* feat(walkthrough): unify first-person and baked walkthrough UI into a shared HUD The builder first-person overlay (crosshair, Exit Street View button, hints card) and the baked-GLB walkthrough HUD were two divergent UIs. Extract the GLB-style HUD (reticle, floor/room labels, Esc pill, interact prompt) into a shared WalkthroughHud in packages/editor, feed it from FirstPersonControls via a small useFirstPersonHud store (interact target each frame, floor/zone labels sampled from the camera), and align FOV/projection handling with the baked controller. The now-unused WalkthroughControls glide controller is removed from packages/viewer (WALKTHROUGH_FOV moves to the GLB controller module). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(viewer-ui): shared ViewerControlsBar + ViewerSceneHeader for preview and embedders Preview mode's ViewerOverlay was an older copy of the community viewer UI (separate scan/guide/camera buttons, own render/theme/edges menus, 4-state wall mode). Extract the community design into shared prop-driven components: ViewerControlsBar (visibility, level/wall modes, display menu, walkthrough, orbit/top view) and ViewerSceneHeader (back, project info, optional stats slot, breadcrumb, levels card). ViewerOverlay is now a thin composition of them. The display menu gains the edges submenu everywhere; the vestigial translucent wall mode is dropped (a stale value renders as cutaway). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(walkthrough): hold-Ctrl crouch + P screenshot pause in both controllers Crouch swaps the capsule for a short one (shrinks around the centre, so a mid-jump crouch lowers the head and raises the feet — enough to thread window openings), lowers the eye with a short lerp, and slows movement; standing back up is gated on headroom via an upward raycast against the collider world. Tuning constants live in the GLB controller module and are shared with the editor first-person controller. P releases the pointer lock without leaving the walkthrough so the cursor is free for an OS screenshot (macOS region capture needs a movable pointer); clicking the canvas re-locks and resumes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(walkthrough): crouched profile fits ~1 m openings The float gap counts toward the effective obstacle height — the capsule rides floatHeight (0.5 m) above the ground, so the old crouch spanned 0.5–1.3 m and a 1.14 m opening still blocked it. Crouching now also lowers the float gap (0.25 m) and uses a shorter capsule (0.7 m), for an effective 0.25–0.95 m span; the stand-up headroom check grows to match. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(walkthrough): seamless screenshot pause — auto-release pointer lock on ⌘ Replace the P shortcut: macOS swallows the full ⇧⌘4 but the ⌘-down keystroke still reaches the page, so the moment ⌘ (or PrintScreen) goes down while locked the cursor is released without leaving the walkthrough — the native screenshot flow just works, no user education. The HUD pill flips to "Click to resume" (click-through, so the resuming click lands on the canvas) via a new walkthroughSuspended flag on the viewer store, reset on lock/exit/unmount. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(walkthrough): screenshot pause is P again, advertised in the HUD The ⌘ auto-release fired on every command combo and felt broken. Back to an explicit P toggle, now discoverable: the HUD bottom shows a "P free cursor" pill next to "Esc to exit", and while paused it flips to "Click or P to resume · Esc to exit" (click-through so the resuming click lands on the canvas). P re-locks as well as releasing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(walkthrough): freeze crouch during cursor pause; no editor hints in first person While the P pause is active, Ctrl no longer toggles crouch — ⌃⇧⌘4 (clipboard screenshot) was crouching the player mid-capture; the held state stays frozen until resume. HelperManager now renders nothing in first-person mode, so the Ctrl multi-select hint no longer pops over the walkthrough HUD (Ctrl is crouch there). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * chore: biome formatting + pre-existing useOptionalChain fix in wall panel The wall-panel lint error predates this branch (#526); fixed here to unblock the quality gate. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
@pascal-app/nodes
Built-in node definitions for the Pascal viewer and editor.
Installation
npm install @pascal-app/core @pascal-app/viewer @pascal-app/editor @pascal-app/nodes
The package declares the remaining React, Next.js, Three.js, and UI libraries it needs as peer dependencies. Install any peers reported by your package manager.
Usage
Load builtinPlugin once before mounting a Pascal viewer or editor:
import { loadPlugin } from '@pascal-app/core'
import { builtinPlugin } from '@pascal-app/nodes'
await loadPlugin(builtinPlugin)
The plugin registers the built-in schemas, renderers, geometry builders, tools, and systems. Hosts
can load additional plugins through the same loadPlugin API.
See the
@pascal-app/viewer quick start
for bootstrap ordering in a React application.
License
MIT