--mf-hero-bg/--mf-spotlight-bg were multi-stop, directional gradients
in dark mode (fading from a vivid corner to transparent), unlike light
mode which uses the same color at both gradient stops so it reads as
flat. Match that: both now use a single tc() tone repeated at both
stops, so the hero and spotlight cards render as one solid tint in
dark mode too.
The two radial glows behind app-backdrop were fairly small (52%/38%
and 46%/34% ellipses) and faded out by half their radius, so they only
covered the top portion of the viewport at a fairly strong 0.26/0.2
alpha. Enlarge both ellipses and push the fade-out point out to 88%,
so the tint reaches much further across the screen like light mode's
flat wash does, while lowering the alpha so it reads as subtle instead
of a bright patch in the corners.
Per feedback, the solid color-mix bar was wrong — sidebar, queue and
the mobile header should stay on the plain --mf-bg (the same subtly
hue-shifting black used everywhere else), exactly like light mode
already does, not a separately-boosted colored panel. Drop --mf-chrome-bg/
--color-chrome and switch those three back to bg-bg.
The general dark-mode richness bump (tc(), --mf-bg/--mf-elevated/etc.)
and the glass-bar background-color fix from the previous commit stay;
only the separate chrome treatment is reverted.
Mirror the earlier light-mode pastel/colorful pass for dark mode:
boost tc()'s lightness and chroma, and richen --mf-bg/--mf-elevated/
--mf-panel-bg/--mf-bar-bg/--mf-hairline the same way, so dark mode
reads as colorful instead of near-grayscale.
Sidebar, Queue, and MobileHeader used bg-bg directly, so in dark mode
they stayed almost black regardless of hue. Add --mf-chrome-bg (an
alias to --mf-bg in light mode, a solid color-mix of --mf-hero-tint
into --mf-bg in dark mode) and switch those three to bg-chrome, so
they read as a full, solid colored bar in dark mode instead of a
fading gradient (per feedback: a whole bar, not a gradient).
Also fixes glass-bar (PlayerBar/TabsBar): it set
`background-image: var(--mf-bar-bg)`, but --mf-bar-bg is a plain
color, not a valid <image>, so the declaration was silently dropped
and these bars never actually showed their tint in either mode. Changed
to background-color.
--mf-hero-bg/--mf-spotlight-bg's overlay tint was at 16% alpha, which
after the pastel lightness/chroma boost read as a fairly solid block
of color rather than a soft wash. Halve it to 8% so more of the plain
page background shows through underneath.
Keep the secondary button's color-mix ratio (in layout.css) in sync at
8% too, since it's built to replicate exactly what the surface behind
it looks like.
The hue-driven light-mode tokens (page bg, hero/modal/spotlight
gradients, hairlines, logo/cover art gradients) leaned nearly
grayscale, with just a whisper of tint. Push tcLight()'s lightness
and chroma up together so every derived surface stays light and soft
but reads as an actual color instead of a faint gray wash, and bump
chroma on --mf-bg/--mf-elevated/--mf-panel-bg/--mf-bar-bg/--mf-hairline
and the logo/cover gradient stops the same way.
Scoped to light mode only: dark mode's accents are meant to read as
bright highlights against near-black surfaces, where a pastel wash
would just look washed out rather than colorful.
backdrop-blur samples whatever is actually behind the element, so two
secondary buttons with identical classes could render differently
depending on nearby content (e.g. dark album art bleeding into the
blur near the spotlight card). Replace it with a fixed color-mix that
reproduces the same result mathematically instead of sampling pixels:
45% --mf-elevated over the hero/spotlight surface's own tint color
(16% --mf-hero-tint over --mf-bg, the same ratio hero-surface itself
uses), computed via CSS color-mix() rather than a backdrop-filter.
Verified against the previous blur version: both now compute to the
identical color(srgb 0.9329 0.9611 0.9332), matching what the blurred
button rendered against the same hero background, but fixed so every
secondary button is now guaranteed pixel-identical regardless of what
happens to be nearby.
Strip //, /* */ and XML doc comments from all backend .cs files, and
JS/TS/CSS/HTML comments from web-player source (.ts, .svelte, .css),
per the project's no-comments convention.
Remove the duplication of the ~18 per-hue dynamic tokens between
theme.css and buildThemeTokens(): theme.css now only defines fixed
neutrals, surfaces, layout and z-index; hue/mode-dependent values
come solely from tokens.ts, injected via SSR as an inline <style> in
+layout.svelte (tokensToCss helper) and reapplied on every hue
change. app.html sets data-theme before first paint by reading
localStorage, removing the dark flash when light mode was saved.
The two inline-style backgrounds become @utility
app-backdrop/app-vignette; the main's bottom padding becomes
@utility app-main, driven by --mf-dock-h via [data-has-track].
Note: <style>{expr}</style> doesn't interpolate in Svelte (it
compiles as component-scoped CSS) — the SSR block is injected with
{@html `<style>${css}</style>`} since the content is fully generated
(no user input).
Verified in the browser: --mf-accent/--mf-bg resolve correctly during
SSR, data-theme='light' applies before the first render with no
flash.
Add, additively (no component migration yet), the tokens from
section B.1 of the refactor plan: radii (tag/thumb), cover and icon
sizes, container widths, typographic tracking/leading, button colors
(--color-btn*), typography @utility recipes (text-display-*,
text-eyebrow, text-body, text-count), icon stroke
(stroke-thin/regular/bold), surfaces/grids (glass-bar, grid-cards*,
theme-transition), and the .animate-enter stagger via --i. Add
layout variables (--mf-player-side-w, --mf-menu-w, --mf-submenu-w,
--mf-range-*) and semantic z-index in theme.css. Clean up unused
color utilities (--color-accent-dim/glow/hair/line/muted,
--color-on-accent) and remove --mf-sidebar-bg (no importers) from
theme.css and tokens.ts. Scrollbar moves to tokens with a light-mode
variant.
Verified with npm run build (Tailwind compiles the @utility recipes
with responsive variants inside @apply).
Backend:
- New Likes feature (toggle/get liked tracks) and endpoints
- User follow/unfollow, listening stats, public user profile
- Playlist visibility (public/private) support
- Various auth and DTO/response adjustments to support the above
Frontend (web-player):
- New design system pass: theme tokens/mode (light/dark), glass menu,
tabs bar, player dock/extras/queue components, mix tiles, artist link
- New routes: Liked, public user profile (/u/[id]), likes API proxy
- Search refactor: shared SearchBox component used by TopBar and
MobileHeader (search now reachable on mobile), live results as you
type instead of requiring Enter, dropped the "Buscando…" quick-result
preview
- Removed now-unused components (MobileNav, CoverBadge, MixBentoTile,
PlayPauseOverlay, SuggestionsTable, userDirectory)
- Design handoff reference docs added under web-player/design_handoff_musify_player
and web-player/docs/design-system-refactor-plan.md