/* Dream RPG Reborn v0.65 R48 — final scroll stability/performance profile.
   Android/Chrome can visibly cull aggressively deferred sections during fast scroll.
   Keep gameplay content paint-stable and recover budget by simplifying touch-device effects. */
#screen,#screen *{content-visibility:visible!important;}
html{scroll-behavior:auto!important;}

@media (max-width:900px), (pointer:coarse){
  /* Fixed animated full-screen layers force continuous raster work while the document moves. */
  body:after{display:none!important;animation:none!important;filter:none!important;}
  .screen:before{display:none!important;}

  /* Bevel clip paths on dozens/hundreds of scrolling tiles are expensive on mobile GPUs.
     Rounded borders remain, so the visual language is preserved without per-frame clipping. */
  button,input,select,.card,.skillNode,.heroBtn,.quickTile035,.run,.sellMiniCard050,.modalBox,.toast,
  .bottom.gameBottom035 button{clip-path:none!important;}
  button:before{display:none!important;}
  .card:after{display:none!important;}

  /* Keep long screens cheap to repaint without allowing the browser to cull their contents. */
  .card,.skillNode,.heroBtn,.quickTile035,.run,.sellMiniCard050{
    transition:none!important;
    box-shadow:0 3px 10px rgba(0,0,0,.22),inset 0 1px 0 rgba(255,255,255,.035)!important;
  }
  .top.dreamTop041,.top.dreamHeaderUnique041,.headerLogo041,.bottom.gameBottom035,#drawer,.drawer{
    filter:none!important;
    -webkit-backdrop-filter:none!important;backdrop-filter:none!important;
  }
  .headerLogo041{filter:none!important;}
}
