* chore: sync bun.lock with 0.9.1 workspace versions Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(viewer): stop interactive overlays from starving frames and flickering the UI Every interactive item mounted a drei <Html occlude> overlay unconditionally — invisible (opacity 0) when no zone was selected, but still alive. With `occlude` as a bare boolean, drei raycasts the entire scene per overlay on every camera-move frame, and rewrites each element's z-index while toggling display when the occlusion flips. On scenes with hundreds of interactive items (recessed lights, ceiling fans) this starved the frame budget and made the whole DOM UI blink during camera moves while the WebGPU canvas stayed healthy. Overlays now mount only while a zone is selected and the item sits inside its polygon, fade in/out over 300ms (the child components stay rendered so the exit transition can play before the <Html> unmounts), and drop `occlude` entirely. eps=-1 works around a drei mount bug: its mount path writes the element transform without the distanceFactor scale, and with a static camera the eps guard never re-applies it, so freshly mounted overlays stayed mis-scaled until the camera moved. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(viewer): break down dirty nodes by kind in the perf overlay DIRTY now reads e.g. "29 (12 wall, 9 ceiling, 8 item)" — sorted by count, only non-zero kinds, with a "missing" bucket for dirty ids whose node no longer exists. Makes dirty-mark leaks attributable at a glance. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * perf(core): skip dirty marks for kinds with no dirty consumer dirtyNodes is consumed by GeometrySystem (def.geometry), FloorElevationSystem (capabilities.floorPlaced), and the legacy per-kind viewer systems. Site, building, level, zone, and guide match none of those, so their marks were never cleared: they accumulated for the whole session (every child create/delete dirties its parent), permanently defeated every consumer's empty-set early exit each frame, and polluted the perf overlay's DIRTY readout. NodeDefinition gains an explicit dirtyTracking?: boolean opt-out (default tracked — no derivable predicate exists since wall's dirty consumption lives in the viewer while zone/guide/level declare def.system for unrelated per-frame work). markDirty consults the registry; the five structural kinds opt out. Also fixes a second leak: deleteNodesAction never removed deleted ids from the dirty set, and every consumer skips missing nodes without clearing them, so marks on deleted nodes lived forever. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * style: replace concise-arrow forEach with for...of in deleteNodesAction biome's useIterableCallbackReturn rejects forEach callbacks that implicitly return a value (Set.add / clearDirty). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
Architecture
Canonical rules for code that touches packages/core, packages/viewer, packages/editor, packages/mcp, or apps/editor. Read on demand from AGENTS.md and from .agents/skills/review-architecture/SKILL.md.
Pages
| Page | Covers |
|---|---|
| layers | Three.js layer constants, ownership, and rendering separation |
| systems | Core and viewer systems architecture |
| renderers | Node renderer pattern in packages/viewer |
| node-definitions | Three-checkbox composition model for registry-driven kinds (geometry / renderer / system) |
| materials-and-themes | Surface colour: surface roles, colour presets, the textures axis, and scene themes (appearance / ground / clay tints) |
| plugin-authoring | Public contract for external plugins — Plugin shape, setPluginDiscovery, lifecycle, what's in and out of v1 |
| tools | Editor tools structure, manipulation constraints, and Shift bypass defaults |
| viewer-isolation | Keeping @pascal-app/viewer editor-agnostic |
| selection-managers | Two-layer selection (viewer + editor), events, outliner |
| scene-registry | Global node ID → Object3D map and useRegistry |
| spatial-queries | Placement validation (canPlaceOnFloor/Wall/Ceiling) for tools |
| node-schemas | Zod schema pattern for node types, createNode, updateNode |
| events | Typed event bus — emitting and listening to node and grid events |
| creating-rules | How to add or update a page in this folder |
Reading order for an architecture review
- layers, systems, renderers, tools, viewer-isolation — required every review.
- The remaining pages on demand, based on what the diff touches.