Trigger profiles UI polish + engine startup recognition fixes#8
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UI: - Move engine status into the page heading and match source into the editor card header; drop the standalone status bar row - Reorder editor: trigger slot cards first, identity & matching below - Make the profile strip responsive: measure strip and action widths with ResizeObservers and fit as many chips as space allows, collapsing into the overflow dropdown when narrow (observer keyed on the startup-screen transition so it actually attaches) - Replace the Pin dropdown with an Auto toggle button (green glow when auto matching, pins Default when toggled off); remove chip 'matched' badge - Editor follows the engine's auto-matched profile, re-following after pin toggles and game restarts Engine: - Persist engine enabled/pin state to engine-state.json and restore it at startup; previously every launch silently started with the game watcher off - GameWatcher.start() now scans immediately (no debounce) so an already-running game is recognized as soon as the engine comes up Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Summary
UI
[]deps it ran against null refs and never measured)Engine fixes
engine-state.jsonalongside profiles) and restored at startup. Previously every launch silently started with the game watcher off while the UI still looked like auto modeGameWatcher.start()scans immediately (no debounce), so a game already running when the engine comes up is recognized instantly; the debounce still applies to games launched afterwardsTesting
npm run typecheckclean🤖 Generated with Claude Code