- Changed boundary check from >= to > to allow widgets to properly fill viewport
- Updated viewport calculation to use grid container's clientHeight directly
- Added gap compensation in row calculation to account for last row having no trailing gap
- Widgets now expand to use all available vertical space without leaving unused rows
The issue was that y + h represents the row AFTER the widget ends, not the last
occupied row, so >= was too conservative. With maxVisibleRows=7 (rows 0-6), a
widget at y=3 can now expand to h=4 (rows 3,4,5,6) instead of being blocked.
- Remove double left border accent on character cards by hiding inner border when inside widget container
- Increase maxAutoSize width from 3 to 4 columns to support large displays
- Fix viewport height calculation to use visible area instead of scrollable container height
- Change auto-layout boundary check from > to >= to prevent widgets extending beyond viewport
- Add Done button for cleaner edit mode exit UX
- Wire up Done button event listener in dashboardIntegration
- Disable contenteditable fields in edit widget mode to prevent keyboard popup
- Re-enable content editing when exiting edit mode
- Change button tooltip from 'Toggle Edit Mode' to 'Toggle Edit Widget Mode' for clarity
- Remove redundant 'WEATHER' subtitle from weather widget (only show single editable field)
- Prevents layout shift on mobile when keyboard appears during widget arrangement
- Add lock/unlock button to dashboard header (always visible)
- Lock state prevents dragging in both normal and edit modes
- Lock state prevents resizing in edit mode
- Icon changes: lock-open (unlocked) ↔ lock (locked)
- Hide resize handles and prevent grab cursor when locked
- Lock state persists across edit mode toggles
- Integrate lock checks in DragDropHandler and ResizeHandler
- Pass editManager reference to drag/resize handlers for lock state access
- Add 5px mouse movement threshold before drag starts
- Prevent dragging when clicking interactive elements (contenteditable, input, button, etc.)
- Store pending drag state and wait for movement before preventing default behavior
- Allow normal click/edit interactions on widget content
- Touch behavior unchanged (existing 150ms delay still works)
- Fixes issue where contenteditable fields and buttons were not clickable
- Change .rpg-widget overflow from hidden to visible to prevent handle clipping
- Reduce horizontal handle offset from -6px to -3px to prevent overlap
- Keep vertical offset at -6px (adequate gap between rows)
- Handles now have 6px clearance when widgets are side-by-side (12px gap - 3px - 3px)
- Convert rowHeight and gap from rem to pixels using gridEngine.remToPixels()
- Fix highlightGridCells() to use pixel values for positioning and sizing
- Fix showGridOverlay() to calculate container height in pixels
- Resolves issue where green highlight boxes rendered as tiny squished lines
- Follows same conversion pattern used in gridEngine.getPixelPosition()
DESKTOP LAYOUT OPTIMIZATION (3-4 columns):
- userInfo: Changed maxAutoSize from 2x1 to 1x2 (expands vertically)
- userStats: Changed to column-aware function, 3x3 in 3-4 col (full width horizontal)
- Layout: userInfo 1x2 (left) + mood 1x1 (top-right), stats 3x3 below (full width)
- Result: Better horizontal space utilization, less vertical stacking
MOBILE FIXES (Dashboard v2):
1. Refresh button visibility
- Added #rpg-dashboard-container to CSS selector
- Now shows with Dashboard v2, not just old panel UI
2. Stats widget Arousal bar clipping
- Added padding-bottom: 0.5rem to .rpg-stats-grid
- Prevents last stat bar from being cut off
3. Mood conditions text too small
- Increased from 0.45rem to 0.6rem with line-height 1.2
- "Focused, Awakening Qi" now readable under emoji
AFFECTED:
- userInfoWidget.js: maxAutoSize 1x2 for desktop vertical expansion
- userStatsWidget.js: Column-aware maxAutoSize function (2x2 mobile, 3x3 desktop)
- style.css: Mobile refresh visibility, stats padding, mood text size
PROBLEM:
- Mobile (2-col): userInfo defaulted to 2x1 (full width), pushed mood to row 2
- After mobile CSS fixes, 1x1 widgets display perfectly
- Want userInfo 1x1 + mood 1x1 side-by-side in top row on mobile
- Desktop (3-4 col): userInfo should still expand to 2x1 for better space usage
SOLUTION:
- gridEngine: Support maxAutoSize as function (receives column count)
- userInfoWidget:
- Changed defaultSize from 2x1 to 1x1 (starts compact)
- Changed maxAutoSize to column-aware function:
* 2 columns (mobile): maxAutoSize 1x1 (stays compact)
* 3-4 columns (desktop): maxAutoSize 2x1 (can expand)
BEHAVIOR:
- Auto-layout resets widgets to defaultSize (1x1)
- Expansion pass grows widgets up to maxAutoSize based on available space
- Mobile: userInfo stays 1x1, mood can fit beside it (row 0: [userInfo][mood])
- Desktop: userInfo can expand to 2x1 if space available
AFFECTED:
- gridEngine.js: getWidgetMaxSize() now calls maxAutoSize(columns) if function
- userInfoWidget.js: Column-aware maxAutoSize, compact 1x1 defaultSize
PROBLEM: 1x1 mobile widgets displayed poorly with excessive vertical spacing
ROOT CAUSE: Conflicting @media (max-width: 768px) set min-height: 2.75rem on all .rpg-editable
FIXES:
- Remove conflicting 768px media query min-height rule
- Add line-height: 1.2, min-height: 0, height: auto to .rpg-editable
- Use display: block for single-line fields instead of -webkit-box
- GridEngine detects mobile viewport (≤1000px) for 3.5rem rowHeight
- mobile.js skips old tab setup when Dashboard v2 exists
- Hide weather forecast label on mobile (shows icon text only)
- Fix weather text wrapping with white-space: nowrap
AFFECTED:
- style.css: Mobile contenteditable spacing, weather widget, widget scaling
- gridEngine.js: Mobile rowHeight detection (isMobileViewport)
- mobile.js: Skip mobile tabs when Dashboard v2 present
- Update onMessageReceived to populate extensionSettings.infoBoxData and characterThoughts for dashboard widgets
- Update updateRPGData (separate mode) with same extensionSettings population
- Add refreshDashboard() calls after data updates in both generation paths
- Fix onCharacterChanged to populate extensionSettings from loaded chat data
- Fix refreshDashboard() to use correct property name (registry not widgetRegistry)
- Reduce mood and weather widget font sizes to fit in 1x1 layout
This fixes Scene tab widgets not updating when receiving messages or loading chats from welcome screen.
Problem: Mood widget at 1x1 was cutting off subtext, only showing emoji
and main text (e.g., "🧘 Focused") but hiding conditions below.
Changes:
- Reduced emoji from 1.2rem → 1rem at 1x1 size
- Reduced conditions text from 0.55rem → 0.45rem
- Tightened spacing (gap: 0.1rem, padding: 0.25rem)
- Set line-height: 1 to minimize vertical space usage
- Allow up to 3 lines of conditions text with -webkit-line-clamp
- Added responsive scaling: larger sizes (2x2+) use bigger fonts
Now fits emoji, main text, and subtext comfortably in 1x1 grid cell.
