The WebGPURenderer needs its backend initialized before any direct
`.render(scene, camera)` call. The commented-out `// renderer.init()`
said "Only use when using <DebugRenderer />", but the non-debug path
also calls direct render from the post-processing fallback
(post-processing.tsx:318), which throws "Renderer: .render() called
before the backend is initialized" on any browser that falls back to
the WebGL2 backend.
Switching the gl factory to an async function and awaiting init()
before returning is safe in both backends (init() is idempotent and
the async factory is a supported @react-three/fiber v9+ pattern), and
prevents the error in WebGL2 fallback.
`RenderPipeline`, SSGI, and the denoise TSL node imported from
`three/webgpu` and `three/tsl` are all WebGPU-only. On a browser
without `navigator.gpu`, the WebGPURenderer falls back to WebGL2, and
attempting to build the TSL post-processing pipeline either throws or
produces broken output — the scene renders for a few frames, then
goes black as the 3-attempt retry loop fights the direct-render
fallback path in `useFrame`.
This sets `hasPipelineErrorRef.current = true` at pipeline setup time
when `navigator.gpu` is undefined, so `useFrame` takes the existing
direct `renderer.render(scene, camera)` path exclusively and never
tries to build the broken TSL pipeline.
No behavioural change in WebGPU mode — the guard only fires when the
WebGPU API is literally not exposed by the browser. The rare edge
case of `navigator.gpu` being defined but device creation failing at
runtime still falls through the existing try/catch unchanged.
* feat: add polygon movement support to editor and implement dedicated move tools for walls, slabs, and ceilings
* feat: add uv2 attribute to ceiling and slab geometries for lightmap support
* Fix curved wall miters and align roof position sliders
* Fix wall measurement label and extension anchors
* Fix WebGPU renderer initialization order
* fix(editor): scope wall movement to the selected level
---------
Co-authored-by: Pascal <open@pascal.app>
* Add catalog-based material presets across structural nodes
* Fix material picker fallback and wall visible highlights
* Preserve wall materials in selection highlights
* feat: railing on the straight stairs and new fence
* feat: added spiral and curved stairs with bug fix for fence
* feat:fence are linked to each other ... so moving one move the other sharing the same coordinate
* fix: update stair railing logic to include front-side attachments for terminal landings
* Integrate fence rendering into the fence system
* fix: pass nodeId instead of undefined node to WallTreeNode and FenceTreeNode
TreeNode was passing `node` (undefined variable) instead of `nodeId` to
WallTreeNode and FenceTreeNode, causing a runtime ReferenceError.
Updated FenceTreeNode to accept nodeId and look up the node from the
scene store internally, consistent with all other tree node components.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* feat: update fence icon with new isometric design
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
---------
Co-authored-by: Aymeric Rabot <aymeric@pascal.app>
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Sync monorepo PRs #243 and #248 to the open-source editor.
Move/Rotate Building:
- New move-building-tool with grid snapping, R/T rotation, and Esc cancel
- Floating building action menu with move button
- Building helper with keyboard shortcut hints
- BuildingRenderer now applies position and rotation from node data
Building-Relative Coordinate System:
- GridEvent gains localPosition (building-local coords)
- use-grid-events computes building-local intersection from building mesh
- ToolManager wraps building-relative tools in a building-local <group>
- All tools (wall, slab, ceiling, stair, roof, zone, polygon-editor,
placement coordinator) updated to use event.localPosition
- Placement coordinator adds worldToBuildingLocal helper for cursor
position conversion
2D Floorplan Fix:
- SVG layers wrapped in <g transform=rotate(...)> for building rotation
- Pointer-to-plan conversion un-rotates when building is rotated
- Grid events from 2D include localPosition
Store Changes:
- useEditor movingNode union includes BuildingNode
- NodeActionMenu onDelete is now optional (buildings can move but not delete)
three.js r183 deprecated THREE.Clock, but @react-three/fiber 9.x still
uses it internally per <Canvas> mount. This floods the dev console with
noise on every page load and HMR reload.
Uses three's setConsoleFunction hook to surgically suppress only the
exact Clock deprecation message. All other three.js logs pass through
untouched, including TSL stack-trace warnings.
Safe to remove once R3F v10 stable ships (which replaces Clock with
Timer). Removal condition documented in file header.
Closes#213
Mark stair nodes as dirty when slabs change so stairs properly stack on
top of floor slabs. StairSystem now computes slab-driven elevation by
sampling segment centers against the spatial grid.
