The snapping model (Shift = cycle mode, Alt = force/free, mode-driven reads via
isGridSnapActive/isMagneticSnapActive/isAngleSnapActive, snapProfile-declared
context) lived only in code and the plan; tools.md still preached the legacy
"Shift = bypass snapping". Close the drift so the architecture review refuses
tool changes that revert to the old pattern:
- tools.md: replace the held-Shift-bypass manipulation policy with the unified
mode-driven model + the single snap read path.
- interaction-scope.md: new "Snapping mode & modifiers" section (contexts, read
path, modifiers, the chip-needs-a-scope rule) + a Rules bullet + the
known-legacy MEP movers (migrate-on-touch) incl. the dual-path constraint
(a bespoke mover must not open a `moving` scope — it re-mounts the generic
mover via useMovingNode).
- review-architecture skill: add interaction-scope.md to the reads and a new
"F. Interaction scope, snapping & modifiers" checklist — new shiftKey-bypass,
ungated grid step, missing snapProfile, a new useEditor interaction flag, or a
bespoke mover opening a moving scope are blockers; touching the legacy MEP
movers forces migration.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implements plans/editor-placement-interaction-overhaul.md: an authoritative
interaction-scope state machine plus the catalogued placement/interaction
fixes, and split-view floor-plan performance.
- Interaction-scope spine (lib/interaction/* + store/use-interaction-scope),
driven from central useEditor setters; overlay scoping (zone labels,
context badges, floating action menu) reads resolveOverlayPolicy.
- Bug tracks A/B/D/E/F/G/H: handle/cutout raycast, footprint validity,
auto-slab loop, ceiling hosting, B-key tool desync, 2D drop offset,
per-frame jank.
- Snapping modes (grid/lines/angles/off) + contextual HUD chips; modifier
model (Shift=cycle, Alt=free place, Ctrl=grid step).
- Item move now tracks the cursor 1:1 (was a laggy per-frame lerp); handle
rig hides during a whole-node move; rotate gizmo advertises Shift=free
rotation in the HUD and hides the move cross while rotating.
- Floor-plan perf: pause live reactivity while in 3D-only view; per-node
geometry cache so only changed nodes rebuild on a drag; hoist wall miters
to a once-per-pass ctx.levelData (O(N^2) -> O(N) on wall/opening drags).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>