Root cause: Widgets were using getUserAvatar() which returns bare
filenames like 'user-default.png'. These were being used directly as
image src URLs, causing 404 errors like /user-default.png.
Solution: Use getAvatarUrl() dependency which calls getThumbnailUrl()
to convert filenames to proper URLs like /thumbnail?type=persona&file=...
Changes:
- userInfoWidget.js: Use getAvatarUrl('persona', rawAvatar) instead of
raw avatar validation
- sillytavern.js: Simplify updatePersonaAvatar() to trust
getSafeThumbnailUrl() which already calls getThumbnailUrl()
This eliminates 404 errors on initial render and when switching tabs.
**Avatar 404 Fix:**
- Add fallback to getUserAvatar() call to use FALLBACK_AVATAR_DATA_URI when user avatar is missing
- Prevents 404 errors on app startup or when no character is selected
**Layout & Space Utilization Improvements:**
- Implement flexible hybrid layout system:
- 1 column (1x1): Centered large avatar (3rem) with text below
- 2+ columns (2x1+): Side-by-side (avatar 2.5rem left, text right)
- Replace rigid horizontal layout with adaptive container
- Add layout classes: rpg-layout-vertical, rpg-layout-horizontal
- Trigger onResize on initial render for correct layout
**Better Styling:**
- Increase avatar size: 2.5rem-3rem (was 1.2rem)
- Increase font sizes: 0.9rem name, 0.85rem level (was 0.75rem)
- Improve text hierarchy with proper containers
- Add proper spacing and alignment for both layouts
- Remove awkward vertical stacking of "Name | LVL 1"
- Text now stacks cleanly: "Name" on one line, "LVL X" on another
The widget now uses space efficiently, displays a prominent avatar,
and adapts intelligently to different widget sizes.
- Add resetWidgetSizesToDefault() to reset all widgets to default sizes before auto-arrange/reset
- Implement continuous expansion algorithm that fills available space up to maxAutoSize limits
- Add visible height detection to prevent widgets expanding beyond viewport (no forced scroll)
- Update all widget defaultSize and maxAutoSize for optimal 1x1 compact layouts
- Info widgets (calendar, weather, temp, clock): 1x1 default, 1x2 max
- Location: 2x2 max (was 3x3)
- Characters: 3x5 max, moved to 'scene' category (eliminates Social tab)
- User Info: 2x1 max (prevents expansion)
- User Mood: 1x1 default and max (compact top-right placement)
- User Attributes: 3x5 max (fills bottom space)
- User Stats: 3x3 max
- Fix CSS scaling for 1x1 widgets
- Replace viewport-based units with fixed rem values
- Reduce icon/graphic sizes to fit with visible text
- Add explicit gaps and padding for consistent spacing
- Set line-height: 1 to prevent text overflow
- Reorganize default layout
- Status tab: User Info (2x1) + Mood (1x1 top right) + Stats + Attributes
- Scene tab: Info widgets (1x1) + Location + Characters (all on one tab)
- Inventory tab: Full inventory widget
Auto-arrange and reset now properly size widgets to defaults and expand to fill
available space without exceeding visible area.
Moved the 'Enable Immersive HTML' toggle from main panel to settings:
- Added toggle to settings.html with descriptive notes
- Removed from template.html to free vertical space
- Checkbox ID remains the same so existing JS still works
Benefits:
- Frees up vertical space in dashboard (was causing scrollbars)
- Users can now use full 3x7 grid instead of being limited to 3x6
- Eliminates gap beneath last widget
- Toggle is still accessible but doesn't clutter main panel
- Settings panel is the appropriate place for infrequently-changed options
This commit implements 5 major improvements to the dashboard layout system:
**1. Improved Default Layout (defaultLayout.js)**
- Changed from 2 tabs to 3 tabs for better organization:
- Tab 1 (Status): User widgets only (userInfo, userStats, userMood, userAttributes)
- Tab 2 (Scene): Scene widgets + characters (calendar, weather, temp, clock, location, presentCharacters)
- Tab 3 (Inventory): Full inventory widget
- Cleaner separation prevents cramming all widgets on one tab
**2. Widget Max Size Limits (widget definition files)**
- Added maxAutoSize property to all widgets (enforced only during auto-arrange):
- Info widgets (calendar, weather, temp, clock): { w: 2, h: 3 }
- Location: { w: 3, h: 3 }
- presentCharacters: { w: 3, h: 6 } (can expand significantly)
- Inventory: { w: 3, h: 8 } (full tab)
- Prevents blind expansion while allowing intelligent space filling
**3. Smart Expansion Algorithm (gridEngine.js)**
- Added expansion pass after compaction in autoLayout():
- Sorts widgets top-to-bottom, left-to-right
- Tries to expand height first (fills vertical gaps)
- Then tries to expand width (fills horizontal gaps)
- Respects maxAutoSize limits from widget definitions
- Only expands if no collision with other widgets
- Widgets now fill available space instead of staying at default sizes
- Example: presentCharacters expands from 2x3 to 3x6 when space available
**4. Auto-Reflow on Column Change (dashboardManager.js)**
- Modified onColumnsChange callback to auto-layout after column count changes
- When grid transitions (2→3 or 3→2), automatically reflo ws widgets
- Prevents overlap and optimizes for new column count
- User experience: seamless adaptation when console opens/closes
**5. Fixed Grid Height/Scrollbar CSS (style.css)**
- Added flex: 1, overflow-y: auto, min-height: 0 to .rpg-dashboard-grid
- Grid now properly fills available space in dashboard container
- Accounts for bottom buttons (manual update, settings)
- Prevents "fingernail of extra height" that caused scrollbars
**Technical Changes:**
- Passed widget registry to GridEngine for maxAutoSize lookups
- getWidgetMaxSize() helper looks up definitions from registry
- Moved registry initialization before GridEngine construction
- Grid now uses flexbox to fill available vertical space
**User-Facing Improvements:**
- Reset layout creates logical 3-tab structure from the start
- Auto-arrange expands widgets to fill available space intelligently
- Resizing window/console automatically reflows layout
- No more unwanted scrollbars from slight overflow
Fixes cramped layouts, underutilized space, and scrollbar issues.
This commit resolves 6 critical dashboard issues reported by user:
1. **Persistent px values causing 264rem widget heights**
- Root cause: state.js had hardcoded rowHeight: 80, gap: 12 (px)
- Root cause: index.js double-loaded layout, overwriting migration
- Fix: Changed state.js gridConfig to rem units (5, 0.75)
- Fix: Removed redundant applyDashboardConfig in index.js
- Fix: Added migration in layoutPersistence.js for old saves
- Dashboard now uses rem consistently throughout
2. **Auto-layout on first load**
- Added auto-layout in loadLayout() when no saved layout exists
- Prevents overlap from hardcoded default positions
- Saves auto-laid-out result as initial layout
3. **Reset layout causes overlap**
- Added auto-layout loop in resetLayout() after applying config
- Each tab auto-lays out to prevent widget overlap
4. **Auto-arrange loses inventory/social widgets**
- Fixed autoLayoutWidgets to gather ALL widgets from ALL tabs
- Previously only gathered current tab, lost other tabs
- Now always uses multi-tab distribution to preserve all widgets
5. **Auto-arrange leaves 2x2 gaps**
- Added compact pass in gridEngine.js after bin-packing
- Moves widgets upward to fill gaps
- Eliminates empty spaces at bottom of layout
6. **Tabs not compact (icon-only)**
- Updated tab styling: icons only, names show on hover
- Allows more tabs in compact space
- min-width: 2.5rem, larger icon size
Also added debug logging to track config values through initialization.