Changes:
- spatial-grid-sync: mark stair nodes dirty on slab changes (same level)
- stair-system: syncStairGroupElevation + getStairSlabElevation compute
Y offset from slab data; rotateXZ helper for world-space transforms
- stair-renderer: use position-x/position-z so the system controls Y
Stair system (full stack):
- New StairNode + StairSegmentNode schemas with flights, landings, L/U-shapes
- StairSystem: geometry generation with throttled per-frame updates
- Stair tool, edit system, panels, tree node, and renderers
- Event bus types, scene registry, and command palette entries
Scene graph utilities:
- cloneLevelSubtree: deep-clone a level with remapped IDs
- forkSceneGraph: clone + strip scan/guide nodes for project forking
Core improvements:
- Read-only mode on scene store (blocks create/update/delete when locked)
- readOnly guards on node-actions and collection actions
- Upload store for scan/guide file upload handling
Viewer state:
- previewSelectedIds for box-select live preview
- hoverHighlightMode (default/delete) for delete-mode hover outline
The ceiling renderer was falling back to DEFAULT_CEILING_MATERIAL (an
opaque MeshStandardMaterial) when no material was set on the node.
This made ceilings fully opaque instead of using the intended
transparent grid pattern for scenes created before v0.3.2.
Now uses resolveMaterial() to extract the color from whatever material
config exists (preset, custom, or default white), then always creates
the proper transparent ceiling materials for both faces.
- Add MaterialSchema with 10 presets (white, brick, concrete, wood, glass, metal, plaster, tile, marble, custom)
- Add material field to Wall, Slab, Door, Window, Ceiling, Roof, RoofSegment nodes
- Create MaterialPicker UI component with preset selection and custom properties
- Update all renderers to support material rendering with caching
- Add Material section to all node panels (WallPanel, SlabPanel, DoorPanel, WindowPanel, CeilingPanel, RoofPanel, RoofSegmentPanel)
- Update AGENTS.md with Material System documentation
Slider control:
- Rewrite drag interaction to use label-based drag instead of track slider
- Remove hardcoded min/max bounds, default to unbounded
- Add ArrowLeft/ArrowRight key support alongside Up/Down
- Cleaner, more compact UI (238 lines vs 332)
ESC key cancel fix:
- Pressing ESC during mid-action (drawing wall, placing slab) now only
cancels the current action, not also switching back to select mode
- Tools mark cancel as consumed via markToolCancelConsumed()
- Second ESC press switches to select mode as before
Window panel:
- Remove hardcoded min/max on position, dimension, and frame sliders
- Works with new unbounded slider defaults
Viewer:
- Re-enable default antialias on WebGPU renderer
- Remove GroundOccluder (no longer needed)
- Add resize debounce (100ms)
- Clean up post-processing pipeline code
Major changes:
- Roof system rewrite with roof-segment support
- Scene store refactor
- Spatial grid improvements
- Item light system
- Post-processing and selection manager updates
- Perf monitor component
Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* fix: harden viewer/editor renderer init and error handling
* Bump @biomejs/biome and turbo versions
Update devDependencies: bump @biomejs/biome from ^2.4.4 to ^2.4.6 and turbo from ^2.8.12 to ^2.8.13. Regenerated bun.lock to reflect the updated resolved package versions.
* Restore inline zone label editing on canvas
* feat(community): filter empty projects from public gallery
Add is_empty column to projects table so the public gallery only shows
projects with actual content. Scene graph emptiness is computed on save
and on creation, and a backfill migration marks existing non-empty
projects. Also cleans up import ordering, fixes README migration path,
and removes stale feedback table migration.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Use ESNext modules and bundler resolution
Update packages/db tsconfig to emit ESNext modules and use 'bundler' moduleResolution. This enables modern ESM output and bundler-style resolution for the db package (keeps outDir and rootDir unchanged).
* feat(editor): add dark mode theme and grid visibility toggle
Add theme state to viewer store with light/dark modes, dark-aware
lighting and background colors, grid show/hide toggle in settings,
and theme toggle buttons in the sidebar.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Add ground occluder, animated lighting & UI tweaks
Introduce a ground occluder and smoother animated lighting while adjusting editor UI and icons. Viewer: add GroundOccluder (uses polygon-clipping to union slab/zone polygons) and AnimatedBackground, integrate both into the Canvas; improve Lights to interpolate intensities/colors/ambient for smooth theme transitions. Editor: refactor sidebar header to support inline project title editing and move the theme toggle; replace some lucide icons with image assets and add a settings icon (apps/editor/public/icons/settings.png). Also add polygon-clipping to the viewer package dependencies.
