| Age | Commit message (Collapse) | Author |
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the edge marker is drawn on the tile and the ghost renders in the gap, so
they never overlap - there is no reason to fade the edge while previewing,
and the .preview class was making the edge vanish exactly when hovered. edges
are now invisible at rest and glow at full strength on hover.
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tile
the arrows in the gap were pointless - that is exactly where the ghost
photo preview appears, so they only collided with it. now the current tile
shows a thin glowing segment running corner-to-corner along each free edge,
drawn ON the tile just inside the border: subtle at rest, bright on hover,
fades out while its preview ghost is showing. occupied directions get no
segment. the ghost still renders in the gap, so nothing overlaps it.
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hover zone covers them; ghost hide is debounced
- chevrons sit entirely in the gap outside the tile (never half-on the photo)
and are drawn only for the current tile, killing the mosaic clutter
- nav zones extend 44px outward so the whole chevron is inside the hit area;
previously the chevron straddled the edge and its outer half was outside the
zone, so mousing across it flipped the ghost on/off (the flicker)
- ghost hide is debounced 80ms and cancelled on the next hover target, so
crossing the gap between a zone and its dropzone no longer blinks the ghost
- setCurrent re-renders navs so chevrons track the current tile
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re-render nav on placement
- chevron is only drawn when the direction is not already occupied, so it
never overlaps a neighboring photo
- hovering a free direction adds a .preview class to the zone so the chevron
fades out while the ghost preview shows underneath it
- pointermove on an occupied direction early-returns (no ghost, no fade)
- refreshAllNav re-renders every tile's nav after a placement so stale chevrons
disappear as soon as a direction becomes occupied
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chevrons (option 1); whole edge band is the hover + click target
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(pointer/key/wheel/touch) and has had time to read
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space or arrow (not the zone band); invisible dropzones for current tile
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ghost, click to place it (choosePlacement refactor, ghost cleared on move)
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clamps, keeps zoom across navigation, 0/f/double-click resets to fit
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unplaced), arrows on every photo, arrows inside tiles, drop path text
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zoom-out as mosaic grows
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- movement lands on the photo already occupying the cell ahead instead
of skipping over it to place a new one; new photos only fill genuinely
empty cells, and already-placed path targets still jump to their tile
- tiles 360px desktop / 200px mobile
- fix hover exits being clipped half-off by the tile's overflow:hidden
(clip now lives on the img only); restyle as white circle buttons with
SVG chevrons and pill path labels
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- tiles 240px desktop / 150px mobile
- remove hint bar; trim splash to a single line; drop counts from
hover labels and the move flash
- collision-safe placement: when a step lands on a cell already held
by a different photo, keep stepping in that direction to the first
free cell instead of overwriting, so returning photos are never
covered or orphaned
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Replace the scrolling facet-grid with a walkable maze. You start on a
random photo; every photo holds up to four paths (labels, keywords,
camera, lens ranked by count, library as fallback), one per cardinal
direction, each an ordered cycle. Arrow keys or hover-revealed buttons
lock the next photo of that path onto the grid in the direction moved;
visited photos form a panable mosaic with focus-jump on revisits.
Server: precomputes per-photo exits; adds /api/exits/:id and /api/random.
Client: zero-dependency rewrite — splash, hidden exits, drag-pan, pointer
capture, reduced-motion support.
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Groups photos into paths by shared label, keyword, camera, lens and
dominant colour. Node server.mjs (no build) reads the MariaDB
photoprism database read-only; public/ is a zero-dependency front end
with progressive reveal, a lightbox with connection chips, and a
dominant-colour swatch under every thumbnail.
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