Fixes refresh sizing bug, reset overlap, widget loss, and layout gaps.
Three critical fixes for dashboard layout:
**1. Fix Attributes Widget Overflow (style.css:1210)**
- Root cause: Default layout had attributes at w:1 but internal grid was 2 columns
- Widget was 1 dashboard column wide, but tried to display 2 internal columns
- Result: 2nd internal column overflowed off-screen to the right
- Fix: Internal grid already correct at 2 columns, just needed default layout fix
**2. Update Default Layout for Attributes (defaultLayout.js)**
- Changed attributes widget from w:1 to w:2 (full width in 2-column grid)
- Moved from x:1 (right column) to x:0 (left column, full width)
- Shifted from row 3 to row 4-5 (needs 2 rows height)
- Updated comment: now "full width, needs 2 columns for 3x2 grid"
- Shifted all scene widgets down by 1 row:
- Calendar/Weather: row 5→6
- Temperature/Clock: row 7→8
- Location: row 9→10
- Present Characters: row 11→12
- Mood stays at row 3 (left column only)
**3. Improve Multi-Tab Distribution (dashboardManager.js:725-779)**
- Status tab now contains user widgets ONLY (userInfo, stats, mood, attributes)
- Created new "Scene" tab for overflow scene widgets (calendar, weather, etc)
- Scene tab gets order:1, Social gets order:2, Inventory gets order:3
- Prioritizes character status on main tab instead of mixing with scene info
**Layout After Fix:**
```
Row 0: UserInfo (full width)
Row 1-2: UserStats (full width)
Row 3: UserMood (left column)
Row 4-5: UserAttributes (FULL WIDTH - 2 columns for 3x2 grid)
Row 6-7: Calendar + Weather
Row 8-9: Temperature + Clock
Row 10-11: Location
Row 12-14: Present Characters
```
**User-Reported Issues Fixed:**
✅ Attributes no longer overflow columns 3-5 off-screen
✅ Attributes widget properly sized at 2 dashboard columns wide
✅ Status tab prioritizes user widgets over scene info
✅ Scene widgets correctly overflow to separate "Scene" tab
Related: Dashboard v2, Epic 2, Phase 3.2
Implement responsive scaling for info widgets and fix sizing issues:
**1. Container-Responsive Info Widgets (style.css)**
**Calendar Widget:**
- Add flexbox layout (height: 100%, flex-direction: column)
- Change font sizes from vw to rem for better scaling
- Calendar day now uses clamp(1.5rem, 2.5rem, 3.5rem) to fill space
- Add flex-shrink: 0 to top/year, flex: 1 to day
**Weather Widget:**
- Add container wrapper (height: 100%, justify-content: space-around)
- Weather icon scales with container: clamp(2rem, 8vh, 4rem)
- Forecast text uses rem instead of vw
- Both elements marked flex-shrink: 0
**Temperature Widget:**
- Container fills height with flexbox centering
- Thermometer scales: clamp(4rem, 60%, 8rem) height
- Tube/bulb use percentages (40% width, 70% height)
- Text value uses rem units
**Clock Widget:**
- Container with space-around layout
- Clock scales with container: clamp(3rem, 60%, 6rem)
- Clock hands use percentages of clock size
- Time text uses rem units
**Location Widget:**
- Container flexbox with column layout
- Map background uses flex: 1 (was fixed 1.875rem)
- Map marker scales: clamp(1.5rem, 4vh, 3rem)
- Location text uses rem units
**2. Fix Attributes Widget Scrollbar (style.css)**
- Line 966: Change grid-auto-rows: 1fr to grid-auto-rows: minmax(0, 1fr)
- Allows rows to shrink below natural size to fit container
- Prevents overflow when widget manually positioned after auto-arrange
**3. Widget Size Constraints (widget files)**
- userAttributesWidget.js: Change minSize from {w:1, h:2} to {w:2, h:2}
- Enforces 2x2 minimum as requested
- Prevents cramped 1-column layout
- infoBoxWidgets.js: Change location minSize from {w:2, h:2} to {w:1, h:2}
- Allows narrow 1x2 layout for space-constrained dashboards
- Only widget that didn't fit on desktop screen
**Technical Details:**
- All info widgets now use rem units instead of vw for text
- Flexbox scaling ensures widgets fill their containers beautifully
- Percentage-based sizing for thermometer/clock internal elements
- clamp() used for min/preferred/max sizing across resolutions
- minmax(0, 1fr) fixes classic CSS grid overflow issue
**User-Reported Issues Fixed:**
✅ Info widgets scale to fill containers instead of fixed sizes
✅ Attributes widget no longer shows scrollbar in 2x2 (manual or auto-arranged)
✅ Location widget works in both 1x2 and 2x2 layouts
✅ All widgets maintain readability across different panel widths
Related: Dashboard v2, Epic 2, Phase 3.2
Stats widget into 4 modular widgets
- Create userInfoWidget (avatar, name, level)
- Refactor userStatsWidget (stats bars only with smart sizing)
- Create userMoodWidget (mood emoji, conditions)
- Create userAttributesWidget (STR/DEX/CON/INT/WIS/CHA)
- Add category field to widgets for auto-layout grouping
- Register all new modular widgets in dashboardIntegration.js
All widgets include getOptimalSize() for smart content-aware auto-layout.
Part of Phase 1 & 3.1 of dashboard modularization plan.
Multiple critical fixes for dashboard v2:
**1. ResizeHandler error - updateContainerWidth is not a function**
- resizeHandler.js:288 was calling non-existent method
- Removed call - containerWidth tracked by ResizeObserver
- Resizing now functional
**2. DragDrop bug - widgets can't be released**
- endDrag() destructured widgets, originalX, originalY from dragState
- These fields were never added in startDrag()
- Added widgets parameter to initWidget() and startDrag()
- Store originalX, originalY, widgets in dragState
- dashboardManager now passes current tab widgets
- Widgets can now be dropped properly
**3. Widget content overflow**
- Added base .rpg-widget CSS: overflow: hidden, box-sizing: border-box
- Prevents content extending beyond widget bounds
- max-width: 100% on children
**4. Automatic layout migration**
- Old 12-column layouts (w: 8, w: 12) cause 500%+ widths in 2-4 column grid
- Added migrateOldLayouts() method
- Detects widgets with w > current column count
- Runs auto-layout to reposition for responsive grid
- Clears and re-renders current tab with new positions
- Saves migrated layout automatically
**5. Tab rendering**
- Implemented renderTabs() method
- Displays tab buttons with icons and names
- Active state highlighting
- Click handlers to switch tabs
**6. Collision prevention**
- Modified dragDrop endDrag() to check collisions
- Same-size widgets: swap positions
- Different sizes: revert to original
- Prevents overlapping widgets
**7. Edit mode fixes**
- Fixed edit button to call toggleEditMode()
- Added CSS to hide resize handles when not in edit mode
- Handles only visible in edit mode
**8. Icon-only header buttons**
- Auto-Arrange and Edit buttons now icon-only
- Saves horizontal space in header
All issues from user testing resolved.
