
and "This match is still in progress" over the logo. cut.py now holds
named cuts, each with its own build folder and output file.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
cut.py --short builds a social-length version from the same takes: one
line per witness cut inside their takes, then the challengers beat,
"Quiet, please", "Play", the splat and Reg's stinger. Each cut keeps its
own build folder and output file, so cut 2, cut 3 and the short all stay.
words.py gives local Whisper word timestamps for cutting inside lines.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Cut 3 of LIFETIME MEMBERS: the intro music no longer runs into Reg's first
line, Ambrose finishes "...still waiting for a result" (line ends are now
measured off each take instead of the QA transcript), every shot is
tighter, and the black title cards are set larger. Cut 2 stays on disk
beside it as the reference.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A vertical live-action mockumentary trailer: the dead staff of St. Mordred's
(the game's bosses) each tell a different origin story, and the film ends on
"Quiet, please." / "Play." / splat. tools/trailer/ holds the whole pipeline:
stills and takes through the OpenRouter key (gen.py, stills.sh, clips.sh),
the frame graphics in HTML/CSS (frame.html), a QA listener (qa.py), the
music sectioner (segment.py) and the edit (cut.py). Media lands in the
gitignored promo/trailer/. SCRIPT.md is the screenplay and the cut notes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
All four synthesized in audio.js like every other weapon: a squeaking
castor, a court-wide crackle clock plus a throttled catch, a real gun
crack, and one shared boss voice (stomp per stride, wind-up breath,
bark, pain, death roar) pitched by body size. Closes OPEN 13 pending
the phone verdict. v355.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every #net* hash opens the lobby since THE NETPLAY LOBBY; it does not host.
Cost a verification round this session.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two netplay-only finds from Oliver's two-phone session.
THE FRIEND'S STRIKE was silent: every other opponent is simulated locally
and cracks through gameplay's shared return path, but the friend's swing
runs on their phone alone and arrives as a 'shot' message that wrote the
ball and nothing else. netApplyShot now plays the same sample at the same
volume, pitched off the pace that was actually sent (strikeRate, read after
the ball is written). Both netplay modes, not just the death match.
THE REMATCH: the summary's only netplay door was THE CLUBHOUSE, so playing
the same friend again meant two trips through the lobby and a fresh code.
The relay cannot re-pair, so the rematch is the socket that is still open —
one 'again' frame and both phones reset the run under the decisions the room
already carries (same side, same mode, same court, host serves). netAgain
keeps G.net across restartRun(true) and replays netFresh, netStart's own
tail split out so pairing and rematch cannot drift into two courts. Applied,
never echoed; a 2 s window swallows the second frame when both tap at once;
a dead line refuses and falls through to the clubhouse.
Also: the dev server runs with SPLAT_AUTH= (server.py always said local dev
should), which the shared password had been 401-ing. audio.sfxTest is a new
test seam in netTest's shape. 146 tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The game is not public yet. parse_request is the one place every method passes
through, so the gate sits there rather than in each do_*. /api and /ws stay open
because the iOS shell talks to prod from capacitor://localhost and has no
credentials to send. SPLAT_AUTH overrides it; empty opens the site again.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The GET filter spelled its modes out as a literal `[^gzc]` character class, so
`?m=u` sanitised to nothing, fell back to 'g', and the server answered the cup
board's request with the gore board — which the client then printed in the cup
board's words: 7121 kills as LEAGUE 7121. The filter is derived from MODES now,
where the mode list has lived all along.
And the client checks the answer it got: the response names the board it is,
so a server that does not know a board (an old one, mid-deploy) makes the
screen say THIS BOARD IS NOT UP YET instead of mislabelling another board's
rows. Nothing beats something wrong on a leaderboard.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A record never set reads as a dash — "BEST GORE RUN 0" looks like a bad run
when what it means is that there has not been one. The weapon tiles name their
weapon: six unlabelled silhouettes was a guessing game about which one is the
flamer.
The doubled border was the row rule firing inside the grid: `.fig + .fig` gave
cell three a left border hard against the container's own. It is scoped to
single-row figure strips now, and the two-up grid draws its own seams. Less
padding inside the box, air above it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The league panel's crest wore the same breathing glow; with the honours row's
gone it was the only one left, so it takes the plain drop shadow the card's
crest took. @keyframes badgeGlow has no users any more.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two bugs in one rule. The grey sat on the IMAGE while the breathing halo was an
animation on the same image — and a filter in a keyframe outranks a static one,
so the glow was painting the greyscale away. Worse, the selector that handed out
that halo still read `img:not(.dark)` from when the class hung on the image; the
class moved to the cell in the inscription pass, so every shield on the row was
matching it, lit or not. The grey lives on the cell now, where nothing animates.
And the halo is gone from the row entirely (Oliver): the glints do that job, and
a permanent breathing glow under an occasional flash was two effects saying the
same thing. The league panel's crest keeps its own.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The glint rework and the ember fix before it both shipped under the same query,
so any phone that had loaded the page in between kept the stale module — which
is exactly what "ich sehe kein aufblitzen" was looking at.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A chimney of rising embers on a trophy read as a fire. Three points ON the
shield now, dark for most of a long cycle and flaring for a fraction of it,
with delays and durations that share no common multiple — so a glint lands
somewhere on the row every couple of seconds and never in the same rhythm.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
They were running the whole time (0.85 opacity, measured) — they were just
flying ACROSS the artwork, where a 3px gold speck disappears into a pixel
shield. They lift off the top edge into the dark above it now, seven per badge
on a shorter delay window: spread over 2.6s the shield stood empty half the
time, which is what "ich sehe kein glimmen" was looking at.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Oliver wanted to rank the level a league was taken at. The challenge held: xp
comes only from playing, so a board that rewards a low level rewards not
playing — it would pay you to avoid the three rooms the season leans on. It
also inverts every other number in the game, freezes after five entries, and
makes the player who played more look worse.
