The extension anchors needed the same pane-to-canvas lift the snap
marker already got, but the block that added it was placed next to the
one that was already there rather than merged into it, so `screen` took
the tile origin twice. A single full-canvas tile has no origin to add, so
it only shows once the viewport is split. Fold the anchors into the
existing block.
Also require the ray to pass through the snapped point before offering it
as a distance reference. Only four acquisitions are kept and the oldest is
dropped as new ones arrive, so the ray that produced a snap can be gone by
the time a distance is typed; picking the nearest survivor unconditionally
sent the point off along an unrelated ray instead of falling back to plain
point input. `extension_snap` projects onto the ray in exact f64, so the
tolerance only has to clear rounding, scaled with the coordinate to hold at
UTM magnitudes.
Co-Authored-By: Claude Opus 5 <[email protected]>
LTSCALE scales the dash pattern baked into every wire, and PDMODE /
PDSIZE decide the point glyph built at tessellation time. Each has its
own command that invalidates for exactly that reason -- and PDMODE /
PDSIZE are also reached from the point style dialog and the viewport
setting, both of which invalidate too. Only SETVAR, the fourth way in,
set the header and stopped there, so the drawing kept rendering the old
value until some unrelated edit happened to rebuild it.
Invalidate the same way each variable's own command does, alongside the
TEXTFILL case already handled here.
The rest of the SETVAR list needs nothing: FILLMODE is read at render
time and hashed into viewport state, CELTSCALE and TEXTSIZE only seed
new entities, SPLFRAME is never read outside this file, and the others
are behaviour rather than geometry.
Co-Authored-By: Claude Opus 5 <[email protected]>
Add a searchable block palette with previews, file import, collision-safe nested definitions, and dependency/table-record import. Keep palette thumbnails current across drawing switches and block-definition edits.
Route model, paper, viewport and nested block content through one traversal while preserving leaf renderers. Carry decoded material state into mesh shading and harden solid geometry conversion.
- preserve command history colors after reopening
- remove collapsed command bar residue and split the unsaved prompt
- read system text when the drawing clipboard is empty
Refs #467
Refs #468
Refs #470
- Keep the floating panel near the selection and inside the viewport
- Persist the toggle and hide the panel without a selection
- Show only Material in 3D Visualization
Preload one language-aware font resource across the interface, drawing text, and navigation labels.\n\nRender the navigation cube, ring, outlines, and labels through a 4x MSAA target.