Fixed panel layout to properly position bottom buttons:
**Changes:**
1. #rpg-panel-content: Changed overflow-y from 'hidden' to 'auto'
- Allows panel to scroll when needed
2. .rpg-dashboard-container: Added flex properties
- flex: 1 - Grows to fill available space
- overflow-y: auto - Scrolls internally when content overflows
- min-height: 0 - Allows shrinking in flex context
**Result:**
Creates proper flex layout where:
- Dice display stays at top (fixed size)
- Dashboard container fills middle and scrolls (flex: 1)
- Toggle/Refresh/Settings buttons anchor at bottom (fixed size)
Fixes issue where buttons appeared in middle of panel instead of bottom.
Added missing CSS for dashboard v2 header and container:
- .rpg-dashboard-container: Flexbox column layout with gap
- .rpg-dashboard-header: Flexbox row with space-between
- .rpg-dashboard-header-left/right: Flex containers for button groups
- .rpg-dashboard-btn: Button styling with theme variables
- .rpg-dashboard-grid: Grid container styling
Also fixed dashboardManager.js to preserve template structure:
- Changed createContainerStructure() to query existing elements first
- Only creates elements if template didn't provide them
- Prevents clearing the entire container and losing the header
This fixes the issue where all components (header, buttons, widgets)
were stacking on top of each other due to missing layout CSS.
Implements intelligent auto-layout system that efficiently arranges widgets to maximize space usage while respecting panel width constraints.
**Key Features:**
- Smart packing algorithm that sorts by widget area and finds optimal positions
- Respects responsive column count (2-4 columns based on panel width)
- Prefers full-width widgets when possible to eliminate gaps
- Fallback to narrower widths for better vertical packing
- Maintains minimum widget sizes
**Implementation:**
- GridEngine.autoLayout() - Core packing algorithm with collision detection
- DashboardManager.autoLayoutWidgets() - High-level API that re-renders after layout
- Auto-Arrange button in dashboard header (uses fa-table-cells-large icon)
- Event handler wired to call autoLayoutWidgets with preferFullWidth=true
**Algorithm Strategy:**
1. Sort widgets by area (largest first) for efficient packing
2. For each widget, try full-width placement first
3. Find first available position using row-by-row scan
4. If position is too far down, try narrower widths
5. Mark cells as occupied to prevent overlaps
**Testing Notes:**
- Works with current responsive column system (2-4 columns)
- Respects minimum sizes and column constraints
- Re-renders all widgets after repositioning
- Auto-saves layout changes
Part of Epic 2: Dashboard Widget Library
- Add dashboard.tabs array and defaultTab to DashboardManager state
- Create default 'main' tab on initialization
- Pass dashboard object to TabManager instead of event handlers
- Register tab change listeners using onChange pattern
- Fix applyDashboardConfig to directly manipulate tabs array
- Fix getDashboardConfig to include all tab properties and defaultTab
- Remove non-existent deleteAllTabs() call
- Add dashboard initialization in initUI() after template load
- Inject all required dependencies for widgets:
- Data accessors (getContext, getExtensionSettings, getUserAvatar, etc.)
- Data setters (setCharacterThoughts)
- Event callbacks (onDataChange, onStatsChange, onDashboardChange)
- Create default layout on first load if no dashboard config exists
- Fallback to legacy rendering (renderUserStats, etc.) on error
- Comprehensive error handling with console logging
- Auto-save on all data changes
- Mark Tasks 2.1-2.4 as complete (code written, needs testing)
- Document architectural change (5 modular Info Box widgets)
- Add deliverables and commit hashes
- Add 'TESTING NEEDED' to all acceptance criteria
- Defer optional widgets (2.5-2.7) to post-v2.0
- Update Epic 2 status to 'In Progress (Testing Phase)'
- Note: Integration started prematurely - need to test first
- Create dashboardTemplate.html with dashboard container structure
- Dashboard header with tab navigation and control buttons
- Edit mode toggle, add widget, export/import layout buttons
- Add widget modal for selecting and adding widgets
- Widget configuration modal for widget settings
- Dashboard grid container for widget placement
- Create dashboardIntegration.js to handle dashboard initialization
- Initialize dashboard system and register all widgets
- Load dashboard template and inject into panel
- Set up event listeners for edit mode, add widget, export/import
- Create default layout with all core widgets
- Provide refreshDashboard() for updating widgets after data changes
- Support for fallback inline template if file load fails
- Comprehensive inventory management with 3 sub-tabs (On Person/Stored/Assets)
- List/Grid view modes per sub-tab with toggle buttons
- Storage locations with add/remove/collapse functionality
- Full CRUD operations for items (add/edit/remove)
- Inline forms for adding items and locations with Enter/Escape support
- Per-widget instance state management for tabs and view modes
- Import parseItems/serializeItems utilities for data handling
- Import sanitizeItemName/sanitizeLocationName for security
- Vanilla JS implementation, no jQuery dependencies
- All 4 core widgets now complete
Created modular, independently draggable Info Box widgets:
1. Calendar Widget (2x2):
- Date/weekday/month/year display
- Abbreviated display with full edit
- Editable date components
2. Weather Widget (3x2):
- Weather emoji + forecast text
- Fully editable emoji and text
3. Temperature Widget (2x2):
- Animated thermometer visualization
- Color-coded (blue < 10°C, green < 25°C, red ≥ 25°C)
- Editable temperature value
4. Clock Widget (2x2):
- Analog clock with hour/minute hands
- Real-time hand positioning based on time
- Editable time display
5. Location Widget (6x2):
- Map background with marker
- Editable location text
- Responsive width
All widgets:
- Share common infoBox data source
- Parse mixed emoji/text formats
- Handle missing data gracefully
- Update shared data on edit
- Vanilla JS (no jQuery)
- Mobile-friendly editable fields
Epic 2 progress: 2/4 core widget groups complete
Total widgets created: 6 (1 User Stats + 5 Info Box widgets)
- Created LayoutPersistence class with full save/load/import/export
- Implemented debounced auto-save (500ms after changes)
- Added manual save, export (JSON download), import (file picker)
- Added reset to default with confirmation
- Comprehensive dashboard validation
- Event-driven architecture with onChange listeners
- Save status indicator with real-time updates
- Event log for all persistence operations
- Auto-load saved layout on startup
- Complete integration test with all systems
Task 1.8 complete in <15 minutes (estimated 2-3 days)
EPIC 1: DASHBOARD INFRASTRUCTURE COMPLETE! 🎉
- Change resize handles from hover-only to always visible in edit mode
- Handles now show at 60% opacity in edit mode
- Brighten to 100% opacity on hover for visual feedback
- Update UI hint to explicitly mention green dots on corners/edges
- Makes resize functionality more discoverable
- Improves UX by showing affordances clearly
- Add event target check in DragDropHandler to ignore resize handles
- Add event target check to ignore widget edit controls
- Use e.target.closest() to check parent elements
- Add e.stopPropagation() in resize handle event handlers
- Replace simplified ResizeHandler with fully functional version
- Now resize handles work correctly without triggering drag
- Both mouse and touch events properly handled
- Fixes integration issue where resizing always triggered dragging
- Add ResizeHandler class with 8 resize handles (4 corners + 4 edges)
- Implement unified mouse + touch resize events
- Add real-time dimension overlay showing current size
- Grid overlay with cell highlighting during resize
- Enforce min/max size constraints (2×2 to 12×10)
- Support resizing from all 8 directions with proper cursors
- Escape key cancels resize and restores original size
- Handle position adjustment when resizing from top/left
- Touch delay (150ms) for mobile scroll compatibility
- Create mobile-ready test harness with:
- Hover-activated resize handles with fade transitions
- Touch-optimized UI
- Real-time statistics
- Event logging
- Works on desktop and mobile
- 550 lines core code, 920 lines test suite
- Comprehensive JSDoc documentation
- Extend formula engine to 4 levels (math → conditionals → functions → strings)
- Add custom UI override system with data-bind templates
- Implement comprehensive data migration strategy with versioning
- Add MigrationManager class with BFS pathfinding
- Include migration UI flow and best practices
Addresses all architectural review recommendations.
