Refine weapon progression and icon controls
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@@ -772,6 +772,13 @@ same change. Both shared choice patterns expose explicit selection, hover,
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pressed, focus-visible, disabled, empty/all, responsive, and 44-pixel
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mobile-target states so modules do not reimplement them.
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Numeric inputs inside ISAC use overwrite-first focus behavior: focusing an
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enabled `type="number"` control selects its complete current value so a
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contributor can immediately type a replacement instead of appending to a
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default zero. This behavior belongs to the shared ISAC layout boundary and must
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not be reimplemented in individual modules. Disabled numeric controls remain
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unfocusable and unchanged.
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`SegmentedChoice` supports two restrained density variants. Icon-only segments
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may omit visible text when a canonical, unambiguous game icon exists; they must
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retain an accessible label and hover title. Text-only segments may omit the
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@@ -842,6 +849,28 @@ dense segmented controls. On desktop, icon-only Gear slot segments are square
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record-name input receives the dominant width. Increase those cells to square
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44-pixel targets at mobile sizes without reintroducing visible slot text.
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Weapon-category editing follows the same compact icon-rail treatment: Shotgun,
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Rifle, MMR, AR, LMG, and SMG use their canonical weapon silhouettes in square
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32-pixel desktop cells and 44-pixel mobile cells, with accessible names and
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hover titles retained. Exotic remains an independent icon-backed status because
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an Exotic weapon must also retain its underlying weapon category. Weapon
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Damage Type follows the same icon-only treatment when canonical Blast, Pierce,
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and Shredding marks are available. Exotic status is a single square checkbox
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whose icon, orange rail, and background show its checked state; no visible
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“Exotic weapon” label is repeated inside the control. Weapon registry rows show
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both the category silhouette and, when applicable, the Exotic mark alongside
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the textual class for rapid scanning.
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Weapon Tier Progression begins at the selected Native Tier. Lower tier cards
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remain visible for orientation but are disabled, desaturated, and explicitly
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labeled unavailable; their values are neither required nor persisted. Each
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available tier has one Damage range labeled with the selected damage-type icon
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and one shared Core range for Firepower, Toughness, and Engineering, represented
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by all three primary-attribute icons. Registry completeness compares configured
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tiers with the number possible from the weapon’s Native Tier. Archive Weapon
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uses the standard separated ISAC destructive-action control on the left side of
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the editor action band.
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Root-level static PNGs are interface icons and use content-fitted transparent
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bounds. Run `npm run assets:trim-icons` after adding or replacing them. The
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normalizer trims fully transparent padding, restores a two-pixel transparent
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