* fix: zone grid snapping, shelf position panel, deselect on item placement
- Zone tool reads the editor's gridSnapStep (0.5/0.25/0.1/0.05) instead
of a hardcoded 0.5 for both cursor move and click snapping.
- Shelf inspector gains a Position group (vec3 X/Y/Z sliders), matching
the item panel.
- Item catalog clears the viewer selection before arming placement so
shortcuts (rotate & co) don't hit both the ghost and the selected node.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* refactor: move level display naming into @pascal-app/core
getDefaultLevelName / getLevelDisplayName ("Ground Floor" / "Floor N" /
"Basement N") lived in packages/editor's internal lib, so viewer-only
surfaces couldn't reach them and fell back to hand-rolled "Level N"
labels. The helpers are pure domain logic, so they move to core and
export from its barrel; the editor package's seven call sites now import
them from there.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
* fix: guard preset placement against double commit from duplicate click events
A single physical click reaches commitAtCursor twice: node clicks are
synthesized on pointerup (use-node-events) while grid:click rides the
native click event from a canvas DOM listener (use-grid-events) that
deliberately ignores stopPropagation. The second pass found the fresh
draft already deleted and took the orphan re-create path, minting a
hidden ghost copy, replaying the placement SFX, and abandoning the
re-armed clone as a second ghost.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* feat: show the compass in all view modes via the viewer-area container
The floorplan compass now portals onto the always-visible viewer area
instead of living inside the (display:none in 3D) floorplan pane. The
2D/3D navigation poses already sync through navigationSyncPose, so the
needle and align-to-north stay correct in 2d, 3d, and split alike.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
Openings now host on the walls a roof segment generates — the base
walls under the roof and the coplanar gable/shed/gambrel end faces, so
a window can sit in a gable pediment.
- core: roof-segment-walls.ts models the four vertical faces as 2D
frames (u along face, v height) with convex profile polygons that
mirror the wall volume getRoofSegmentBrushes builds; rect-in-profile
clamping and anchored resize limits via half-plane algebra.
- schemas: optional roofSegmentId on door/window; position is the
segment-local wall mid-plane center, rotation[1] the face yaw.
- cut: reuses capabilities.roofAccessory.buildCut; new cutScope: 'wall'
subtracts from the wall brush only. cascadesViaHostSegment keeps the
roof-merge loop from consuming door/window dirty marks (their own
systems cascade via parentId).
- tools: roof:* handlers in door/window tool + move-tool (the Build-tab
preset path), with roofSegmentId cleared/restored across every
roof<->wall re-anchor and revert; shared hit resolver normalizes
normals through world space (merged mesh vs painted segment frames).
- fix: RoofSystem no longer rebuilds per-segment CSG in accessory-reveal
mode — the uncut rebuild used to draw over the merged shell's fresh
opening until deselect.
- fix: the walkthrough collider world now prunes by renderer-effective
visibility; stale uncut segment CSG inside the hidden segments-wrapper
blocked the player at openings the merged shell had cut through.
Known gap: painted segments render per-segment CSG without accessory
cuts (pre-existing, also affects skylight/dormer). Twice Codex-reviewed;
details in private-editor plans/editor-roof-wall-openings.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The site ground collider was sized to the scene footprint with a 30 m
minimum — exactly the default site polygon, so one step past the site
boundary left nothing under the character controller and the player
fell into the void. The ground collider now extends 2 km (still a
single BVH box) so the ground plane acts unbounded, and a respawn net
in the first-person frame loop recovers the controller if it ever ends
up below every collider (e.g. scenes with no site node), preferring the
live spawn node over the mount-time start position.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- registry: getRoofAccessoryKinds() enumerates kinds declaring the
roofAccessory capability, in deterministic builtin-list order (mirrors
getSelectableKinds); exported from the registry barrel.
- apps/editor build-tab: a "Features" group under the Roof tile, discovered
from the registry (no DB) and activating each kind's roof-attach tool —
parity with the community editor's roof features.
