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fix(site): visible focus on selected filters, arrow keys stay in code blocks, pager polish (#423)
- #397: an orange focus ring on an orange selected button was invisible
(14 changed pixels). Selected kind, category and chip buttons now get a
2px dark inset ring (--on-select on --select, about 7.8:1).
- #398: clicking a wide code block did not move focus, so ArrowRight
navigated to the next gallery page. <pre> blocks are now focusable
(tabindex=0, which also gives keyboard scrolling), and the pager keys
stand down while the last click is inside a block that scrolls sideways.
- #399: the pager's next arrow was clipped with the truncated name at
375px; the name now truncates in its own span. The first gallery card
(the LCP image) gets fetchpriority=high; touch devices drop the "/" hint
from the search placeholder; the gallery search and the landing filter
inputs get name/id attributes.
Closes#397Closes#398Closes#399
Signed-off-by: TMHSDigital <154358121+TMHSDigital@users.noreply.github.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
<p>A procedural blacksmith anvil on a timber stump through UVs, bake, LOD, collider, and Unity glTF, asserting recomputed budgets rather than an API contract.</p>
<buttonclass="detail-hero" id="heroZoom" type="button" aria-label="View full size: A London-pattern forged anvil with a thick face block, tapered horn and broad flared foot on a hooped oak stand, a cross-peen hammer on the floor beside it.">
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<imgsrc="../assets/anvil-hero.webp" alt="A London-pattern forged anvil with a thick face block, tapered horn and broad flared foot on a hooped oak stand, a cross-peen hammer on the floor beside it." width="1280" height="720" fetchpriority="high" />
<p>Each violates one named budget. All seven were run on 4.5.11, 5.1.2 and 5.2.1 and returned the same code on each.</p>
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<divclass="table-wrap"><table><thead><tr><thscope="col">Flag</th><thscope="col">Budget violated</th><thscope="col">Exit</th></tr></thead><tbody><tr><td><code>--skip-decimate</code></td><td>LOD1 ratio band</td><td>9</td></tr><tr><td><code>--stray-vert</code></td><td>loose vertex count is 0</td><td>15</td></tr><tr><td><code>--lift-z</code></td><td>bounding box <code>zmin</code> is 0</td><td>16</td></tr><tr><td><code>--short-staves</code></td><td>named stave supports at Z=0</td><td>16</td></tr><tr><td><code>--float-anvil</code></td><td>foot-on-head gap</td><td>17</td></tr><tr><td><code>--round-band</code></td><td>hoop bite band</td><td>18</td></tr><tr><td><code>--round-waist</code></td><td>waist form</td><td>19</td></tr></tbody></table></div>
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<h2id="run">Run<aclass="anchor" href="#run" aria-label="Link to this section">#</a></h2>
<p>A procedural apothecary shelf — housed shelves, gallery rails, a drawer bank and an arched crest, stocked with fifteen lathed bottles, flasks and glazed jars, each corked or lidded and labelled — carried through UVs, bake, LOD, convex collider, and Unity glTF, asserting recomputed budgets rather than an API contract.</p>
<buttonclass="detail-hero" id="heroZoom" type="button" aria-label="View full size: A stained wooden shelf with an arched crest, gallery rails and three brass-knobbed drawers, stocked with labelled glass bottles and flasks and cream and blue glazed jars.">
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<imgsrc="../assets/apothecary-shelf-hero.webp" alt="A stained wooden shelf with an arched crest, gallery rails and three brass-knobbed drawers, stocked with labelled glass bottles and flasks and cream and blue glazed jars." width="1280" height="720" fetchpriority="high" />
<p>File-local and sequential. <code>9</code> is a valid check code. <code>1</code> is the FATAL wrapper — a crash, never a named check. <code>19</code> (plumb and real-world size) is reserved across pieces and unused here.</p>
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<divclass="table-wrap"><table><thead><tr><thscope="col">Code</th><thscope="col">Meaning</th></tr></thead><tbody><tr><td>0</td><td>Success</td></tr><tr><td>1</td><td>Uncaught exception (FATAL wrapper)</td></tr><tr><td>2</td><td>argparse / usage</td></tr><tr><td>3</td><td>Mesh did not build, or has no UV layer</td></tr><tr><td>4</td><td>Base triangle count outside band</td></tr><tr><td>5</td><td>Material slots, or a material's face floor</td></tr><tr><td>6</td><td>UVs outside 0..1</td></tr><tr><td>7</td><td>UV AABB overlap above tolerance</td></tr><tr><td>8</td><td>Outer AABB off declared size</td></tr><tr><td>9</td><td>LOD1 or LOD2 ratio outside band (<code>--skip-decimate</code>)</td></tr><tr><td>10</td><td>Framing gate (<code>examples/gallery_framing.py</code>, render path only)</td></tr><tr><td>11</td><td>Collider triangles above ceiling</td></tr><tr><td>12</td><td>Normal bake failed or produced no image data</td></tr><tr><td>13</td><td>glTF export missing or empty</td></tr><tr><td>14</td><td><code>--output</code> produced no file</td></tr><tr><td>15</td><td>Mesh hygiene (<code>--stray-vert</code>)</td></tr><tr><td>16</td><td>Grounded zmin, or a side floating (<code>--lift-z</code>, <code>--float-side</code>)</td></tr><tr><td>17</td><td>Dado, closure or knob bite (<code>--short-shelves</code>, <code>--pop-corks</code>, <code>--pull-knobs</code>)</td></tr><tr><td>18</td><td>Vessel, drawer or label seat (<code>--float-jars</code>, <code>--lift-drawers</code>, <code>--float-labels</code>)</td></tr><tr><td>20</td><td>Headroom under the member above (<code>--tall-flask</code>)</td></tr><tr><td>21</td><td>Vessels overlap each other or the carcass (<code>--crowd-jars</code>)</td></tr><tr><td>22</td><td>Form spread below floor (<code>--uniform-vessels</code>)</td></tr><tr><td>23</td><td>Right-angle wood edges (<code>--sharp-rail</code>)</td></tr><tr><td>24</td><td>Gallery asset-quality violation (render path; the floors' 11 is remapped here)</td></tr></tbody></table></div>
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<h2id="run-it">Run it<aclass="anchor" href="#run-it" aria-label="Link to this section">#</a></h2>
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<pre><code># Budget check, no render. ~4.5 s on 5.1 and 5.2.
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<pretabindex="0"><code># Budget check, no render. ~4.5 s on 5.1 and 5.2.
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