So the league ranks and the level decides between everyone who got equally far,
where "lower is better" reads naturally. BOARDS.u carries subLow; server
rank_key is the other half, and the same key decides whether a submission beats
the row already standing. The level is written once at the promotion — before
the league moves, because it is the level that WON the cup — mirrored like the
rest of the profile, and inscribed under the shield it belongs to. Earned
shields smoulder while they are on screen: five CSS embers each, no loop.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three mode tabs times three period tabs, and the same three boxes meant
something different in every one — Oliver had no idea what he was looking at,
which is the correct reaction to a screen with nine states. It is one screen
now: bodies felled, best gore run, deepest climb, runs. Never anything else.
MULTI-KILLS retired (a vanity number on no board) and DEATHS with it (every run
ends in one, so it was RUNS again). The period filter went too: LAST RUN is the
summary you just tapped away, and 7 DAYS is a fitness metric in a permadeath
game. The card stops repeating the ledger and keeps the CAREER instead —
league, cups won, best cup.
The world board drops CLASSIC: that mode is out of competition by its own
room's rule now, so ranking it contradicted the wall. A classic best no longer
opens the name prompt either — it would have had nowhere to go.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
It was the last place still breaking the wizard's own rule — a question screen
carries no memory of its own answer. Three names, three pip counts, nothing
else. `.last` has no users left, so the rule is gone from the stylesheet.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
LAST remembered what you played last time, which a gallery of six posters does
not need to do for you, and 18 RUNGS was a number about a mode on the screen
for choosing between modes. Both gone. The difficulty screen keeps its LAST —
there it is the only thing saying what you last set.
The dead sub-poster branch in buildSub went with them: nothing has fanned out
into sub-posters since the cup left the ZOMBIE TENNIS pocket.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The prototype ships a copy of thirty repo assets and the zip is a second copy
again — a megabyte of duplicate art in the history for a document whose
decisions now live in PROJECT.md and in the code. The folder is ignored, not
deleted: it is still there to read.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sixty words on the wall became a dozen. The handoff's own summary of the rule:
Jersey 15 NAMES (screen titles, rooms, cards), Bangers CALLS exactly once per
screen (the fixture, the primary button, a modal headline), Silkscreen INFORMS
(numbers, labels, chips) — and a sentence survives only where it carries a
decision. Everything else moved into a bar, a pip or the modal that opens with
the mode.
· Jersey 15 bundled subset (9 KB) and Bungee retired after one afternoon
· SPLASH: the plaque is one row, the goal line is gone (the fixture button
below said it already), the two doors carry a number each
· PICK A GAME: rooms are one word, posters are their names, the fixture is a
hero with the only second line — the whole wall fits one screen now
· MATCH SETUP: unnumbered blocks, the meters' legend once instead of a
description per court, no summary footer
· DIFFICULTY: three pips instead of three sentences
· TRAINING: the revanche is a full-width row, rungs are numbers, the list
ends on the league that opens the rest of the ladder
· VS: three paragraphs became YOU / HOST / JOIN
· MODALS: one rule per row (the sub was the lead again in other words), the
blood pool as pips on that same line, and the walk-on's two levels in ONE
face at ONE size — a comparison drawn at two sizes is a headline with a
footnote (Oliver)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
10 KB instead of 119 — the face carries only the characters this game sets, and
the command to redo it is in PROJECT.md. The header strip's titles take it at
23px: a strip at the top of a screen is signage, not an announcement, so it
stops leaning. Bangers keeps what it was always for — the primary button, the
ceremonies, and everything the canvas shouts. The poster wall's rooms go back
to acid beside it, with the scale carrying the hierarchy.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Bangers has no upright cut — the slant is in the glyphs, which is also why the
chevrons are Silkscreen — so a heading that wanted to shout without leaning had
to come from somewhere. Bungee is an arcade/signage face, upper case by design,
and it stays in-world where the platform's UI sans did not. Bundled beside the
other two with its OFL licence; the Dockerfile already copies assets wholesale.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Colour stops carrying the hierarchy on this screen — the acid belongs to the
screen title, so the rooms are cream and the canonical one is marked by its
poster's ribbon rather than by its heading's tint.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three tries: Bangers, then the HUD face, then the platform's UI face, and back
to Bangers. It works now because the header lost its rule and its left band and
gained air — the size carries the hierarchy (20 against the screen title's 26)
instead of the typeface having to. The strap goes back to Silkscreen under it:
a shouted line over a system-sans line was two foreign voices in one header.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
On nearest-neighbour art the backdrop blur read as a smear rather than depth,
so the caption sits on a plain gradient rising from the bottom edge instead —
solid where the words are, gone before it reaches the art.
And the section headings stop borrowing: the game bundles two faces and both
were already spoken for on this screen (Bangers is the screen title, Silkscreen
is the posters' own captions), so a shelf label in either sounded like
something else. They take the platform's interface face now — heavy, tracked,
upper case: chrome, which is what a shelf label is.
Scoped to the section HEADER while doing it. The posters live inside .mgroup
now, so the old bare descendant selector had been restyling every caption on
the wall — invisible only because it still named Silkscreen.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>