- site-boundary-editor: hide the flag handle group around thumbnail captures
(they render on SCENE_LAYER so the thumbnail camera can't layer-filter them),
matching handle-arrow.tsx — keeps flags out of preset/snapshot thumbnails.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The v0.9.0 GitHub release declared the trio at 0.9.0 but the npm publish
never ran (npm still serves 0.8.0). Aligning manifests so the release
workflow's bump=patch lands everything at the announced-next 0.9.1
(mcp 0.3.0 -> 0.3.1, ifc-converter 0.1.0 -> 0.1.1 keep their own lines,
matching the per-package version table style of previous releases).
Inter-package peer/dev refs move to ^0.9.0 so the workspace stays
self-linked during the release run; the workflow re-syncs them to the
final versions after bumping.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* Allow template forks to preserve scans
* Add room preset save trigger
* Show room preset action for selected zones
* Use standard inspector for selected zones
* Support room preset editor workflows
* Preview room clear-underneath items
- next 16.2.7 -> 16.2.6 in both apps. 16.2.7 regresses Turbopack dev route
matching for API routes nested below a dynamic segment (probed in the
private repo: /api/items/[id]/fork, /api/scenes/[id]/events 404 with the
router's HTML not-found; production builds unaffected; bisected
16.2.6 good / 16.2.7 bad). 16.2.6 carries all the 16.2.5/16.2.6
security fixes — only the bugfix backports are forgone.
- Remove @react-three/uikit-lucide from @pascal-app/editor dependencies:
zero imports in this repo or private-editor; dead weight in every npm
consumer's install.
- Pin @visual-json/react "latest" -> "^0.4.0" (current resolution;
"latest" in a published package's deps is unreproducible and was
inconsistent with private-editor's ^0.4.0).
- Add root override three: 0.184.0, mirroring private-editor's dedupe —
drops the nested stats-gl three@0.170.0 so the lockfile resolves a
single three (the stated single-instance invariant now holds here too).
Verified: build, check-types, biome check, 931 package tests green;
lockfile resolves one next (16.2.6) and one three (0.184.0);
oxide/lightningcss optionalDependency pins still match resolutions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Range edits:
- next 16.2.1 -> 16.2.7 in apps/editor + apps/ifc-converter. 16.2.5/16.2.6
fixed six high-severity advisories (middleware bypass, DoS, SSRF, XSS,
RSC cache poisoning); 16.2.7 is bugfix backports. No API/config changes.
- typescript 6.0.2 -> 6.0.3 everywhere, including aligning the 5.9.3
stragglers (@pascal-app/mcp, @repo/ui, @repo/eslint-config) that date
from the original scaffold and were never intentionally held back.
- @types/node in @pascal-app/mcp: ^25.5.0 -> ^22.19.20 — mcp was the only
workspace typed against non-LTS node 25; 22 matches the release
workflow's node and every other workspace.
- @number-flow/react ^0.5.14 -> ^0.6.0 (packages/editor, apps/editor);
the only breaking change (removed --number-flow-char-height CSS var)
is unused here.
- agentation ^2.3.2 -> ^3.0.2 (apps/editor devtool; v3 is a drop-in for
the props-less <Agentation /> usage, additions are opt-in).
- Root overrides: @types/react 19.2.14 -> 19.2.17,
@types/three 0.184.0 -> 0.184.1 (types-only fixes).
Lockfile refresh within existing ranges picks up react 19.2.7 (pairs with
next 16.2.7 — 19.2.6 had a server-action FormData regression), motion
12.40.0, three-mesh-bvh 0.9.10, @react-three/uikit-lucide 1.0.73, the
June radix wave, lucide-react 1.17.0, zustand 5.0.14, tailwind-merge
3.6.0, geist 1.7.2 (fixes Geist Mono ligature regression), react-grab
0.1.44, biome 2.4.16 + ultracite 7.8.2, turbo 2.9.17.
