Unify action-button states across the UI
- Add UiStyles with explicit normal, hover, pressed, focus and disabled styles and apply it to every action button. - Disable timeline Previous/Next at the first/last event and keep Close always available. - Style settings reset-dialog buttons and cover the button-state audit in docs/ui-copy.md. - Add shared-state and timeline-boundary regression tests.
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@@ -7,7 +7,7 @@ see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these
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Baseline: **v0.9.2** (2026-11-02). Three playable venues, tutorial/campaign/checkpoint resume,
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difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete
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escalation/access/radio loop, shift review, the Blender asset library, 258 headless + 97 Python
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escalation/access/radio loop, shift review, the Blender asset library, 259 headless + 97 Python
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tests, a clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong
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release-candidate foundation, not yet a 0.10.0 release candidate.
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@@ -76,9 +76,11 @@ screen-design judge before any model/texture changes. No gameplay rules change.
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### Button and panel behavior
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- [ ] Audit normal/hover/pressed/focus/disabled states on every button, including
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- [x] Audit normal/hover/pressed/focus/disabled states on every button, including
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tutorial skip, venue continue, settings apply/cancel/reset, judge/review,
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radio send/emergency hold and Help close.
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radio send/emergency hold and Help close. (Shared `UiStyles` states applied;
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timeline boundary disabling and the keyboard-only F1 skip are documented in
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`docs/ui-copy.md`.)
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- [ ] Verify keyboard-only and gamepad-only navigation: focus order, wrapping,
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default focus, confirm/cancel behavior and no focus traps.
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- [ ] Verify every modal closes with Esc/right-click where documented, recaptures
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