Commit History
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style(theme): make Celebrate card background transparent for improved visual consistency
BhargavMN5180cb5 -
style(ui): adjust layout of win screen components for improved organization
BhargavMN777432c -
style(theme): update "Start anyway" link styles for improved visibility and interaction
BhargavMNa30d8f7 -
style(theme): implement "Start anyway" button as a green underlined text link
BhargavMN41829ee -
feat(lobby): enhance start logic with "Start anyway" option and player count checks
BhargavMN9115da0 -
style(theme): enhance textarea appearance by removing wrapper and label backgrounds
BhargavMN8ef5e98 -
style(theme): make textarea background transparent and remove banded header
BhargavMN2ad90cf -
style(theme): enhance textarea appearance by removing background and borders
BhargavMN36ced6e -
style(theme): unify card surfaces and fix secondary/disabled button states
BhargavMN +1: Claude Opus 4.8Visual-consistency CSS pass (theme.py CSS + additive elem_classes only): - Unify Play screen surface to warm near-black .cq-card token - Force themed grey-outline on wait/win secondary buttons (kill default gradient) - Ghost-disabled treatment for lobby Start button - Generalise poster empty-state to .cq-poster with "Poster will appear here" - Bump Play-screen proof-col padding and panels-row gap Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>6757f9f -
data: round-robin generated examples across all games
BhargavMN +1: Claude Opus 4.8Scavenger hunt 200->316, hide & seek 202->314, tag 200->304 via the round-robin distribution run (stopped early on quota). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>4b5163f
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data: add another 50 generated examples per game
BhargavMN +1: Claude Opus 4.8Scavenger hunt 150->200, hide & seek 152->202, tag 150->200 via the batched Gemini generation pipeline (round 2). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>32cfebb -
data: add 50 generated examples per game
BhargavMN +1: Claude Opus 4.8Scavenger hunt 100->150, hide & seek 102->152, tag 100->150 via the batched Gemini generation pipeline. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>1436dcf -
style(ui): refine win screen layout and enhance button styles for consistency
BhargavMN24d335b -
style(ui): enhance win screen layout and button styles for consistency
BhargavMNa0ae1c0
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style(ui): add play-card class for enhanced UI styling in main column
BhargavMNbbc9429 -
style(ui): rounded box on hint input, smaller completion callout
BhargavMN +1: Claude Opus 4.8Give the hint text field a clean rounded border (transparent fill) and trim the padding/font of the completion-instruction box so it sits tighter. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>554bf08 -
fix(ui): unify action buttons and fully clear hint input chrome
BhargavMN +1: Claude Opus 4.8Drive Mark completed and Finish from one shared rule set so both render as identical 52px square-cornered green bars (the leftover Batch-1 .mark-complete-btn block was giving Mark completed a different colour, padding and pill radius). Also strip every Gradio wrapper layer behind the hint input so only the underline remains — the rounded box and rectangle behind it are gone. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>3097321 -
style(ui): match Mark completed and Finish button sizing
BhargavMN +1: Claude Opus 4.8Give both bottom actions the same full-width 52px green-bar treatment via shared complete-btn/finish-btn classes, with locked (ghost) and unlocked (green) states on Mark completed. The complete-btn class is preserved in _complete_btn_update so it survives state-driven elem_classes updates. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>d410dc0 -
style(ui): remove the dark box around the hint clue input
BhargavMN +1: Claude Opus 4.8Render the hint input as a clean underline (transparent fill, no border box) so it stops clashing with the card surface. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>67a0cc9 -
style(ui): rename and enlarge the hint prompt label
BhargavMN +1: Claude Opus 4.8Change "Need a clue?" to "Stuck? Take a hint.." and bump its size/weight via a dedicated hints-label class. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>6156fe7 -
style(ui): make Voice Journal and Photos panels equal height
BhargavMN +1: Claude Opus 4.8Stretch both panels to fill the row height set by the taller Photos panel, instead of each shrinking to its own content height. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>43f0621 -
style(ui): polish the Mark Completed section
BhargavMN +1: Claude Opus 4.8Render the locked completion gate as a dashed callout box with the lock icon beside the text, and give the Mark Completed button explicit disabled (outlined ghost) and active (solid green) styling contracts. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>98dab38 -
style(ui): polish the Hints section
BhargavMN +1: Claude Opus 4.8Put "Need a clue?" and the points badge on one header row (white prompt, right-aligned amber badge), and lay the hint input and button on a single equal-height row with a fixed-width button so they stay vertically aligned. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>0048080 -
style(ui): align Voice Journal and Photos panels to a shared top edge
BhargavMN +1: Claude Opus 4.8Tag the panels row and both columns so they anchor to flex-start with a shared min-height, and give the two section headers a matching baseline, so the taller audio recorder no longer pushes its panel out of alignment. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>d9420d2 -
syntax fix
BhargavMNe0e5d42 -
feat(ui): audio journal and photo correction to maintain conistency
BhargavMNb0f6ffc -
feat(ui+scoring): proof section consistency, hint deduction logic, rename in-game guide
BhargavMN538af1c -
feat(paly): Horizontal task tabs, prev/next nav, collapsible voice journal, locked/unlocked completion states
BhargavMN6295b73 -
fix: never apply head start for scavenger hunt
BhargavMN +1: Claude Opus 4.8The create screen hid the head-start slider for scavenger hunt but only reset its value on dropdown change, so the default game type kept the 60s value and begin_play staggered team starts. Force head_start=0 for scavenger_hunt in begin_play (authoritative) and default the slider to 0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>7267244 -
Enhance lobby UI with new styles: remove outer screen background, add room-code hint, copy-to-clipboard button, team-pick button states, and progress bar. Center prep status and improve host/guest instructions. Update pill styles for better visibility.