Held: three stays 0.184.0 (npm latest; single-instance constraint),
tailwindcss 4.3.0 + lightningcss 1.32.0 already match the pinned
optionalDependencies native binaries, eslint 10 major not taken
(@repo/ui is unconsumed legacy scaffold).
Verified: turbo build, check-types, biome check, and 931 package tests
green; bun.lock stays lockfileVersion 1 (CI bun 1.3.0 compatible);
single next/three resolution confirmed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* Add roof surface placement support for items
Items (e.g. solar panels) can now be placed on sloped roof surfaces.
The placement system computes euler rotation from the roof surface
normal so items sit flush on the slope instead of going inside.
- Add roofStrategy to placement-strategies with enter/move/click/leave
- Wire roof:enter/move/click/leave events in the placement coordinator
- Add calculateRoofRotation in placement-math using surface normals
- Support full 3D cursor rotation for sloped surfaces
- Items on roofs are parented to the level with world-space rotation
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* fixed conflict
* Snapshot: ridge vent locks to segment ridge during placement, free sliders after
Placement tool clamps the cursor to the segment's ridge line for all roof
types (gable, hip, shed, gambrel, dutch, mansard; flat rejected). Renderer
re-derives Y from the live surface plus a small lift, and treats stored
position[1] / position[2] as user offsets so the inspector sliders move
the vent after placement.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(roof): contribute outer silhouette to alignment-guide candidates
Roof has no centred-box footprint (it's the union of its `roof-segment`
children) so the capability bridge needs the resolved AABB directly. We
build it from the children's corners in roof-local space, then transform
to world coords. Roofs only contribute as static candidates — the
move-roof tool drives them by origin, so the relocatable-box path never
applies.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(floorplan): upright text geometry that stays horizontal under scene rotation
Floor-plan text labels were rotating with the 90° default scene rotation,
making zone names read sideways. Add an `upright` flag to text geometry:
when set, the registry layer counter-rotates the label by sceneRotationDeg
around its anchor so it reads horizontally on screen. Zone labels opt in.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): redesign material-paint cursor badge and gate floor-plan paint mode
Paint cursor swaps the inline icon+label chip for a stacked badge — a
glowing accent stem pointing down to the hit point with the paint icon
above — so the cue reads as "pointer" rather than "tooltip". Switches
the accent to indigo. The 2D floor-plan now also shows the paint-icon
overlay and routes pointer interactions to the painter when in
material-paint mode.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): 90° rotate action on the floating building menu
Adds a Rotate button to the building action menu (and a generic `onRotate`
slot to NodeActionMenu). Each click rotates the building 90° CW around
its world-bbox center, mirroring the offset compensation
`MoveBuildingContent` uses during R/T-rotate drags — so the building
spins in place instead of orbiting its (often off-centre) origin.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(column,shelf): show cursor sphere during placement preview
Matches the placement affordance other floor-placed tools already have
so users see the snap point as a discrete dot alongside the ghost mesh.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* chore(ifc-converter): update next-env types path to .next/dev/types
Next.js moved generated route types under `.next/dev/types/` — regenerate
the reference so the type-check resolves them again.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(ridge-vent): track parent segment's live overrides for real-time follow
While dragging a roof-segment resize handle (width / depth / pitch /
wallHeight / rotation), the new dimensions stream through
useLiveNodeOverrides and only flush to the store on release — so the
ridge vent was snapping to the new ridge only after the drag ended.
Merge segment overrides into the renderer's segment view so the vent
rides the resize in real time.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): step building rotation in 15° increments
Cuts the floating building menu's rotate-step from 90° to 15° so each
click nudges the building rather than slamming it to the next cardinal.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): world-frame alignment guides and grid snap under building rotation
Brings the 2D floor-plan alignment + grid behaviour in line with 3D so
guides and snap follow the world XZ grid regardless of how the active
building is rotated.
Core: adds resolveAlignmentInBuildingWorld + snapWorldXZToBuildingLocal,
plus a shared BuildingPose type, so callers can resolve in world space
while staying in building-local coords downstream.