- Add comprehensive widget dashboard system design
- Add schema system architecture with ECS pattern
- Add detailed implementation plan with 8 epics
- Include task breakdown with checkboxes for progress tracking
- Document widget development guide
- Document formula engine and YAML schema format
- Add migration strategy and backward compatibility plan
- Estimate 12-14 weeks total development time
This branch will contain all v2.0 development work:
- Widget dashboard with drag-and-drop
- Schema system with YAML definitions
- Formula engine with @ references
- Schema-driven widgets
- AI integration updates
- Mobile responsive improvements
Each epic builds on the previous with clear dependencies.
All features designed for progressive enhancement without modes.
The mobile refresh button was always visible on mobile. It should only
appear when BOTH conditions are met:
- RPG panel is open
- Generation mode is Separate (not Together)
Changes:
- Added opacity: 0 and pointer-events: none to base .rpg-mobile-refresh
- CSS shows button when panel open AND not .rpg-hidden-mode class
- Updated updateGenerationModeUI() to toggle .rpg-hidden-mode on mobile button
- Together mode: adds .rpg-hidden-mode class (keeps button hidden)
- Separate mode: removes .rpg-hidden-mode class (allows CSS to show it)
Result: Mobile refresh FAB only appears when panel is open AND in
Separate mode. Stays hidden when panel closed OR in Together mode.
Reverted HTML replacement approach and restored the cleaner CSS-based
animation from commit 1855085.
Previous (wrong) approach:
- Replaced button HTML with spinner
- Modified both desktop and mobile buttons in apiClient.js
- Messy and inconsistent
Restored (correct) approach:
- Add/remove .spinning CSS class in click handler
- CSS animates only the icon inside the button
- Button itself stays unchanged
- Much cleaner implementation
Changes:
- Reverted apiClient.js changes from commit 9a49433
- Added .spinning CSS class and @keyframes rpg-spin
- Updated index.js click handler to bind both buttons
- Uses addClass/removeClass for clean animation control
- Includes drag detection to prevent accidental clicks
Now the mobile FAB icon spins smoothly when refreshing!
The spinning animation when refreshing existed but only worked on
the desktop button. Mobile FAB was never updated with the spinner.
Changes:
- Update both desktop and mobile buttons when refresh starts
- Desktop shows: spinner + 'Updating...' text
- Mobile FAB shows: spinner icon only (no text)
- Both buttons restore properly when done
Now mobile users see the spinner animation when tapping refresh!
Mobile refresh button was created in HTML but had no CSS styling,
making it invisible. Desktop refresh button was showing on mobile
with wrong sizing.
Changes:
- Added .rpg-mobile-refresh FAB styles (44px, draggable, etc.)
- Show mobile refresh FAB on mobile viewports
- Hide desktop #rpg-manual-update button on mobile
- Added responsive icon sizing for mobile refresh button
Fixes issue where users only saw the desktop refresh button with
incorrect DPI/sizing on mobile devices.
Character names containing regex special chars (like brackets) were
causing 'Invalid regular expression' errors when building character
thoughts HTML. Now properly escapes characters before RegExp creation.
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
PROBLEM:
- Existing users with saved off-screen FAB positions can't see buttons
- No way to reset positions without clearing all extension settings
- Salixfire and other users on Xiaomi/other devices need safe positions
SOLUTION:
Added "Reset Button Positions" button in Advanced settings section
IMPLEMENTATION:
1. template.html (lines 241-249):
- Added reset button in Advanced section after Clear Cache button
- Blue-styled button with rotate icon
- Help text explains it resets FAB positions to top-left
2. index.js (lines 361-390):
- Added click handler for reset button
- Resets all 3 FAB positions to safe top-left defaults:
* Mobile toggle: top + 20px, left: 12px
* Refresh: top + 80px, left: 12px
* Debug: top + 140px, left: 12px
- Saves settings immediately
- Applies CSS positions to visible buttons (no page refresh needed)
- Shows success toast notification
3. style.css (lines 2057-2083, 4123-4125):
- Added .rpg-btn-reset-fab styles matching clear cache pattern
- Blue color scheme (vs red for destructive clear cache)
- Same sizing, padding, transitions as other buttons
- Mobile responsive font-size with clamp()
USAGE:
Users experiencing off-screen buttons can now:
1. Open RPG Companion settings (gear icon)
2. Scroll to Advanced section
3. Click "Reset Button Positions"
4. All FAB buttons instantly move to safe top-left positions
This fixes the issue for Salixfire and any other users who:
- Have buttons saved in off-screen positions
- Can't scroll to find buttons
- Need to reset without clearing all settings
Works immediately without page refresh or extension reload.
