ci / bun-nix (pull_request) Successful in 38s
ci / web (pull_request) Successful in 1m7s
ci / rust-arm64 (pull_request) Successful in 1m23s
apple / swift (pull_request) Successful in 1m27s
apple / screenshots (pull_request) Skipped
ci / docs-site (pull_request) Successful in 1m48s
ci / rust (pull_request) Canceled after 6m16s
Two more from the on-glass pass: - The coverflow's store/source chip only showed its background on the centred cover. Same mechanism as the tray blur: a card rides a scrollTransition that composites it with opacity < 1 and a 3D rotation, and a material cannot sample a backdrop through an offscreen composite - so the frost stayed blank everywhere except the one card sitting at exactly full opacity. The coverflow's chip is a flat wash now (StoreBadge gains `solid`), which has no backdrop to sample and is therefore simply always there. The touch grid keeps its material - its cards carry no transform, so its frost samples fine. - Host cards and library covers now arrive with the strip instead of being there: each card rises out of a fade on a lightly overshooting spring, delayed by its distance from the cursor, so the strip assembles outward from where the eye already is. Implemented once in GamepadCarousel, so the launcher and the coverflow inherit it together. Transforms only - snapping, the callers' own scrollTransition and the tvOS focus engine are untouched - and Reduce Motion drops the travel for a plain unstaggered cross-fade.