Editor: introduces packages/editor/src/lib/world-grid-snap.ts as the
single entry point for tools that need world-frame alignment / grid
snap (resolveAlignmentForActiveBuilding, getActiveBuildingPose,
snapWorldXZForActiveBuilding, snapBuildingLocalToWorldGrid). Honours
useLiveTransforms and resolves the active building via level.parentId
first so the helper stays in sync with the floor-plan panel.
Alignment store unification: applyFloorplanAlignment and the registry
move overlay now publish guides in world XZ — the same frame the 3D
tools already use — so the shared useAlignmentGuides store carries one
consistent coordinate system. The 2D layer renders world XZ via the
fixed world → SVG transform (a 90° rotation around the building's
world position; independent of building rotation), so guides come out
parallel to the world-axis-aligned floor-plan grid in every case.
Drafting + move sessions across walls, fences, slabs, ceilings,
columns, items, shelves, roofs, stairs, zones and elevators are
re-routed through the new helpers so cursor placement, grid snap,
draft endpoints, and move commits all land on the world XZ grid
even when the building has been rotated.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* revert(editor): drop building drag-rotate and grid building-XZ chase
Two behaviours added recently were causing the world grid to slide
around during building edits. Reverts both, keeping the rest of the
world-frame alignment work intact.
- floating-building-action-menu / node-action-menu: roll the rotate
button back to a single click that increments rotation by 15°
around the bbox center (state at 3eb02fde). The drag-rotate from
b50c0d5a streamed live position updates per frame, which the
floor plan and grid both followed.
- grid: stop chasing the active building's world XZ each frame
(pre-c00a2469 behaviour). The grid stays anchored at world (0, 0)
so it doesn't visibly sweep when the building origin moves —
during a drag, an R/T rotation in the move tool, or a click
rotate that re-anchors the origin to the bbox-pivot. Y still
lerps to the active level's floor height.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): consistent building rotation pivot + 2D position sync
Several connected fixes to building rotate/move so the 3D mesh, the
2D floor plan, and alignment guides all stay visually consistent
across rotations and drags.
Rotation-invariant pivot
- New `getBuildingLocalBboxCenter` helper walks descendant mesh
geometry bounds in the building's LOCAL frame, returning a
centroid that doesn't depend on the building's current world
rotation. The previous approach derived the pivot from the world
AABB at the current rotation, which made the local pivot subtly
drift each time the building was rotated.
- Floating menu click-rotate and move-tool R/T rotation now seed
their pivot from this helper, so successive rotations stay
pinned at the same world point.
Move-tool stability
- R/T rotation always pivots around the current world bbox center,
even before the cursor has moved onto the grid (previously it
fell back to rotating around the origin in that case).
- Commit (`onGridClick`) now writes the mesh's actual on-screen
pose instead of recomputing it from the click event's grid
coords, removing a one-cell snap on release.
Alignment resolver
- Tie-break is now perp-first, primary-second. The previous order
was reliable when wall faces shared an exact axis-aligned coord
(pre-rotation), but post-rotation float deltas meant primary
never tied and the resolver could lock onto the far corner of a
candidate. Perp-first picks the visually closest point.
2D ↔ 3D sync
- The floor-plan SVG scene group now applies a live `translate(...)`
derived from `(committedBuildingPosition → live buildingPosition)`,
in addition to the existing live rotation. Building-local content
slides in lockstep with the 3D mesh during a drag.
