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Add depth and light: glow, tiles, avatars, stats, steps, decks, skeletons, reveal
Tokens - --nv-color-glow role (light and dark) and a glow scale: --nv-glow-sm/md/lg, --nv-glow-blur-*, --nv-glow-spread-*, --nv-glow-strength - --nv-stagger (0ms under reduced motion) and --nv-duration-shimmer Components - Card: --lit (lit top edge in --nv-card-tint), --glow, --spotlight (light follows the pointer); light layers combine with every elevation - Tile: small raised key for a glyph or product mark; --solid, --glow, sizes - Avatar: raised disc with --ring / --glow, sizes, __status, avatar group - Stat: readings set into one recessed well (.nv-stat-group) - Steps: markers set into a rail; done steps light their stretch; vertical - Deck: one surface in front of stacked layers of its kind - Skeleton: recessed placeholder with a slow sweep, still under reduced motion - Text: .nv-text-lit and .nv-text-lit--accent Continuity - .nv-reveal / .nv-reveal-group: content arrives once as it scrolls into view (nv-arrive keyframe); niveus.js marks pending state, so nothing is hidden without the script or under reduced motion - niveus.js tracks the pointer for .nv-card--spotlight README and REFERENCE document every new class, token and attribute; tools/check.py passes and dist/ is rebuilt. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -82,6 +82,15 @@
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--nv-travel-sm: 4px;
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--nv-travel-md: 8px;
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--nv-travel-lg: 16px;
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/* --- Sequence ---------------------------------------------------------------
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The gap between siblings arriving one after another. Short enough that a
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group reads as one movement, long enough that the eye sees an order. */
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--nv-stagger: 60ms;
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/* A loading shimmer is a slow, constant sweep — slow enough to read as
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"waiting", never fast enough to read as an alert. */
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--nv-duration-shimmer: 1600ms;
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}
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/* Reduced motion is a system-wide contract, not a per-component opt-in: cut
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@ -103,5 +112,6 @@
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--nv-travel-sm: 0px;
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--nv-travel-md: 0px;
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--nv-travel-lg: 0px;
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--nv-stagger: 0ms;
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}
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}
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