Give a landed fighter their legs back, and a buffer worth reading master
The pose clock was a cycle position, not a clock. `frameNow` returned the animation's place in its own loop, and the looping states date from match start -- so for a walking fighter that number wrapped back into the first second of the round and stayed there. Every "is this timestamp still ahead of us" test then answered yes forever, `landPoseUntil` included, which pinned the fighter in the landing crouch. The crouch pose draws static legs. One jump, or one crouch hop out of a duck, and walking stopped moving them for the rest of the round. Quantizing real time to the tick grid keeps the 60Hz phase without inventing in-between frames. The command stream gets the room it was asking for while I am in here: twenty presses instead of eight, five rows instead of however many fit, and a fade that waits for you to actually stop playing. It used to start dissolving 150ms after the last input -- inside the pause between two moves -- and dim the whole block as one sheet. Now it holds for a beat and then leaves oldest-glyph-first, so the last thing you pressed is the last thing you can still read. Keycaps fade with it rather than sitting there at full strength. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>