- The alignment-guide layer projects from world XZ using the
COMMITTED building position, so guides stay locked to their world
coordinates while the building slides past them.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* Merge remote-tracking branch 'origin/main' into fix/fir-5-june
* feat(wall): alt-click commits a single wall instead of chaining
Holding Alt on the click that completes a segment now stops drafting
instead of starting a new segment from the just-placed endpoint. Same
behaviour wired in both the 3D wall tool and the 2D floor-plan
placement hook (which already passed `singleWall: event.altKey` —
the 2D handler was ignoring the flag).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* revert(editor): drop 15° rotate from floating building action menu
Removes the rotate button on the floating building menu and the
`getBuildingLocalBboxCenter` pivot helper that only existed to support
it. The selected-group rotate handle remains the way to rotate a
building.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* chore(ifc-converter): point next-env at .next/types instead of .next/dev/types
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): unify 3D move grip with floating-menu Move via tap-to-engage
The translate gizmo on the 3D bounding box now hands the node to the
registry move tool (same path as the floating action menu's Move
button) instead of running its own plane-drag. One move flow — green
bounding box, cursor follow, alignment guides, R/T rotation,
click-to-commit — drives both entry points.
Adds a `dragBounds` capability on the node registry so kinds whose
rendered mesh contains extras (per-level landing assemblies on an
elevator, etc.) can declare the box the user thinks of as "the thing
being dragged." Elevator and stair opt in; everything else still
auto-measures. `MoveRoofTool` now shows the green box for whole-stair
and whole-roof moves, and aligns roofs by their footprint corners
(previously only stairs did). Slab floor-plan moves clear
`autoFromWalls` on commit so space-detection doesn't snap the slab
back, via a new `extraCommitFields` hook on the polygon-centroid
move target.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): 2D alignment guides in building-local frame + world-grid wall snap
The 2D floor-plan alignment layer now mounts inside the rotated scene
<g> and reads from an editor-local `useAlignmentGuides` store —
guides are stored in building-local meters and follow the SVG
transform that already carries the rest of the floor-plan geometry.
Pill labels are counter-rotated by the scene rotation so they stay
upright under building rotation. The 3D pipeline keeps its own
world-frame store; the two surfaces no longer share frames.
Wall drafting picks up an optional `gridSnap` override so the 2D
floor-plan can snap drafts onto the world-XZ grid even when the
active building is rotated — without it, a rotated building's
drafted wall would chase the local grid and miss the visible lines.
`snapPointTo45Degrees` and `snapWallDraftPointDetailed` route through
the override when supplied; otherwise the prior local-axis grid snap
is unchanged. The floor-plan panel wires `snapBuildingLocalToWorldGrid`
through the placement hook and exports `WALL_GRID_STEP` to support it.
Also fixes the minor/major grid stroke palette swap so minor lines
render with the minor palette and majors with the major palette.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* chore(editor): drop dead onRotate slot, memoize dragBounds snapshot
Removes the unreachable `onRotate` prop, `RotateCw` import, and
rotate button from `NodeActionMenu` — its only caller was the
floating building menu's 15° rotate, which was removed in d65fd5fe.
Memoizes `MoveRegistryNodeTool`'s `dragBounds` lookup so it captures
the scene snapshot once per node instead of re-reading
`useScene.getState().nodes` on every render. Bounds depend only on
`node` (locked for the tool's lifetime) and start-time sibling state
(elevator shaft height from the level set), so a one-shot snapshot is
the right semantics — and it avoids implying a live subscription that
isn't there.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* chore: biome check --write (import order, formatting, unused import)
Auto-fixes from `bun check:fix`:
- import-order normalization in editor/nodes/core
- unused `snapToGrid` / `useLayoutEffect` imports dropped
- minor whitespace/wrapping tweaks
No behavioural change.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
* fix: update site labels after camera swaps
* fix: gate scene display until viewer is ready
* fix: render scene loader on first paint
* fix: keep loader during pending scene graph
* feat: add wasd camera panning
* feat: add x delete mode shortcut
* feat: add floorplan north compass
* fix: move floorplan compass to lower corner
* fix: progressively rebuild heavy scene geometry
* fix: simplify noisy ifc wall output
* Add roof surface placement support for items
Items (e.g. solar panels) can now be placed on sloped roof surfaces.
The placement system computes euler rotation from the roof surface
normal so items sit flush on the slope instead of going inside.
