Redesign the UI after the fitness reference and replace the logo
Light sage-to-cream ambient backdrop, frosted glass controls and painted SceneArt landscapes in place of photography. Home becomes a dashboard with a two-tone greeting, a frosted summary ring, category portraits, an up-next rail of image-led cards and a floating glass tab bar. The routine library gets an image header and painted cards; the player gets a scene stage, steps on an arc, a dotted clock and a night pill with a lime spark. Goals become painted cards in their own colour. New logo: a lime sun resting on a ground line under two arcs. The splash raises the sun and lights the arcs; launcher icons and native splash are regenerated to match. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KhQh614DMeYoQEH9SoMRUw
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@@ -109,10 +109,12 @@ status field. That's what makes honest history and excuse analysis possible.
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## 6. Design language
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See `design.md`. In short: black chrome → white sheet with a 28 radius →
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oversized **Light** display title → tiny grey all-caps labels above values.
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See `design.md`. In short: sage-to-cream ambient backdrop, frosted glass
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controls, painted `SceneArt` instead of photos, image-led cards, two-tone
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greetings, night pills with a lime spark.
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- Every screen is built from `Sheet` (`designs/Shell.dart`).
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- Screens are built from `Sheet` (`designs/Shell.dart`); Home, Routines and
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the routine player compose `AmbientBackground` + glass directly.
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- Display titles are `TextType.Light`. Bold is for labels and metrics only.
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- Never raw `Text`/`TextStyle` — use `text()` from `designs/text/Text.dart`.
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- Never inline hex — use `utils/Colors.dart`.
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