The player dock used to sit fixed over the scrolling page, so it needed an
opaque background. The shell is now a fixed-height frame where only the
content column scrolls, letting the dock stay transparent like the sidebar
and queue. Scroll reset/restore on navigation moves to restoreScroll(), and
the stable scrollbar gutter moves from <html> to the content scroller.
Following lists are public; followers are visible to the user and to mutual followers.
Adds GET /users/{id}/followers and /following, exposes isFollowing and canViewFollowers
on the profile, and returns isFollowedByViewer from user search so the web player no
longer calls /is-following per user.
MenuItem used text-sm (14px) for its label, which read as oversized
for a dropdown; drop to text-xs (12px). This is a shared component
(AccountMenu, ContextMenu, MobileHeader's menu), so all of them get
the more compact sizing.
Add a border prop to GlassMenu (default true, unchanged for
ContextMenu) and set it false specifically on AccountMenu's dropdown,
per feedback that its border didn't fit.
secondary used text-fg-2 (--mf-text-2), which in dark mode is a fairly
dim mid-gray (#8a8a8e) that read poorly against the dark bg-btn fill,
even though the same class looks great in light mode where --mf-text-2
is a dark, high-contrast gray. Use text-fg instead, which is tuned
bright in dark mode and dark in light mode, so both modes get good
contrast from the same class. Drop the now-redundant hover:text-fg
since resting state already uses it.
Sidebar and Queue painted their own opaque bg-bg, which sat in front of
the fixed, full-viewport app-backdrop div (z-index: -10) that carries
--mf-ambient's radial-gradient glow in dark mode. Since the main content
area has no background of its own, the glow only ever showed through
there — sidebar and queue blocked it with a flat, gradient-less fill of
the same base color.
Drop bg-bg from both so the same app-backdrop (color + ambient gradient)
shows through underneath them too. In light mode this is a no-op
(--mf-ambient is 'none' and app-backdrop's flat color already matches
what bg-bg painted), so only dark mode is visually affected.
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.
Button's accent variant used bg-accent-btn (15% alpha) while the
active-track highlight in ListRow/TrackList uses bg-accent-tint (8%
alpha) with the same text-accent-soft title color, so a button like
"Reproducir" sat at a visibly different tint than the row it plays.
Use bg-accent-tint for accent's resting background too, so both read
as the same accent color; hover still steps up to bg-accent-btn-hover.
Button used Tailwind's bare `transition` utility, whose default
property list includes background-color. Since the button's bg is a
CSS custom property recomputed every frame by the same 600ms hue
animation the main background uses, that extra transition smoothed it
on a different (~150ms) timing, so its color change didn't match the
page background's.
Add a btn-transition utility that mirrors Tailwind's default
transition list minus background-color, so the button's background
tracks the hue animation frame-for-frame like the rest of the app,
while hover/focus feedback (text color, ring, filter) still transitions
normally.
Sidebar, Queue, PlayerBar, TabsBar, and the hero/spotlight surfaces all
had an extra CSS `transition: background 0.5s ease-out` (theme-transition/
glass-bar) layered on top of backgrounds that are already animated
frame-by-frame over 600ms by the hue-interpolation loop in +layout.svelte.
That extra transition made them visibly lag behind and take a different
amount of time than the main app-backdrop, which has no such transition
and therefore tracks the JS animation exactly. Drop the redundant
transition so every hue-driven surface updates in lockstep.
Also fixes a dangling --color-btn-hover: var(--mf-btn-bg-hover) that
referenced an undefined custom property (theme.css never defined
--mf-btn-bg-hover after an earlier partial commit), which silently
broke the secondary button's hover background.
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.
Sampling whatever's behind the button via backdrop-filter meant two
secondary buttons could render differently depending on what happened
to be nearby (e.g. dark album art bleeding into the blur), so
"Explorar musica" and "Aleatorio" ended up visibly different colors
despite being the same variant. Replace it with a fixed, hue-tied
translucent tint (bg-accent-tint, the same token family accent already
uses) so every secondary button computes to the identical color, ties
into the same dynamic accent hue as the rest of the app, and reads as
a softer sibling of the accent button instead of an unrelated gray.
Hover now steps up to bg-accent-btn (same hue family, stronger) instead
of a flat, hue-agnostic gray. Removed the now-unused --mf-btn-bg-hover/
--color-btn-hover tokens.
bg-elevated is fully opaque and only hue-matches --mf-bg (the plain
page background), so it stayed stark white on the hero/spotlight cards,
which use a separately-computed, more saturated gradient (--mf-hero-bg/
--mf-spotlight-bg). An opaque fill can never pick up that color no
matter what hue it's tied to.
Make it translucent (bg-elevated/45) with backdrop-blur-lg so it
samples and lightly tints whatever is actually behind it, hero card,
spotlight card, or plain background, instead of only matching one of
them.
secondary was fully bg-transparent (invisible at rest) or a flat neutral
overlay (clashed next to accent-tinted buttons and looked different
depending on what surface it sat on). Use bg-elevated instead, which is
already derived from the same hue as --mf-bg, so the button is always a
faint, minimal step above whatever page background it's on, and shifts
with it automatically.
Drop the now-unused --color-btn/--mf-btn-bg tokens.
secondary used a flat, static tint that only worked over a plain
surface, so it looked out of place on the hero's hue-shifting gradient.
Add a backdrop blur (no border, per feedback) so it always reads
against whatever's actually behind it. Gave the button its own
background tokens instead of aliasing --mf-surface-2, and dropped the
now-unused --color-btn-glass tokens left over from the removed glass
variant.
The secondary/glass Button variant used a flat, fairly opaque black or
white tint with no blur, so it didn't read as glass and clashed with
the hue-shifting hero background. Add a backdrop blur and a hairline
border (matching the app's existing glass-bar/glass-panel treatment)
and lower the tint opacity.
Wire up the already-computed but unused --mf-accent-muted token as
--color-accent-muted, and use it for the accent Button variant's text
instead of the higher-chroma --color-accent-soft, so it reads softer.
Moves the login screen from /login to /auth, logout from /logout to
/auth/logout (alongside the existing /auth/login and /auth/callback
endpoints), and the public profile route from /u/[id] to /user/[id].
AUTH_REDIRECT_URI and AUTH_POST_LOGOUT_URI already point at
/auth/callback and / respectively, so no Zitadel config change is
needed for the auth move.