The keypad keys had no glyphs. Stamp each key with a legend rendered into a
canvas (THREE.CanvasTexture) on a thin unlit plane just proud of the key face,
so it reads crisply and rides the key-press dip — no texture assets needed. The
canvas aspect matches the key face and the font auto-fits, so a word sits as
neatly as a digit. Digits/*/# show their glyph; call/end/nav read do/don't/?.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The board's DISCARD drop target (z-index 18) sat above the brief panel
(z-index 12) and is faintly visible at all times, so on mobile — where the
brief goes fullscreen — it bled through as a ghost element. Raise the brief
panel to z-index 20 so it (and the case-report modal at 40) render above the
trash, which stays above the board and its cards as a valid drop target.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Both branches added a case-briefing checklist independently. Reconcile onto
the upstream {id,text} BriefChecklistItem model and keep the upstream brief /
luggage-tag visual refinements (boxed CHECKLIST section, assignment/heading
split), while retaining this branch's full-stack backing (checklist table,
board read/write/clone, importer/exporter) and the player-tickable interaction
(persisted locally per level). Keep the brief-goals list alongside the new
checklist. Align the server wire shape, importer, and exporter to {id,text}.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The case briefing showed a wall of body text. Add a checklist of short,
player-tickable steps authored per level: a new `checklist` on the level brief
(table osint.level_brief_checklist_items), read/written with the board, cloned
on template freeze/instantiate, and carried through the mystery importer and the
mystery:pull exporter. Player tick state is guidance-only, persisted locally per
level rather than on the shared board. Convert the Barricelli inventor-proof
brief from prose into a short intro plus a six-step checklist.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add a notes[] array to the manifest (note exhibits with presentation),
so the Scene 6 phone-note board is reproducible from source instead of
hand-authored. Also default documents/folders/brief/subtitle so
narrative-only mysteries (e.g. barricelli-files) import cleanly.
Captures mysteries/barricelli-phone-note/mystery.json from the authored
template (note: "PHONE FOR GLITCH HUNTER / Call: 5550100").
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
secure keys off NODE_ENV so the auth_token cookie is HTTPS-only in
prod while still working over plain HTTP on localhost in dev.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
CORS_ORIGIN defaults to https://gupi.${DOMAIN} (the TLS frontend served by the
proxy); the app still reaches Postgres/MinIO by their docker hostnames over
plain HTTP on the shared network. Clarify the split in .env.prod.example and
fix the deploy success URL.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Point deploy.sh at /opt/gupi (its own dir + .env.prod) so it uploads, builds
on the server, migrates, and runs `docker compose -f
/opt/gupi/docker-compose.prod.yml --env-file /opt/gupi/.env.prod up -d`.
The app-only prod stack still joins the shared network and uses gu_common's
Postgres/MinIO. Adds .env.prod.example as the fill-in template.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
resolveUserId now returns null for an anonymous request in production (no
shared identity); the fixed dev user only applies locally. Player-scoped
routes (create/advance/goto, achievements, reach, notebook, phone, dial)
require a user and verify ownership via ownsPlaythrough — a player can no
longer read or act on another's playthrough. Verified: dev anon still plays;
cross-user access returns 403/404.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
continueAfterGoal sent non-level next nodes to '/' (the splash), forcing a
manual Resume; use the /?resume=1 fast-path so the debrief dialogue plays
immediately, matching the phone-connect handoff.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The splash now requires a signed-in investigator: a rudimentary character
screen (display name + handle + password, with a placeholder avatar) enrols
or signs in, then reveals the case picker. GET /api/auth/me gates the front
door; the signed-in investigator's name/avatar and a sign-out show on the
splash. /node and ?resume paths are unaffected.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
GUPI-issued local auth (path A): osint.users (handle + scrypt password_hash +
display_name + avatar_url; external_id reserved for a later glitch.university
key-exchange). POST /api/auth/register|login set the auth_token cookie via a
new signPlayerToken (sub=user id, role=player); /logout and /me added. Because
playthroughs already bind to resolveUserId, two players each "Begin" and stay
fully isolated. Verification stays issuer-agnostic for the external swap later.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Its geometry hangs below the hinge pivot, so it sat low; lift it so the
handset is vertically centred in the tool carousel.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The phone and notebook render a bit smaller; the phone sits higher on screen;
in-game the handset opens automatically (session mode); and the tool view
gains an EXIT ✕ that closes the inventory straight back to the board.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The field notebook gets a handwriting input to add a custom note manually;
it posts to the same notebook store and can be torn to the board like a
captured one.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A dialogue line gains a "✎ Note this" capture that saves it to a
per-playthrough notebook (migration 035 + notebook endpoints). The inventory
notebook lists captured pages in a handwriting font (Google "Reenie Beanie")
and "✂ Tear to board" drops a page onto the current board as a note exhibit
(reusing addNote), then removes the page. Board notes render handwritten too.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The phone gains a session mode that reads the live directory (/phone) and
dials (/dial); the inventory threads it through. On a campaign level the
board shows an INVENTORY nav button that opens the tool rack, and connecting
a call hands back to the campaign via /?resume=1 (a fast-path that resumes
the current node instead of the splash). On Barricelli's note-board: open
inventory -> phone -> dial 5550100 -> Glitch Hunter.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
GET /playthroughs/:id/phone returns the directory of the phone node the
current node is wired to; POST /playthroughs/:id/dial resolves a number to
connect (advance to the wired dialogue), voicemail (known contact, no line
here), or not-in-service. Barricelli's note-board is wired to the phone node
and Glitch Hunter's decline returns to it. Frontend (inventory on the board)
is 2b.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Dobby now sends the player to a one-note level ("PHONE FOR GLITCH HUNTER ·
5550100") whose report-back reaches Glitch Hunter — the intended note→phone
beat, with the note-board's report-back standing in for dialing until the
phone runtime lands. The note-board is a frozen barricelli-phone-note level
template (single note exhibit).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A narrative-only manifest wrapping the existing barricelli-inventor-proof
level template: Dobby intro/tasks (branching, awards dobby.knows_barricelli*),
a phone node bound to Glitch Hunter, the gated Glitch-Hunter interrogation
(options require the Dobby flags, converge via a terminal), Scene 7 level,
Scene 8 debrief, the barricelli_luggage merit ceremony, and the Scene 10
deep-web branch. Phone dialing still stubbed — the phone node is authored
structure off the walkable path (Dobby → Hunter is direct for now).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>