PROBLEM (from Salixfire's debug logs):
- Parser successfully extracted 5 characters
- Log showed complete characters array
- Log stopped abruptly before "✓ HTML rendered to container"
- This indicates exception thrown during HTML building (lines 217-281)
DIAGNOSIS:
- Parsing works perfectly (5 characters extracted)
- Code crashes somewhere in the HTML building loop
- User sees placeholder because exception prevents HTML from rendering
- No error logs because crash happens silently
LIKELY CAUSES:
- getGroupMembers() throwing exception
- Character avatar lookup failing
- getSafeThumbnailUrl() failing
- Missing null checks
SOLUTION:
Added comprehensive error handling and debug logging:
1. Added logging before HTML building starts
- "Starting HTML generation for N characters"
- This confirms code reaches HTML building phase
2. Wrapped each character in try-catch
- Logs each character being processed: "Building HTML for character 1/5: Lady Julia"
- Prevents one character error from crashing entire function
- Code continues with other characters even if one fails
3. Added detailed avatar lookup logging:
- "Looking up avatar for: {name}"
- "In group chat, checking group members..."
- "Group members count: N"
- "Found avatar in group members/all characters/current character"
- Shows final avatar URL (first 50 chars)
4. Wrapped getGroupMembers() in try-catch
- Catches group-specific errors
- Logs error but continues with regular character lookup
5. Added success/error logging for each character:
- "✓ Successfully built HTML for {name}"
- "✗ ERROR building HTML for {name}: {error.message}"
- Logs full error stack for debugging
6. Added completion log:
- "Finished building all character cards"
- Confirms loop completed successfully
EXPECTED OUTCOME:
Next debug log from Salixfire will show EXACTLY:
- Which character is causing the crash (if any)
- What operation is failing (avatar lookup, HTML building, etc.)
- Full error message and stack trace
- Whether code completes or crashes
This will allow us to identify and fix the root cause.
Files changed:
- src/systems/rendering/thoughts.js: Added try-catch blocks and comprehensive logging
- Changed time display to show timeEnd (second time in range) instead of timeStart
- Clock now displays 14:22 instead of 14:07 when time format is '14:07 → 14:22'
- Falls back to timeStart if timeEnd not available, then to '12:00' default
PROBLEM (reported by Salixfire):
- Present Characters panel showing placeholder instead of actual characters
- Thought bubbles work correctly but main panel doesn't
- Need to toggle settings off/on to get thoughts to appear
- No way to debug on mobile devices
CHANGES:
1. Added comprehensive debug logging to renderThoughts() (src/systems/rendering/thoughts.js):
- Log when function is called and with what data
- Log each line being parsed and how many parts it has
- Log character extraction (emoji, name, traits, relationship, thoughts)
- Log why characters are accepted or rejected
- Log final character count and whether showing placeholder
- All logs visible in mobile-friendly debug panel
2. Fixed toggle to refresh content (index.js:283-291):
- When user toggles "Show Present Characters" on, now calls renderThoughts()
- Previously only showed/hid container without refreshing content
- This ensures panel displays latest data when toggled
3. Normalized parsing logic (src/systems/rendering/thoughts.js:111):
- Changed renderThoughts() to require >= 3 parts (was >= 2)
- Now matches updateChatThoughts() requirement
- Consistent with current prompt format: Emoji:Name | Relationship | Thoughts
- Removed 2-part format fallback code (unreachable now)
- Both functions now use same validation rules
EXPECTED OUTCOME:
- User can enable debug mode and see exactly what data is being parsed
- Toggle will properly refresh the panel content
- We can diagnose from debug logs why placeholder is shown
- More consistent behavior between main panel and thought bubbles
Debug logs will help us identify:
- If characterThoughts data is empty/malformed when renderThoughts() is called
- If parsing is rejecting valid character data
- If there's a timing issue with data availability
- What the actual AI response format looks like
Related to previous commit (37878fc) that added debug mode toggle.