* Update dark mode background color and clean up imports
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Make the gl prop synchronous and move/await renderer initialization inside the post-processing component. index.tsx: remove async gl factory and the await renderer.init() so renderer is created synchronously. post-processing.tsx: add isInitialized state, an async initRenderer that calls renderer.init(), and guard post-processing setup until init completes (with mounted cleanup and updated effect deps). This ensures the WebGPU renderer is fully initialized before building the render pipeline and avoids using an async gl factory.
- Store showScans/showGuides preferences per project so toggling
persists when switching between projects
- Apply showGuides/showScans directly on guide and scan renderer groups
- Set projectId in both editor and viewer pages on mount
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Tree: add isLast prop & draw connectors
Introduce an optional isLast prop across all site panel tree node components and TreeNode so children know when they're the last sibling. TreeNodeWrapper now renders vertical and horizontal connector lines (adjusted by depth and isLast) and keeps the toggle button clickable (z-index). Children are passed isLast when mapped, so the UI can stop the vertical line for final siblings. Also bump several deps in apps/editor package.json and update the lockfile accordingly.
* chore: clean up monorepo dependencies and update packages
Move app/library dependencies out of root package.json into their
respective workspaces. Root now only contains monorepo tooling
(turbo, biome, supabase CLI, typescript, portless, ultracite).
Updates:
- next 16.1.0 → 16.1.6
- drizzle-orm ^0.39.0 → ^0.45.1
- drizzle-kit ^0.30.0 → ^0.31.9
- drizzle-zod ^0.5.1 → ^0.8.3
- three-bvh-csg ^0.0.17 → ^0.0.18
- supabase 2.75.3 → 2.76.15
- typescript 5.9.2 → 5.9.3 (all workspaces)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Use semantic theme tokens and enable dark mode
Replace hardcoded zinc color classes with semantic design tokens (text-muted-foreground, text-foreground, border, bg-background, bg-border) across the action menu, camera controls, control modes, and view toggles for consistent theming. Update separators and borders to use bg-border/border-border. Add useEffect in the editor root to add/remove the 'dark' class on document.body and apply 'dark text-foreground' to the root container so the UI renders in dark mode; also import useEffect.
* Persistable sidebar width & resizer
Introduce a zustand store to persist sidebar width (key: `sidebar-preferences`) and track dragging state. Default width is 288px (18rem) and is clamped between 288 and 800px. Wire the store into SidebarProvider to drive the CSS variable for width and expose a data-dragging attribute. Add a SidebarResizer component that handles pointer events to resize the sidebar, toggles dragging state, updates cursor/user-select, and disables transitions while dragging. Small class and structure adjustments ensure the resizer is rendered and resizing behaves smoothly.
* Editor: floating action menu, selection/phase tweaks
Add a FloatingActionMenu (move/duplicate/delete) that attaches to selected 3D nodes and integrates with editor/viewer state; includes new cursor SVG and layout wrapper to use the custom cursor. Improve selection and phase behavior: auto-select first building+level on scene load (moved/centralized in project scene hook and editor init), add resolveBuildingId helper, and enhance SelectionManager to auto-switch between structure/furnish based on clicked nodes and to preserve building/level context when changing selection. Update sidebar tree node click handlers to switch phases for structural vs item nodes and stop hiding nodes by phase (keep tree items visible across phases). Add keyboard escape behavior to clear selections while keeping building/level context and reset selected reference. Misc: register unified event listeners for selection, position floating menu over objects using three.js Box3, and various small integration fixes.
* Add SceneLoader, loading states & editor fixes
Add a SceneLoader component and associated CSS loader styles and wire it into Editor, Viewer and page-level flows so a loading UI displays while project/scene data loads. Replace useLayoutEffect in editor page with a client-mounted useEffect guard to avoid hydration issues. Introduce isSceneLoading state and setter in the project store and set/clear it in useProjectScene; include sceneGraph when creating a new project and clear the scene beforehand.
Other changes: type-guard moving/duplicating logic in FloatingActionMenu and remove duplicated id on clones; refactor auto-selection logic for site/building/level and auto-select build/wall for empty levels in editor index and useProjectScene; optimize ZoneSystem to run per-frame (useFrame) and reduce unnecessary updates to visibility/label positions; add animated active background for layer toggle (motion) in site panel; add keyboard shortcuts to jump between levels (Ctrl/Cmd+ArrowUp/Down); simplify community-hub project-created handler to navigate straight to editor. These changes improve UX during load, enforce safer node operations, and optimize runtime rendering.