BhargavMN64cf79d -
Revert "Enhance lobby UI with new styles..."
BhargavMN +1: Claude Opus 4.8This reverts commit e9cb0b0, backing out the lobby UI enhancements (room-code hint, copy button, team-pick states, progress bar, etc.). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>4c6c6bd -
Enhance lobby UI with new styles: remove outer screen background, add room-code hint, copy-to-clipboard button, team-pick button states, and progress bar. Center prep status and improve host/guest instructions. Update pill styles for better visibility.
BhargavMNe9cb0b0 -
feat(ui): enhance create screen with refined dropdowns and button styles
BhargavMN7db2765 -
UI: Enhance background gradient animation and make wrappers transparent
BhargavMNed01a7a
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fix(ui): landing page refinements
BhargavMN +1: Claude Opus 4.8Remove grey container/card borders, hide redundant card titles and subtitle, enlarge title, make both home buttons green, bigger buttons with hover animation. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>93cdaab -
UI: fixed colour pallete
BhargavMN307c769 -
update
BhargavMN5c204e9 -
fix: record selected game_type on the generated game
BhargavMN +1: Claude Opus 4.8The game schema/model output never carried a game_type, so the selected type was only implicit (config + team roles) and could not be read back from the game object. Stamp the authoritative config game_type onto the final game in both generation entry points (run_pipeline, generate_for_session) and in the mock generator, and document game_type as an optional enum field in the game schema. Investigation note: the config -> retrieval -> team-roles -> title flow already respects the selected type (verified for all 3 types); this closes the gap where the game object itself didn't record it. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>e44426f -
fix(ui): correct game type dropdown positioning
BhargavMN +1: Claude Opus 4.8The themed .cq-card uses backdrop-filter, which creates a containing block that clipped the dropdown's default position:fixed menu, so the game-type menu rendered off-position / overlapping other fields. Render the listbox in-flow (static, full-width, directly under the field) so it can no longer be clipped or overlap neighbouring inputs. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>473609f -
fix(backend): prevent rejoin of finished games by validating game status
BhargavMN +1: Claude Opus 4.8join_room() now rejects a code whose room status is "finished" before adding the player, so a stale code can't reopen a completed game after the host has started a fresh room. Unknown/typo codes still return the distinct "No room found" message. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>a221445 -
fix(validation): enforce minimum 2 teams for game creation
BhargavMN +1: Claude Opus 4.8- Create screen teams slider now starts at 2 (was 1). - build_teams() floors at 2 teams (was 1) as the backend backstop. - do_create() guards teams < 2 with a warning and clamps to 2. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>31e6272 -
feat(ui): live form validation + button busy states
BhargavMN +1: Claude Opus 4.8- Join screen: live room-code counter/format check (mirrors rooms code charset) with a status pill; Join button stays disabled until a valid 6-char code and a name are present. - Create screen: live one-line summary of the chosen config. - Disable LLM/IO buttons during their call via .then() chaining (create, start, transcribe, save-journal, ask, recaps, posters) to prevent double-submits; existing text loaders still show progress. - theme.py: .cq-pill.alert, eased pill/timer transitions, .cq-reveal panel animation (applied to the task detail group only). UI-only; no backend/service logic changed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>8ced7f8 -
Dataset update
BhargavMNad25fbb -
feat: debugging asr and minicpm
NANInithin855ae1e -
feat: debugging asr and minicpm bugs
NANInithind3f0718 -
feat/ runtime error and debugging
NANInithin6a94b45 -
feat: full redesign of ui
NANInithina4a5ed9 -
update tag data set
BhargavMNf6e85ac -
data set for fine tuning
BhargavMN0acfbcd
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feat: retrieval for the new dataset added
NANInithin01da2ab