Key Additions & Changes:
Interactive Length Control: Replaced the static "Length" text with an editable SliderControl component.
Vector Math Implementation: Added handleUpdateLength, a function that recalculates the wall's end position ($P_{end}$) based on the user's input while preserving the wall's original direction.
Real-time Geometry Updates: Integrated the change with useScene and dirtyNodes to ensure the 3D mesh updates instantly in the viewer as the slider moves.
UX Consistency: Used the existing SliderControl and PanelSection patterns to match the Pascal Editor's design system.
Fixes#191
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
The keyboard shortcuts dialog documents T as counter-clockwise rotation,
and it works during placement/move mode, but was missing for already
selected nodes. R (clockwise) worked in all contexts but T did not.
Extend the export manager to support STL and OBJ formats in addition to
the existing GLB export. Uses Three.js built-in STLExporter and
OBJExporter - no new dependencies.
STL is the standard format for 3D printing. OBJ is widely used in
rendering pipelines and supports basic materials. Both are requested
in the community discussion on #145.
Changes:
- export-manager.tsx: add STLExporter and OBJExporter, accept format param
- settings-panel: three format-specific export buttons (GLB, STL, OBJ)
- use-viewer store: update exportScene type to accept optional format
The format parameter defaults to 'glb', so existing callers (command
palette) continue to work without changes.
Relates to #145
Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com>
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
This commit fixes several issues in the core state management:
1. Fix deleteNodesAction recursive call issue
- Previously, the function recursively called get().deleteNodes()
inside the set() callback, which could cause state inconsistencies.
- Now collects all descendant IDs first in a separate pass, then
deletes them all in a single batch operation.
2. Fix memory leak in use-scene temporal tracking
- Module-level variables (prevPastLength, prevFutureLength,
prevNodesSnapshot) persisted across store re-creations.
- Now cleared in unloadScene() to release stale node references.
- Added clearTemporalTracking() helper function.
3. Remove unused variable in wall-system
- Removed debug variable 'useFrameNb' that was declared but never used.
4. Fix requestAnimationFrame in updateNodesAction
- Previously used RAF without cleanup, causing multiple queued
callbacks when updates happened rapidly.
- Now uses a single tracked RAF with cancellation support.
Co-authored-by: hobostay <hobostay@users.noreply.github.com>
Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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
* Add project versioning & publish flow
Introduce project model versioning and publishing support.
- DB: add published_model_version column to projects (migration + schema + types).
- Models: add version status types and helpers, implement getProjectVersionStatus, enhanced getProjectModel to load draft/published/legacy fallbacks, saveProjectModel now manages draft creation/updating and avoids no-op saves, saveProjectVersion to lock/save/publish versions and create next draft, publishProjectModel to republish specific saved versions. Includes scene-graph equality checks and authenticated project ownership checks.
- UI: AppSidebar shows publish/draft status, polling refresh, and Save / Save & publish / Publish actions that flush the editor scene before version operations. Hook update: load scene from result.data.model.scene_graph.
- Public project loader: prefer published version with legacy fallbacks.
This enables safe draft editing, explicit saves, publishing, and keeps autosave working across version locks.
* Add project versioning UI, APIs & preview mode
Introduce full version management support: UI, backend actions, and editor integration.
- UI: Add a Versions popover to the app sidebar with search, relative timestamps, preview, restore and publish controls; disable version actions while previewing and show proper labels/states. Imported new icons, popover and tooltip primitives and added formatRelativeTime helper.
- Actions: Add ProjectVersionListItem type and APIs getProjectVersionList and getProjectVersionByNumber to list and fetch saved (non-draft) versions.
- Hooks: Extract applySceneGraphToEditor and sync editor selection logic; ensure scene loading applies selection and supports preview mode (which suppresses autosave).
- Store: Add isVersionPreviewMode to project store with setter and isSceneLoading flag usage to prevent autosave while previewing.
- Misc: Wire up version list loading, previewing, restoring and publishing flows, and refresh version status/list after actions.
These changes enable browsing historical project versions, previewing them without triggering autosaves, and restoring or publishing selected versions.
* Improve version preview, restore flow & draft handling
- Add scene graph snapshot to preserve unsaved work during preview
- Include draft versions and metadata in version list
- Add getProjectVersionById for direct ID-based lookups
- Add autosave status to project store
- Refactor sidebar version UI (remove search, use save icon)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
- Enable EDITOR_LAYER on R3F raycaster for proper hit detection
- Fix polygon editor drag using refs and direct position passing
- Handle pointercancel events and fix pointerId access in polygon editor
- Fix slider undo by reverting to start value before resuming temporal state
- Allow grid:move during camera drag so polygon editor works while panning
- Bump better-auth to ^1.5.2 and turbo to ^2.8.12
- Remove explicit return type on createAuth for better inference
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Overhaul viewer overlay with a unified bottom toolbar, dark theme support,
theme toggle, camera orbit/top-view controls, and fix TypeScript array
access errors for level and wall mode cycling.
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
* 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>
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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.