* Improve selection logic and refine UI components
Multiple editor and viewer updates:
- Selection: enhance selection-manager to support modifier (Meta/Ctrl) multi-select, compute next selection logic, track modifier keys, prevent grid deselect races, and add debug logs. Adapted selection handlers throughout scene/editor components to pass native events and modifier state.
- Sidebar / Site panel: refactor site panel to inline a LevelReferences UI (replacing the removed references dialog). Add upload flow for scan (.glb/.gltf) and guide images, handling file size/type checks, project asset upload/delete calls, and per-level reference lists. Add MultiSelectionBadge for showing/clearing multi-selection and animated expand/collapse for levels. Several tree-node components now use a shared handleTreeSelection helper and propagate click events properly.
- UI polish & icons: change dark theme color tokens for better contrast; increase button sizes and icon sizes across action menus; swap some lucide icons for image assets (rotate, topview, select, build, mesh, floorplan, level, etc.) and add new public icons.
- PascalRadio: replace popover with a framer-motion expandable panel, add outside-click handling, animated transitions, and minor UI tweaks.
- Other: minor viewer hook/selection-manager updates and tweaks to control modes and view toggles to support image icons and consistent sizing.
These changes improve multi-select reliability, user interactions in the sidebar, and overall visual polish with new icons and animations.
* Fix TypeScript build errors in selection-manager and scene-loader
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
* Polish editor UI, radio, and state logic
Multiple UI and state updates across the editor and viewer:
- PascalRadio: Move radio play state into audio store (isRadioPlaying), update icons/behaviors (Volume2/VolumeX), remove autoplay UI, ensure pause/resume respects muted and radio playing state.
- use-audio: Add isRadioPlaying, setRadioPlaying and toggleRadioPlaying to store; initialize state accordingly.
- Action menu: Add layout/motion to container, refine transition, only show furnish/structure rows in build mode, tweak transition classes and hover/opacity behavior.
- Furnish/Structure tools: Simplify inactive styling, change click behavior to only select tools (no direct deselect), remove "click to deselect" tooltip text.
- Sidebar/Icon rail: Update logo link styling and image sizing; AppSidebar: add inline editable project title (optimistic local update + server update via updateProjectName), keyboard handling, and minor header layout changes.
- Site panel: Add visual tree/branch lines, replace some icons, reorganize levels list and provide an Add level button, adjust spacing and layout for property/levels sections.
- InlineRenameInput: Small height/spacing adjustments for inline inputs.
- use-editor: Reset mode to 'select' when switching phases, ensure reasonable default tools when entering build mode, simplify setStructureLayer to reset mode/tool and viewer selection.
- use-viewer: Improve selection hierarchy guard so children are only reset when not explicitly provided in updates.
These changes improve UX consistency, state predictability when switching modes, and add inline project renaming with optimistic update.
* Introduce isEditor mode and editor UX updates
Add an isEditor flag (Viewer prop + store) and wire it from the Editor to enable editor-specific behaviors. Ceiling system: show ceiling grids per-level (or when ceiling tool active) by walking node ancestry and respecting active level/selection. Zone renderer: only show site edge labels in editor and add inline editable zone names (with hover/edit UI and save/escape handling). Auto-name new walls/doors/windows (incremental counts scoped by level) and simplify default names shown in various panels/tree nodes. Sidebar/site-panel: reverse level rendering, adjust tree-line styling, auto-expand parents when descendants are selected, and refactor zone row actions (camera view/capture/clear). UI polish: updated action-menu button styles and ensure keyboard shortcut 'b' switches to build mode. Misc: various tree node and item selection/hover improvements and minor refactors to support the above.
* Fix sidebar flex layout and scrolling
Adjust sidebar panel flexbox classes to ensure headers/controls don't collapse and content areas scroll correctly. Changes include adding shrink-0, flex-1 and min-h-0 to BuildingItem and buildings list containers, restructuring the active building panel so LevelsSection/LayerToggle are fixed height while ContentSection gets an overflow-y-auto scroll area, and making the site header non-shrinking with conditional overflow for the main panel when phase === "site". Uses the cn helper for conditional classes.
* Fix TypeScript build errors with AnyNodeId indexing and type narrowing
Cast string-typed node IDs and parentIds to AnyNodeId when indexing
into the nodes Record, fix motion transition type literal, and remove
redundant mode check in setMode.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>