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app: the history bar goes back into its corner vial without a pop - #636
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`LiquidField.edge`: a place's outline (rect and corner radii). Its outside is one more shape the field's shapes run into, so a shape near the outline joins the edge by a neck, metaball-like, and the outline cuts the glass's coverage, so none of it crosses. The rim and bend come from the joined shape, so there is no rim along the cut. The edge takes the program's last shape slot, flagged 2, so the uniforms keep their layout. `glassBubbles` takes it as `.edge`. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The shapes a control of glass is made of (circles, capsules, panels as rounded boxes), the cut of one by its place's outline as a polygon, and shape interpolation: the geometry the orb system builds on, std-only and tested. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…rom the top right `LiquidField.Edge.cut` cuts glass by its place's outline with a bevel and lens band of its own along the cut, rather than joining the place's outside: a piece of glass laid in a corner, bending the border and ring it lies along. `light_across` turns a drop's rim light a quarter, for glass whose edges that show face across the usual light (a place's top-right or bottom-right corner). Both reach `core.dialogs.glassBubbles` as options.
The history's grip moves from the middle of the card's bottom edge, where a split's bar runs, to a vial in its bottom-right corner: the corner orb, with a history icon. Its liquid (`app/Liquid.zig`) sloshes as the pane moves, splashes as steps come and eases up, asking for frames only while it moves. The bar grows out of it as one liquid: its bubbles pulled out small along arcs, joined and then pinching off, the liquid pouring from the vial into the line. A pane's activity feed stacks above the vial.
Going back into a card's corner vial, the bar's bubbles all made for one drop in the middle of the vial's box, larger than the vial and off its centre, and ran together there at the widest merge. So the glass ended as a blob bigger than the vial, which then snapped to the vial's size, and the vial's icon and liquid switched on the frame the bar was gone. The bar now changes into the vial rather than landing beside it. Each bubble arrives as the vial's own circle on the card's corner (`dome.Corner.home`, `dome.pullFrom`). The glass between them lets go over the end (`dome.homeMerge`), since any merge left between coincident circles bulges them. The vial's liquid drains as the stream pours out into the line and refills as it pours back (`dome.paintCornerLiquid`), and its icon shrinks into the corner with the vial and grows back with it (`dome.cornerIcon`). Growing out runs the same way forwards.
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The shapes a control of glass is made of (circles, capsules, panels as rounded boxes), the cut of one by its place's outline as a polygon, and shape interpolation: the geometry the orb system builds on, std-only and tested. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The history's grip moves from the middle of the card's bottom edge, where a split's bar runs, to a vial in its bottom-right corner: the corner orb, with a history icon. Its liquid (`app/Liquid.zig`) sloshes as the pane moves, splashes as steps come and eases up, asking for frames only while it moves. The bar grows out of it as one liquid: its bubbles pulled out small along arcs, joined and then pinching off, the liquid pouring from the vial into the line. A pane's activity feed stacks above the vial.
…rom the top right `LiquidField.Edge.cut` cuts glass by its place's outline with a bevel and lens band of its own along the cut, rather than joining the place's outside: a piece of glass laid in a corner, bending the border and ring it lies along. `light_across` turns a drop's rim light a quarter, for glass whose edges that show face across the usual light (a place's top-right or bottom-right corner). Both reach `core.dialogs.glassBubbles` as options.
… and knocks on undo
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- The vial's liquid stays the one simulated liquid through the return. The bar drains it by lowering its level while out and refills it going back, so at the hand-off the surface no longer switches from a still, tipped level to the living one. - The vial's icon is lit by the step's glow and the pointer while it grows back, as at rest, so its colour no longer snaps when the vial takes over. - `pull` and `budded` go: both the dome and the corner call `pullFrom` with their home at the site. - A unit test holds the no-pop properties: a bubble arrives as the home, the home is the vial whole, and no glass merges between them at the end.
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Stacked on #635 (
app/history-vial, the history grip as a corner vial), which is on #633 and #583.What changes
Going back into a card's corner vial, the history bar popped. Its bubbles all made for one drop in the middle of the vial's box, which was larger than the vial and off its centre, and they ran together there at the widest merge. The glass ended as a blob bigger than the vial, then snapped to the vial's size, and the vial's icon and liquid switched on in the frame the bar was gone.
The bar now changes into the vial instead of landing beside it:
dome.Corner.home,dome.pullFrom). The glass between them lets go over the end of the run (dome.homeMerge), because any merge left between coincident circles bulges them by about a quarter of the merge distance.dome.paintCornerLiquid).dome.cornerIcon), with no fade.Growing out runs the same way forwards. The vial swells briefly as the drops leave it.
I tried a crossfade of the vial's contents first, and dropped it at the user's request in favour of changing shape.
SDK impact
test-sdk-versionpasses)Verified
check-fmt,zig build,test,test-integration(81/81 steps),check-web,test-sdk-version,check-tests-reached.🤖 Generated with Claude Code