ui-settings-sliders: fix step-alignment test
The render-distance slider has step=16 in the HTML; setting .value to 120 snaps to the nearest valid value (128). The test was asserting the displayed text contained "120" — never true. Changed to 128 (actually on a step boundary). Pure test correctness; UI behavior was right all along (snap-to-step is the slider's intended behavior). All four UI scenarios now green on hardware Chromium: ui-menu-open-close 13 steps 2.44s ✓ ui-hotbar 10 steps 1.07s ✓ ui-respawn 14 steps 3.38s ✓ ui-settings-sliders 15 steps 1.52s ✓ FPS on real hardware: 61.9 fps (16.2ms median) — matches the deployment, confirms the game itself is fast. The earlier 3 fps was Playwright's SwiftShader software path.
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@ -20,13 +20,13 @@ steps:
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- wait: 200
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- wait: 200
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- assert: "document.getElementById('set-fov-val').textContent.includes('90')"
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- assert: "document.getElementById('set-fov-val').textContent.includes('90')"
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# Change render distance to 120.
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# Change render distance to 128 (step=16, so 120 would snap to 128).
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- eval: |
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- eval: |
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const d = document.getElementById('set-dist');
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const d = document.getElementById('set-dist');
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d.value = 120;
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d.value = 128;
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d.dispatchEvent(new Event('input', { bubbles: true }));
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d.dispatchEvent(new Event('input', { bubbles: true }));
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- wait: 200
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- wait: 200
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- assert: "document.getElementById('set-dist-val').textContent.includes('120')"
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- assert: "document.getElementById('set-dist-val').textContent.includes('128')"
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# Time scale to 0 (freeze) — this is what scenarios already use.
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# Time scale to 0 (freeze) — this is what scenarios already use.
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- eval: |
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- eval: |
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