PROBLEM (reported by user testing on Xiaomi Redmi 11 Pro 5G):
- FAB buttons (mobile toggle, refresh, debug) rendering off-screen
- Users need to scroll right to find buttons and drag them back
- Debug button invisible on some devices (never seen on Xiaomi)
- Issue occurs on devices with different viewport handling (MIUI Chrome)
ROOT CAUSE:
- Default positions scattered (right side, bottom side)
- Right-side positioning: buttons pushed off-screen on some devices
- Bottom positioning: buttons below fold when browser UI visible
- Fixed pixel values don't account for different screen sizes/viewports
SOLUTION:
Changed all FAB default positions to top-left stacked layout:
1. Mobile toggle FAB:
- WAS: top + 60px, right: 12px (TOP-RIGHT)
- NOW: top + 20px, left: 12px (TOP-LEFT)
2. Refresh button:
- WAS: bottom: 80px, right: 20px (BOTTOM-RIGHT)
- NOW: top + 80px, left: 12px (BELOW toggle)
3. Debug button:
- WAS: bottom: 140px, left: 20px (BOTTOM-LEFT)
- NOW: top + 140px, left: 12px (BELOW refresh)
BENEFITS:
- All buttons stacked vertically on LEFT side (always visible)
- Positioned safely below SillyTavern top bar
- 60px spacing between buttons (44px button + 16px gap)
- No scrolling needed to find buttons on first load
- calc(var(--topBarBlockSize) + Npx) accounts for dynamic top bar
- Users can still drag to preferred positions (saved per user)
NOTE: Only affects NEW users or users who clear their settings.
Existing users with saved FAB positions will not be affected.
Files changed:
- src/core/state.js: Default extensionSettings positions
- src/core/config.js: Reference default positions
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.
Add debug mode checkbox to RPG Companion Settings popup (Display Options section).
Users can enable debug mode to show the mobile-friendly debug panel with parser logs.
This was missing from the previous commit.
PROBLEM:
- Debug logs only accessible via browser console (impractical on mobile)
- User (Salixfire) reporting parsing issues but can't debug on mobile device
- Need mobile-friendly debug mode for troubleshooting data display issues
SOLUTION:
Implemented debug toggle FAB button following exact pattern of existing mobile FABs:
Files Changed:
- src/core/state.js: Added debugFabPosition and debugMode to extensionSettings
- src/core/config.js: Added debugFabPosition to defaultSettings (reference)
- index.js: Created debug toggle button, imported setupDebugButtonDrag
- style.css: Added debug toggle CSS matching mobile FAB pattern (44px, grab cursor, theme colors)
- src/systems/ui/mobile.js: Added setupDebugButtonDrag() with drag-to-reposition
- src/systems/ui/debug.js: Removed button creation, added just-dragged check, updated visibility control
Implementation Details:
- Button created in index.js (not debug.js) following mobile FAB pattern
- CSS matches mobile toggle/refresh buttons (44px, theme colors, grab cursor, user-select: none)
- Drag support with touch/mouse handlers, 200ms/10px threshold
- Position saved to extensionSettings.debugFabPosition
- Just-dragged flag prevents accidental clicks after drag
- Mobile (≤1000px): slide from right with rpg-mobile-open/closing classes
- Desktop (>1000px): slide from bottom with rpg-debug-open class
- Event delegation for reliable click handling
- Default position: bottom 140px, left 20px (below other FABs)
Bug Fix:
- Initial implementation had debugFabPosition only in config.js
- extensionSettings uses state.js as source, not config.js
- Without debugFabPosition in state.js, button had no position and was invisible
- Now properly initialized in both files
The debug button is hidden by default (debugMode: false) and shown when user enables debug mode in RPG Companion settings. This allows Salixfire to view parser logs on mobile and troubleshoot the data display issues.
Added event.preventDefault() and event.stopPropagation() to close button handler
to prevent any interference from parent elements.
Also added pointer-events: none to button icons to ensure clicks on the icon
register on the button itself, not the <i> element.
Changes:
- src/systems/ui/debug.js: Added e.preventDefault/stopPropagation to close handler
- src/systems/ui/debug.js: Added console.log for debugging
- style.css: Added pointer-events: none to .rpg-debug-actions button i
The debug toggle was incorrectly added to settings.html (SillyTavern Extensions tab).
It should be in template.html (RPG Companion Settings popup) where all the
other extension settings are.
Changes:
- template.html: Added debug mode checkbox in Display Options section
- index.js: Added event listener and initial state setter
- settings.html: Removed incorrect debug toggle placement
Now users can find the debug toggle by clicking the gear icon in the RPG panel,
under Display Options, right below "Show Plot Progression Buttons".
Add comprehensive debug logging system that's accessible on mobile devices
where browser console is impractical.
**New Features:**
- Debug mode toggle in extension settings (🔍 Debug Mode)
- Mobile-friendly debug panel with slide-up UI
- Red bug FAB button to toggle debug log viewer
- Copy logs to clipboard functionality
- Auto-scrolling log display with timestamps
- Stores last 100 log entries to prevent memory issues
**Parser Enhancements:**
- All parser logs now use debugLog() helper function
- Logs only appear in UI when debug mode is enabled
- Console.log still works for desktop debugging
- Full visibility into parsing pipeline:
- Raw AI response preview
- Code blocks found and matched
- Stats extraction (health, energy, mood, etc.)
- Inventory parsing (v1 and v2)
- Final values saved to settings
**UI Components:**
- src/systems/ui/debug.js: Debug panel creation and management
- style.css: Mobile-first debug panel styles (FAB + slide-up panel)
- Desktop view: Smaller panel in bottom-right corner
**Settings:**
- src/core/config.js: Added debugMode default (false)
- src/core/state.js: Added debug logs storage array
- settings.html: Added debug mode checkbox
- index.js: Wire up debug toggle and initialize UI
**Usage for Mobile Users:**
1. Enable "Debug Mode" in RPG Companion settings
2. Red bug button appears (bottom-left)
3. Tap bug button to view logs
4. Use "Copy" to share logs for troubleshooting
5. Logs show exactly what AI generated and how parser handled it
This addresses the issue where users on mobile can't access browser
console to diagnose parsing problems (vanishing attributes, placeholder
characters, etc.). Now they can view and share logs directly.
- Add detailed console logging throughout parseResponse() and parseUserStats()
to help diagnose parsing issues reported by users
- Make parser more resilient to format variations:
- Accept "Stats", "User Stats", "Player Stats" headers
- Accept "Info Box", "Scene Info", "Information" headers
- Accept "Present Characters", "Characters", "Character Thoughts" headers
- Add keyword-based fallback when headers are missing
- Support "Mood:" prefix in addition to "Status:" for mood/conditions
- Support dash separator in addition to comma
- Add length check (<=10 chars) for emoji/mood to avoid false matches
- Log full parsing pipeline: input -> matches -> extraction -> final values
- Log error stack traces for better debugging
This should help diagnose issues where attributes vanish, characters show
as placeholder, or data is generated but not displayed/refreshed correctly.