- Add roofStrategy to placement-strategies with enter/move/click/leave
- Wire roof:enter/move/click/leave events in the placement coordinator
- Add calculateRoofRotation in placement-math using surface normals
- Support full 3D cursor rotation for sloped surfaces
- Items on roofs are parented to the level with world-space rotation
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* fixed conflict
* editor: per-door-type floor-plan symbols
Render a distinct, static plan symbol for each door type in the
registry floor-plan builder (`packages/nodes/src/door/floorplan.ts`),
independent of the door's live open/close animation:
- single / hinged: fixed 90° swing with a dashed quarter-circle arc
- double / french: two mirrored half-width leaves + dashed arcs
- folding / bifold: static zigzag accordion (~80% span) on the wall face
- sliding: bypass — two overlapping panels on parallel tracks + arrow
- pocket: thin white leaf, ~60% closed, sliding into the solid wall
- barn: surface-mounted panel parked over the wall, dashed closed-ghost
+ slide arrow
The swing arc is dashed in screen-pixel units (the renderer uses
non-scaling-stroke). Symbols are oriented by hingesSide / swingDirection
/ slideDirection as appropriate.
Also includes pre-existing working-tree changes unrelated to the door
symbols: group move/rotate transform and box-select tweaks, and a
regenerated ifc-converter next-env.d.ts.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* Fix recessed ceiling fixtures and draw safety
* feat(editor): magnetic wall-snap with per-kind beacon (2D + 3D)
Snap the wall draft / endpoint-move point onto existing wall geometry —
corners, midpoints, wall–wall intersections, and along-wall edges — and
show a beacon at the snap point whose glyph encodes what it caught
(square = corner, triangle = midpoint, ✕ = intersection, circle = edge).
- Pure snap geometry extracted to wall-snap-geometry.ts (unit-tested).
- Ephemeral useWallSnapIndicator store drives a 3D pillar+glyph beacon
and a 2D SVG glyph beacon, both indigo to match the alignment guides.
- Gated by a new persisted "Magnetic snap" toggle in the Display menu
(useEditor); honored by draw + commit + endpoint-move in both views.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* editor: garage and open-doorway floor-plan symbols
Extend the per-door-type plan symbols in the registry floor-plan
builder (packages/nodes/src/door/floorplan.ts):
- open doorway (openingKind === 'opening'): bare gap, no leaf/arc/panel
(mirrors the 3D system, which renders only the cutout for openings)
- garage sectional: closed leaf + side tracks into the garage + dashed
parked ghost at the inner end
- garage roll-up: closed leaf + coil barrel (capsule) with a coil hint
- garage tilt-up: closed leaf + dashed parked panel + dashed curved
up-and-over swing path
- gate the swing arc to actual swing doors (hinged/double/french) so
other types fall back to the plain footprint
Garage mechanisms sit on the interior (door-local -z) side to match the
3D garage builders, independent of swingDirection.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* arch: enforce layer boundaries — registry dispatch, store relocation, shared helper
Three architectural fixes to bring the branch into full compliance:
1. **ceiling-system kind check → CeilingCutCapability**
Replace `child.type === 'item'` branch in `ceiling-system` with registry
dispatch. Add `CeilingCutCapability` type to `packages/core` registry types,
implement `buildCeilingHole` on `itemDefinition`, and rewrite
`collectRecessedItemHoles` → `collectCeilingHoles` to dispatch through
`nodeRegistry` — viewer never again inspects a node's kind directly.
2. **useAlignmentGuides + useWallSnapIndicator → packages/editor**
These stores are editor-only UI (snap beacons, alignment guides). Move them
from `packages/core/src/store/` to `packages/editor/src/store/`, re-export
from `packages/editor`, and update all 34 consumer files across
`packages/editor` and `packages/nodes` to import from `@pascal-app/editor`.
3. **findLevelAncestorId extracted to core**
`item-light-system` had a private `resolveNodeLevelId` that duplicated
level-ancestor traversal logic. Extract it as `findLevelAncestorId` in
`packages/core` (spatial-grid-sync), export it, and replace the local copy.
