Put dark fill + inset metallic ring (0.88) + grid (0.58) all in the background
(renders to the mask edge, no safe-zone crop); transparent foreground. Matches
a locally-rendered, circle-masked preview so the ring is visible and uncut.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Move the metallic ring into the background (renders to the mask edge, unlike the
foreground which is cropped to the safe zone) so the border is finally visible
at the circle's rim; shrink the grid to ~0.55 so the mark isn't too big.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Revert to a pure adaptive icon (the bare round PNG was getting legacy-wrapped
onto a white circle by the launcher). One ring only, in the foreground, using
the SVG's dark #000->#666 gradient on a plain dark tile.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Revert the brightened grey->white ring back to the original logo.svg gradient
(black->#666, stroke 22.8834) on both the round PNG icon and the adaptive
foreground.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Render the full circular badge (bright grey->white ring + grid) to round-icon
PNGs at all densities and drop the adaptive round XML, so launchers that use
round icons show a real edge-to-edge circle instead of a mask-cropped coin.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Scale the whole badge to ~0.64 so the bold grey->white ring isn't clipped at
the edge by the launcher mask; bigger, brighter ring. Background is plain dark.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The ring at 0.96 sat in the adaptive-icon bleed zone (outer ~18dp cropped by the
launcher), so only the grid showed. Scale badge + grid to 0.68 so the ring lands
at the edge of the visible circle, and brighten it to grey->white.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Move the badge ring into the background layer (brightened grey->white so it
reads on #0A0A0A) at ~0.96 so it sits at the masked-circle edge; foreground is
just the white grid. Also honor SHIP_COMPANION in the pre-push hook.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adaptive icon foreground now draws the full badge (black→grey gradient ring +
white grid) scaled to ~0.94 so the ring reads as a clean border at the circle
edge. Adds ship-companion.sh: builds the debug APK and publishes it to
neode-ui/public/packages/archipelago-companion.apk.zip, then commits + pushes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- New circular badge logo (ic_logo) on Intro + Connect screens; launcher
icon rebuilt as dark circle + white grid.
- Reddish synthwave backdrop (bg-intro-2) behind Intro, Connect, and the
remote/gamepad (edge-to-edge with a light scrim); controllers no longer
paint an opaque fill over it.
- Server name: added to ServerEntry/prefs, the Connect form, the modal
add-form, and saved-server rows; removal now matches by connection
identity (rename- and legacy-format-safe).
- NESMenu modal restyled to glassmorphism #0A0A0A with centered, larger
fields. Connect-form glass cards given a darker base for legibility.
- Intro title/subtitle set to #FAFAFA.
- Deleting the last server clears the active server and returns to Connect.
- D-pad auto-repeat initial delay raised to 500ms so a tap sends one key
(fixes doubled nav sound).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The kiosk's "Open in new tab" used window.open(..., 'noopener,noreferrer'),
which the WebView suppresses, so launching apps that can't be iframed did
nothing. Route such node apps (same host) into a local in-app WebView overlay
instead, keeping the kiosk view alive underneath; genuinely external links
still go to the system browser. Wired through onCreateWindow,
shouldOverrideUrlLoading, and a new ArchipelagoNative.openInApp() bridge.
Perf (no visual change): enable setOffscreenPreRaster to stop scroll
checkerboarding, and enable WebView remote debugging on debuggable builds
for chrome://inspect profiling.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- RemoteInputScreen: touch/keyboard relay via WebSocket to /ws/remote-input
- Network layer for server communication
- UI components and NES/Neo theme variants
- Updated navigation, server connect, and WebView screens
- Build config and string resources updates
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>