- Reduced gap from 6px to 3px for more compact display
- Reduced vertical padding to 4px (from clamp(4px, 0.6vh, 6px))
- Tightened line-height from 1.3 to 1.2
- Reduced emoji size slightly (clamp(14px, 3.5vw, 18px))
- Frees up vertical space for attribute boxes and avatar on mobile
- Added min-height: 3em to rpg-calendar-day on mobile
- Increased vertical padding to 0.75em (from 0.25em default)
- Added line-height: 1.2 for tighter text
- Prevents date text from being pushed too high and cutting into box above
- Flexbox centering now has enough space to properly center content
- Moved refresh button creation from template.html to index.js (appended to body)
- Created new CSS class .rpg-mobile-refresh (exact copy of .rpg-mobile-toggle pattern)
- Uses opacity for show/hide instead of display (CSS controls visibility based on panel state)
- Show when panel open (body:has(.rpg-panel.rpg-mobile-open))
- Hide when panel closed (opacity: 0, pointer-events: none)
- Updated constrainFabToViewport() to accept optional button parameter
- Automatically detects which button and uses correct settings (mobileFabPosition or mobileRefreshPosition)
- Simplified updateGenerationModeUI() - CSS handles visibility
- Kept full drag functionality with touch and mouse support
- Button positioned via JavaScript with saved position
- z-index: 1001 (above panel, below toggle at 10002)
- Changed z-index from 99 to 1001
- Now properly layers: panel (1000) < refresh button (1001) < FAB toggle (10002)
- Refresh button is now visible when panel is open
- Changed .rpg-level-value padding from clamp(1px, 0.2vh, 2px) 0.375em to 0 0.375em
- Added mobile-specific override to prevent level value from inheriting large touch-friendly padding
- Level value now stays compact and properly aligned on mobile (no min-height, no vertical padding)
- Fixes misalignment and unwanted vertical space below level value
- Repositioned mobile refresh button to bottom-right (80px from bottom)
- Implemented full drag-to-reposition functionality
* Touch and mouse support with 200ms/10px threshold
* RequestAnimationFrame for smooth dragging
* Position saved to extensionSettings.mobileRefreshPosition
* Viewport constraints with 10px padding
- Fixed sticky tap highlight issue
* Added -webkit-tap-highlight-color: transparent
* Added blur() on click to remove focus
* Set user-select: none and touch-action: none
- Show/hide based on panel state
* Only visible when panel is expanded (rpg-mobile-open)
* Listens to rpg-panel-toggled events
* Auto-hides when panel closes
- Prevent accidental refresh after drag
* just-dragged flag prevents click for 100ms
* Click handler checks flag before executing
- Changed from absolute to fixed positioning for viewport-wide dragging
- Added mobileRefreshPosition to default settings (bottom: 80px, right: 20px)
- z-index: 99 (below FAB toggle at 100)
**Changes:**
1. Move button to float over all tabs (not just Stats)
- Removed from userStats.js HTML
- Added to template.html as floating absolute element
- Now visible on Status, Info, and Inventory tabs
2. Fix sticky black focus state
- Added :focus { outline: none } to CSS
- Call blur() after click to clear focus immediately
3. Add refresh animation
- Button spins during updateRPGData() call
- Smooth 0.8s rotation with @keyframes
- Uses .spinning class added/removed in JS
4. Improve theming and positioning
- Positioned absolute top-right (10px, 10px)
- Increased to 44px for better touch target
- z-index: 100 to float above content
- Already uses theme colors (--rpg-highlight, --rpg-text)
Mobile UX now:
✅ Button visible on all tabs (floating)
✅ Spins smoothly when refreshing
✅ No sticky black state after tap
✅ Properly themed across all themes
- Removed import of getCurrentPresetName (not available in SillyTavern)
- Simplified preset switching to not track/restore previous preset
- Removed restorePreset() function
- Fixes module loading error preventing extension activation
- Note: Users enabling separate preset will manually switch presets back
- 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 bug where empty storage locations (with "None" as items) were
being removed during validation, preventing users from adding items
to newly created locations.
Problem:
- User creates location "Spatial Pouch" with no items (stores as "None")
- On next load, validateStoredInventory() is called
- Previous logic: if cleanedValue === "None", remove location
- Result: Location deleted before user can add items to it
- Console: "Location 'Spatial Pouch' had no valid items, removing"
Root Cause:
Previous granular validation (commit dc603b8) was too aggressive:
```javascript
if (cleanedValue !== 'None') {
cleaned[sanitizedKey] = cleanedValue;
} else {
// Remove location ❌
}
```
Solution:
"None" is a VALID state - it means location exists but is empty.
Always keep locations, only warn if items were actually corrupted.
```javascript
// Always keep the location (even if empty/"None")
cleaned[sanitizedKey] = cleanedValue;
// Warn only if we cleaned corrupted items (not just "None")
if (value !== cleanedValue && value.toLowerCase() !== 'none') {
console.warn(`Cleaned corrupted items from "${sanitizedKey}"`);
}
```
Behavior Changes:
Before:
- Location with "None" → Removed ❌
- Location with "__proto__, Sword" → Removed (cleaned to "Sword") ❌
After:
- Location with "None" → Kept as "None" ✓
- Location with "__proto__, Sword" → Kept as "Sword" (warns about cleaning) ✓
Impact:
✓ Empty locations persist across loads
✓ Users can now add items to new locations
✓ Corrupted items still cleaned (just location kept)
✓ Better logging (warns when actual corruption cleaned)
Fixes: Cannot add items to newly created storage locations
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
Enhances validation to clean corrupted items at load time while preserving
valid ones, rather than discarding entire sections. Also auto-capitalizes
first letter of items for consistency.
New capability - Granular Item Cleaning:
1. **cleanItemString()** (src/utils/security.js):
- Parses item string, removes bad items, re-serializes clean ones
- Applies ALL parsing rules: markdown, sanitization, length limits
- Used at load time to clean persisted data immediately
- Returns "None" if no valid items remain
2. **Enhanced validateStoredInventory()**:
- Now cleans items within each location
- Only removes locations if ALL items are invalid
- Example: "Home": "Sword, __proto__, Shield" → "Home": "Sword, Shield"
- Example: "Bad": "__proto__, constructor" → location removed
3. **Enhanced validateInventoryStructure()** (src/core/persistence.js):
- Cleans onPerson, stored, and assets at load time
- Logs exactly what was cleaned for debugging
- Auto-saves cleaned data back to storage
Auto-Capitalization:
- Added to cleanSingleItem() in itemParser.js
- Capitalizes first letter of each item after all cleaning
- Preserves rest of case: "iPhone" → "iPhone" (not "Iphone")
- Examples: "sword" → "Sword", "3x potions" → "3x potions"
Behavior examples:
Before (threw away entire array):
- "Home": "Sword, " + "A".repeat(600) + ", Shield"
→ Entire location lost
After (granular cleaning):
- "Home": "Sword, " + "A".repeat(600) + ", Shield"
→ "Home": "Sword, AAA...(500 chars), Shield"
Before (kept corrupted data):
- onPerson: "sword, __proto__, shield"
→ Stored as-is, filtered only at render
After (cleaned at load):
- onPerson: "Sword, Shield"
→ Cleaned and saved immediately, capitalized
Benefits:
- ✓ Preserves valid items when some are corrupted
- ✓ Cleans data at source, not just at render
- ✓ Detailed logging of what was cleaned
- ✓ Consistent capitalization across all items
- ✓ Single source of truth for "valid item"
Fixes Bug #3: Locations disappearing when switching tabs or on reload.
Root cause: inventory.stored could become corrupted (null, array, or
undefined) due to incomplete validation during load/save operations.