- Added parsedFields tracking to prevent parsing the same field twice
- Split combined if conditions into separate checks for text vs emoji format
- Text format (Temperature:, Time:, etc.) is now parsed first and preferred
- Emoji format (��️:, 🕒:, etc.) only parsed if text format not found
- Prevents duplicate entries when AI generates both formats in output
- Fixes duplicate Temperature, Time, Location lines in tracker data
- Use SillyTavern macros ({{persona}}, {{description}}, {{personality}}) for character context
- Fix preset restoration after tracker generation using /preset command
- Fix weather editing bug by tracking specific weather line index
- Support both emoji and text formats for Info Box field editing
- Remove unused showdown import and fix missing semicolons
- Created inventoryEdit.js module with updateInventoryItem() function
- Made all inventory item names editable with contenteditable (mobile-friendly)
- Added rpg-editable class to 6 item rendering locations:
* On Person (grid and list views)
* Stored (grid and list views)
* Assets (grid and list views)
- Added blur event listener to save changes on edit
- Validates and sanitizes edited names using sanitizeItemName()
- Syncs changes to lastGeneratedData and committedTrackerData (AI-visible)
- Shows full item text when editing (not truncated)
- Consistent UX with other editable fields in extension (stats, character traits, etc.)
- Re-renders inventory after successful edit or reverts on invalid input
- Added namesMatch() helper function with three matching strategies:
1. Exact match (fast path)
2. Strip parentheses match (handles 'Sabrina' vs 'Sabrina (Avatar)')
3. Word boundary match (handles 'Sabrina' vs 'Princess Sabrina')
- Replaced exact string comparison with fuzzy matching in 3 places:
- Group member lookup
- All characters search
- Current character 1-on-1 chat
- Fixes issue where character portraits showed placeholder when AI added
parenthetical or title additions to character names
- Prevents false positives (e.g., 'Sabrina' won't match 'Sabrina's Mother')
- Added persistent '+ Add Item' button at bottom of each storage location
- Button is centered and always visible (whether location has 0 or many items)
- Removed redundant '+ Add' button from storage location header (kept trash button)
- Reverted empty state to simple message instead of special button
- Added CSS for .rpg-storage-add-item-container to center button with margin
- Matches UI pattern from On Person and Assets tabs
- Removed debug logging from inventoryActions.js
Fixes critical issue where manual edits (add location, add item, change
stats, etc.) were invisible to AI in next generation, causing edits to be
immediately overwritten.
Root Cause:
- Manual edits updated extensionSettings and lastGeneratedData
- AI prompt builder used committedTrackerData (NOT extensionSettings)
- Manual edits were never synced to committedTrackerData
- Result: AI didn't see manual changes, overwrote them
Solution - Sync to Both Data Stores:
All manual edit points now update BOTH:
1. lastGeneratedData (for display)
2. committedTrackerData (for AI context)
Files Modified:
1. **src/systems/interaction/inventoryActions.js**
- updateLastGeneratedDataInventory() now sets committedTrackerData.userStats
- Affects: add/remove items, add/remove locations
2. **src/systems/rendering/userStats.js**
- All 3 edit handlers now set committedTrackerData.userStats
- Affects: stat values (health, etc.), mood emoji, conditions
- Also fixed: now uses buildInventorySummary() for proper v2 format
3. **src/systems/rendering/infoBox.js**
- updateInfoBoxField() now sets committedTrackerData.infoBox
- Affects: date, weather, temperature, time, location
4. **src/systems/rendering/thoughts.js**
- updateCharacterField() now sets committedTrackerData.characterThoughts
- Affects: character emoji, name, traits, thoughts, relationship
Impact - Manual Edits Now Persist:
Before:
- Add location "Home" → Next generation → Location gone ❌
- Add item "Sword" → Next generation → Item gone ❌
- Change health to 25% → AI ignores it ❌
After:
- Add location "Home" → Next generation → Location persists ✓
- Add item "Sword" → Next generation → Item included ✓
- Change health to 25% → AI acknowledges low health ✓
Works in Both Modes:
- Together mode: AI sees manual edits in injected prompt ✓
- Separate mode: AI sees manual edits in context ✓
User Experience:
- "I edited it, so it should stay" - now works as expected
- AI builds on manual changes instead of overwriting them
- Minimal overhead (just string copies)
Fixes: Manual inventory/stats edits being overwritten by AI generation
Fixed alignment of user portrait in the Status tab. The avatar was
previously aligned to the left side of its container.