All four packages typecheck cleanly (zero errors).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* chore: fix lint, untrack .claude/launch.json
Run bun check --write to clear 8 Biome errors (formatting + import order
+ one unused import). Untrack .claude/launch.json and add it plus
.claude/settings.local.json to .gitignore so local IDE/agent configs
stop landing in commits.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Two gaps in the first-person walkthrough collider world:
- The visible default ground is the site node's mesh, but `site` is a
`site`-category node and excluded from the generic collider sweep. The
per-level fallback floor only fires for a level without a slab, so a
spawn on the bare ground (no slab) had no floor and fell through. Add a
dedicated site-ground collider derived from node data (not the rendered
mesh, so it's immune to geometry-mount timing) covering the scene
footprint at the site's ground plane.
- Ceilings are `structure`-category and were swept in as colliders, so the
player was held up as if standing on a floor slab. Exclude nodes whose
registry `surfaceRole` is 'ceiling' so the player passes through them
(they're a transparent mount surface for lights/fans), while walls,
slabs and stairs keep colliding.
Adds tests for both behaviors.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(editor): shelf deletion plays item-delete SFX; refresh delete sounds
Shelves are furniture-like placeable objects, so deleting one should use
the lighter item-delete cue instead of the structure-delete one. Add a
shared emitDeleteSFX(nodeType) helper that maps item-like node types
(item, shelf) to item-delete and everything else to structure-delete,
and route the three delete sites (sledgehammer, floating action menu,
keyboard) through it.
Also refresh the item_delete/structure_delete audio assets and reduce
their pan jitter for a steadier delete cue.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* chore(editor): update item_delete SFX asset
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
* wip sfx
* wip audios
* feat(editor): structure build-start/end cues + menu hover/click SFX
Sound design pass for the build/items experience:
- Split structure-build into a start cue (draft begins) and end cue
(commit). Wall/fence fire start on the first click; slab/ceiling/zone
tick start on every non-closing vertex; roof on the first corner.
- Doors and windows now use the structure-end cue on place + move;
shelves use item-place instead.
- New menu_hover (round-robin retired in favour of a single sample) and
menu_click cues wired to the Build/Items main categories, item-catalog
tiles, the icon rail / tab bar, and the bottom action menu (via the
shared ActionButton).
- Refresh item_pick / item_place / item_rotate samples; drop the
now-unused numbered menu_hover variations.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* fix(editor): silence forEach return lint in updateSFXVolumes
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* chore(editor): convert SFX wavs to mp3 to shrink assets
Re-encode all SFX samples as 128kbps mp3 (~94% smaller, transparent for
short UI cues) and point the player at the .mp3 sources. Drops the .wav
originals; the freshly converted item_pick/place/rotate.mp3 override the
older committed mp3s.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
* fix: resolve lint and type errors to enable CI
- Remove stale biome-ignore suppressions in bootstrap.ts, r3f.d.ts,
and parametric-node-renderer.tsx (rules no longer fire).
- Replace forEach callbacks that return values with for...of loops
in node-actions.ts and build-collider-world.ts
(lint/suspicious/useIterableCallbackReturn).
- Rewrite assign-in-expression guards in ceiling/tool.tsx to explicit
if-statements (lint/suspicious/noAssignInExpressions).
- Hoist useMemo/useCallback above early return in chimney/panel.tsx
(lint/correctness/useHookAtTopLevel).
- Add `^build` to turbo check-types dependsOn so packages/core dist is
up-to-date before type checking — this resolves all 32 type errors
which were caused by stale dist, not missing symbols.
* ci: add lint and typecheck workflow on push/PR
Adds a quality gate that runs `bun run check` (Biome) and
`bun run check-types` (TypeScript) on every push and PR to main.
Uses concurrency groups to cancel stale runs. Closes#147.
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Co-authored-by: Pascal <open@pascal.app>