Solution - Defense in Depth:
1. **Persistence Layer** (src/core/persistence.js):
- New validateInventoryStructure() function
- Validates on loadSettings() and loadChatData()
- Checks all v2 fields (onPerson, stored, assets, version)
- Ensures stored is always a plain object
- Validates stored keys/values using validateStoredInventory()
- Auto-repairs corrupted data with console warnings
- Persists repairs immediately
2. **Form State Management** (src/systems/interaction/inventoryActions.js):
- Enhanced restoreFormStates() to detect deleted locations
- Cleans up orphaned form states automatically
- Prevents errors from forms referencing non-existent locations
Validation checks:
- ✓ inventory.stored is object (not null/array/undefined)
- ✓ All stored keys are safe (no __proto__, constructor, etc.)
- ✓ All stored values are strings
- ✓ onPerson and assets are strings
- ✓ version field exists
Auto-repair scenarios:
- Corrupted stored → reset to {}
- Invalid onPerson/assets → reset to "None"
- Missing version → set to 2
- Dangerous keys → removed with warning
Result:
- Locations persist across tab switches ✓
- Empty locations persist ✓
- Data corruption auto-repaired on load ✓
- Orphaned form states cleaned up ✓
- No crashes from invalid data ✓
Fixes: Location disappears when switching tabs or reloading
Created comprehensive security layer to protect against malicious input
and resource exhaustion attacks.
New security.js module:
- sanitizeLocationName(): Blocks __proto__, constructor, toString, etc.
- sanitizeItemName(): Enforces max length (500 chars)
- validateStoredInventory(): Validates entire stored object structure
- MAX_ITEMS_PER_SECTION: Limit of 500 items per section
Protected attack vectors:
1. Prototype pollution via location names
- Blocked: "__proto__", "constructor", "prototype", etc.
- Alert shown to user if attempted
2. DoS via extremely long names
- Location names: max 200 chars (truncated with warning)
- Item names: max 500 chars (truncated with warning)
3. DoS via massive item lists
- Max 500 items per section (truncated with warning)
Integration:
- itemParser.js: Uses sanitizeItemName() and enforces max items
- inventoryActions.js: Validates all user input before saving
- Manual location creation: blocked dangerous names
- Manual item addition: length limits enforced
Security best practices (2025):
- No regex DoS vulnerabilities (character-by-character parsing)
- Explicit hasOwnProperty checks to avoid inherited properties
- Console warnings for all security events (auditing)
- Graceful degradation (truncate, don't crash)
- Defense in depth (validation at multiple layers)
This protects against both malicious actors and accidental abuse.
Fixes two parsing issues with inventory items:
1. Items with commas in parenthetical descriptions were incorrectly
split into multiple items. For example:
"Potato (Cursed, Sexy, Your Mum & Dick, Etc)" would become 3-4
separate items instead of one.
2. AI sometimes wraps item lists in square brackets, which should be
stripped. For example:
"[Sword, Shield]" should parse as ["Sword", "Shield"]
Solution:
- Enhanced parseItems() to track parenthesis depth during parsing
- Only split on commas that are OUTSIDE parentheses
- Strip wrapping square brackets before parsing
- Commas inside parentheses are now preserved as part of the item name
- Maintains backward compatibility with existing items
Implementation:
- Pre-processing: strip wrapping brackets if present
- Two-pass parsing: first collapses newlines in parentheses (existing),
then smart comma splitting (new)
- Similar approach to existing newline handling logic
Examples:
- "Sword, Shield" → ["Sword", "Shield"] (unchanged)
- "Item (tag1, tag2), Sword" → ["Item (tag1, tag2)", "Sword"] (fixed)
- "[Sword, Shield]" → ["Sword", "Shield"] (fixed)
Fixes: Items with commas split into multiple items
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
Added comprehensive error handling to prevent extension initialization failures:
- Added settings validation in loadSettings() to detect corrupt data
- Improved error recovery in main initialization with granular try-catch blocks
- Enhanced HTML regex import with structure validation and detailed error logging
- Added detection for conflicting old manual formatting regex scripts
- Added user-friendly toastr notifications for initialization errors and conflicts
- Each init step now has independent error handling to prevent cascade failures
This fixes issues where invalid extension_settings could prevent the extension
from loading entirely. The extension will now gracefully handle corrupt data,
warn about conflicts, and fall back to defaults when necessary.
Related to user report where extension wouldn't load with certain settings.json
configurations containing old manual formatting regexes or malformed data.
- Changed storage location names to black for better visibility on colored background
- Updated view toggle buttons to have dark background with proper border outline
- Removed wrapper background from view toggle, individual buttons now standalone
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
Changed selector from .rpg-mobile-tab-content[data-tab-content="info"]
to include .active class, preventing the info tab from always being
visible regardless of which tab is selected.
The display: flex !important was overriding the base tab switching
logic (.rpg-mobile-tab-content { display: none; }), causing the info
tab to render on top of all other tabs.
Changed selector from .rpg-stats-left > div to :first-child to only
target the avatar wrapper, preventing the mood emoji from stretching
into the attributes column.
The previous fix made all direct children of .rpg-stats-left span the
full width, which incorrectly affected the mood div. Now only the
first child (avatar wrapper) spans both columns and is centered.
Changed .rpg-info-section from flex: 1 to flex: 0 0 auto so it only
takes the vertical space needed by its content (calendar/weather/
location widgets) rather than expanding equally with other sections.
Previously, all .rpg-section elements had flex: 1, causing them to
equally share vertical space. This forced the info box to expand
beyond its content needs, creating excessive bottom padding.
With this change:
- Info box is now compact (no wasted space)
- Stats section expands to fill more vertical space
- Overall layout is more balanced with stats getting priority
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).
Desktop (2 tabs):
- Status tab: User Stats + Info Box + Character Thoughts
- Inventory tab: Inventory system (dedicated space)
Mobile (3 tabs):
- Stats tab: User Stats only
- Info tab: Info Box + Character Thoughts
- Inventory tab: Inventory only
Features:
- Created desktop.js module for desktop tab management
- Updated mobile.js to use 3-tab structure (more breathing room on small screens)
- Added CSS styling for desktop tabs (hover states, active indicators)
- Implemented viewport transition handlers (desktop ↔ mobile)
- Tabs replace dividers (cleaner visual separation)
- Character thoughts can now expand to fill vertical space
This resolves the cramped 4-section panel issue by organizing content into logical tabs on both desktop and mobile.
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.
- Include inventory in mobile tab system alongside user stats
- Add inventory to Stats tab (grouped with user stats)
- Update setupMobileTabs() to detect and organize inventory section
- Update removeMobileTabs() to restore inventory in correct order
- Handle inventory show/hide in mobile tab transitions
Inventory now works seamlessly on mobile viewports with proper tab organization.
- Add inventory section to template.html between Thoughts and bottom controls
- Wire up renderInventory() to all event handlers (message received, character changed, swipes)
- Initialize inventory container reference and event listeners in index.js
- Add showInventory toggle checkbox to settings with visibility control
- Update layout.js to handle inventory section and divider visibility
- Add renderInventory parameter to updateRPGData for separate mode support
- Update state.js and config.js with inventory container and showInventory setting
Inventory is now fully integrated as a visible, interactive panel section that persists across all user interactions.