Change:
- Added justify-content: center to the avatar's flex container
- Avatar now centered horizontally (align-items already centered it vertically)
Before: Avatar stuck to left edge of its space
After: Avatar centered in its allocated space
File: src/systems/rendering/userStats.js:56
Fixes bug where expanding an existing storage location would close
the "Add Location" form that was currently open. This happened
because renderInventory() recreated all HTML from scratch, resetting
all inline forms to hidden state.
Solution:
- Track open form states in inventoryActions module
- Restore form visibility after each re-render
- Applies to all inline forms: add location, add items (on person,
stored, assets)
This also fixes the related issue where switching tabs would close
open forms.
Fixes: Location disappears when expanding while adding new location
- Created getLocationId() helper function to normalize location names to IDs
- Function removes special characters (apostrophes, etc.) before converting to ID
- Both rendering and action handlers now use same ID generation logic
- Fixes issue where locations with apostrophes couldn't be deleted
- Example: "Dottore's Study" now properly generates ID "Dottores-Study"
- Commented out debug logging
Implemented comprehensive individual item management system with toggleable view modes:
- Added item parsing utilities (parseItems/serializeItems) for comma-separated strings
- Implemented list view (full-width rows) and grid view (responsive cards)
- Added view mode toggle buttons per inventory section (onPerson, stored, assets)
- View preferences persist per-section in settings
- Replaced text-based editing with add/remove item controls
- Added inline forms for adding new items (matching existing UX patterns)
- Applied theme accent color (--rpg-highlight) to all outlines and active states
- Updated all tabs (desktop/mobile/inventory subtabs) with theme-consistent styling
Technical improvements:
- Created itemParser.js utility module for item string manipulation
- Enhanced inventory rendering with conditional list/grid HTML generation
- Added switchViewMode handler with settings persistence
- Fixed [object Object] display bug with comprehensive type checking
- All buttons and items now use transparent backgrounds with theme accent borders
Replaced all prompt() and confirm() dialogs with contenteditable fields
and inline UI components for a better user experience.
Changes:
- Made inventory fields (On Person, Stored items, Assets) contenteditable
with blur-to-save functionality
- Replaced "Add Location" prompt with inline form (hidden by default)
- Replaced "Remove Location" confirm with inline confirmation UI
- Added CSS styling for inline editing states (hover, focus, empty)
- Added CSS for inline forms, buttons, and confirmation UI
- Fixed bug where inventory sub-tabs were unclickable due to
incorrect container ID in toggleLocationCollapse() and
switchInventoryTab() functions
All inline edits now save automatically on blur, matching the UX
pattern used elsewhere in the extension (mood/conditions fields).
Root cause: renderInventory() signature mismatch - was expecting parameters
but called without any, resulting in empty/broken rendering.
Changes:
- Rename renderInventory(inventory, options) → generateInventoryHTML() (internal)
- Create new renderInventory() with no parameters (like renderUserStats, etc.)
- New function gets container from state, data from settings, updates DOM directly
- Import getInventoryRenderOptions() to get current tab/collapse state
- Keep updateInventoryDisplay() for use by inventoryActions module
Now matches the pattern used by all other render modules, fixing the bug where
inventory section appeared empty in the panel.
Extract rendering logic from index.js into modular system:
- src/utils/avatars.js: Safe thumbnail URL generation with error handling
- src/systems/rendering/userStats.js: User stats panel with progress bars and classic RPG stats
- src/systems/rendering/infoBox.js: Info box dashboard with weather, date, time, and location widgets
- src/systems/rendering/thoughts.js: Character thoughts panel and floating chat bubbles
Reduces index.js from 3,829 to 2,430 lines (-1,399 lines, -36.5%)
All rendering functions now properly modularized with full JSDoc documentation
Event listeners preserved in render functions for interactive fields