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The animation can now hold still — and does so on its own when macOS asks. The app has always
throttled itself under pressure and paused when hidden, but the one OS signal saying this user
wants less motion — System Settings → Accessibility → Display → Reduce Motion — did nothing,
and the only way to calm the icon was to quit. Now that setting freezes the animation live (no
relaunch), and a manual Settings ▸ Freeze Animation toggle reaches the same machinery for
screen-sharing or just a quieter menu bar. Frozen means frozen: the game loop stops entirely (zero
redraws — cheaper than even the slowest animation) and the icon holds its current frame, no jump.
Because the animation's speed is the readout, a frozen icon doesn't go silent: with the menu-bar
label off, the label slot temporarily shows the live value instead (a custom label is respected,
and your saved label choice is untouched — the menu says off (value while frozen) so nothing is
invisible). The toggle survives a relaunch; the Reduce Motion half is re-read fresh each launch.
While the OS setting holds, the menu row reads Freeze Animation — on via Reduce Motion and its
checkmark keeps tracking your own toggle, which stays editable underneath. Menu-only, like the
label position — no new CLI flag.
MENUBAR_LOAD_RUNNER_LOG_ANIMATION=1 (debug/test hook): prints the freeze gate, frame cursor,
speed, and label-handoff state each 2s tick, so tests/qa.sh §3g can assert a frozen launch never
animates — the sibling of the LOG_SLOTS/LOG_ASSERTIONS/LOG_AWAKE hooks, for the same
no-TCC-grant reason.