The world or panorama keeps its animated background blur, while glass
behind menus and behind widgets (buttons, the dock, the account chip)
each get a fixed blur of their own. Glass is left out when its blur is 0.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Panels whose background isn't solid draw the blurred game behind them,
cut to the same rounded rectangle texture as the background, where the
version supports glass. Panel screens then leave the rest of the game
unblurred.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The title screen, the menus and the HUD menus (emote wheel, shift menu)
each get a scale slider, relative to Minecraft's GUI scale. The HUD
editor stays in GUI pixels.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A "Background blur" setting (0-10, default 5) sets how much the game
behind Saturn's screens is blurred. Screens now only say whether to blur,
and SaturnScreen.getBackgroundBlur gives the setting's strength, faded in
over the screen's first 700 ms. The title menu still doesn't blur.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Popup draws one element above the rest of the screen and gets mouse
events first; clicking or scrolling outside closes it. ElementContext now
carries each element's position on screen so an input inside a scroll can
open a popup beside itself.
Select is a dropdown: the current value opens an OptionList with the
current option ticked, scrolling for long lists and opening upward when
there's no room below. The color picker moved out of ColorInput into a
ColorPicker popup, so scroll areas no longer clip it and later rows no
longer draw over it, and all three of its parts can be dragged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>