Commit Graph
729 Commits
Author SHA1 Message Date
Hakan Seven 8d5ccdbd25 fix(viewports): share command previews
Closes #548
2026-07-29 23:26:06 +03:00
Hakan Seven 572a662c71 fix(render): show hidden-line silhouettes
Closes #551
2026-07-29 23:14:30 +03:00
Hakan Seven 3897fb2661 fix(viewports): fit extents per pane
Closes #554
2026-07-29 23:03:06 +03:00
Hakan Seven 29b15535d7 fix(render): preserve shared curve endpoints
Use stored topology vertices at tessellated curve boundaries so floating-point reevaluation cannot open gaps at extreme zoom.

Closes #561
2026-07-29 21:01:40 +03:00
Hakan Seven 6ecd67ff6e feat(layer-state): add saved-state editor 2026-07-29 18:39:55 +03:00
Hakan Seven cd1378e6b2 fix(viewport): preserve tiled pane controls 2026-07-29 17:21:57 +03:00
Hakan Seven 6686141d3b feat(hatch): add visual pattern picker
Closes #566
2026-07-29 15:46:53 +03:00
Hakan Seven a717572d65 fix(plugins): trust platform certificates
Use the operating system trust store and Windows proxy settings while keeping TLS verification enabled. Add retryable registry errors with copyable diagnostics.\n\nRefs #563
2026-07-29 15:00:07 +03:00
Hakan Seven d80637cda7 refactor(hatch): unify capability backends
Keep storage and texture transports behind one renderer lifecycle so Pipeline no longer branches by backend.
2026-07-29 13:40:46 +03:00
Hakan Seven 93b9a840ff refactor(renderer): select paths by GPU limits
Keep storage fast paths on capable adapters and use packed or texture fallbacks only when device limits require them.\n\nCompact mesh-edge varyings to avoid WebGL shader rejection.
2026-07-29 12:49:41 +03:00
Hakan Seven 25166b9508 fix(hatch): preview pattern grip drag 2026-07-28 20:07:10 +03:00
Hakan Seven a36e0d7fdc fix(matchprop): complete property matching 2026-07-28 19:53:39 +03:00
Hakan Seven 00cc17ea55 fix(scene): isolate drawing-space state
Cancel stale interaction state across space changes and keep live previews and zoom extents in their active paper/model context.\n\nRefs #539\nRefs #540\nRefs #541
2026-07-28 18:51:20 +03:00
Hakan Seven 8050fc79fd fix(scene): clear selection after erase 2026-07-28 17:35:21 +03:00
Hakan Seven 05b044f367 perf(scene): make geometry edits incremental
Avoid full document, cache, and GPU rebuilds for entity deltas so add, delete, history, selection, and live polyline edits stay responsive on large drawings.
2026-07-28 17:16:27 +03:00
Hakan Seven 73b8dbe9d4 fix(render): prevent live polyline flicker
Reject segment-count-changing arena patches before mutating GPU buffers so repeated live updates rebuild from a consistent state.
2026-07-28 15:22:57 +03:00
Hakan Seven 2ac61bf99a fix(ui): theme remaining interface text 2026-07-28 12:29:31 +03:00
Hakan Seven d5be78a187 fix(selection): separate transient visibility
Keep object isolation out of persisted entity visibility and clear stale grips across block-editor transitions.

Refs #512

Refs #517
2026-07-27 23:36:02 +03:00
Hakan Seven c21f3e1a19 feat(tabs): add drag-and-drop reordering
Closes #526
2026-07-27 22:14:58 +03:00
Hakan Seven b629dc32de feat(wipeout): add polygon creation modes
Closes #528
2026-07-27 21:50:50 +03:00
Hakan Seven b8889ccd20 feat(mview): add viewport creation options
Support polygonal and object viewports through native clip-boundary handles, including clipped rendering and selection.

Closes #525
2026-07-27 19:28:51 +03:00
Hakan Seven 8018ab1523 feat(view): implement LIMITS command
Closes #478
2026-07-27 16:15:28 +03:00
Hakan Seven a4235a1243 fix(text): show selection highlight
Render tinted SDF glyphs in the final xray pass so base text and wipeouts cannot occlude them.\n\nRefs #479
2026-07-27 14:13:35 +03:00
Hakan Seven cff4903c1e fix(pick): select block-nested MTEXT 2026-07-27 14:05:48 +03:00
Hakan Seven 4887a53d66 perf(render): batch and cull mesh instances
Share repeated block geometry across GPU instances.\n\nPatch changed mesh chunks and cull large batches with indirect draws.
2026-07-27 01:11:21 +03:00
Hakan Seven b5f9a06e78 fix(render): split oversized edge buffers 2026-07-26 23:38:42 +03:00
Hakan Seven 6fb68d1c7c feat(scene): integrate DWG object data 2026-07-26 23:38:38 +03:00
Hakan Seven eb23715605 feat(scene): integrate standard DWG data 2026-07-26 22:30:14 +03:00
Hakan Seven 731df4a725 feat(cad): integrate standard codec coverage
Render, edit, query, select, and explode newly decoded standard entity variants. Pin acadifc de8d6b5 and preserve None color semantics.
2026-07-26 19:30:43 +03:00
Hakan Seven 34d0c377e2 fix(3d): complete ACIS solid rendering
- track per-face coverage and retain safe display fallbacks
- tessellate shared NURBS, pcurve trims and periodic surfaces
- pin the matching acadifc decoder revision
2026-07-26 01:35:16 +03:00
Hakan Seven bca65600cd fix: stabilize web loading and paper rendering 2026-07-25 21:34:29 +03:00
Hakan Seven fe49cc8eb5 revert(web): drop vendored iced renderer
Keep iced_wgpu external and leave the WebGPU storage-buffer optimization out of scope.
2026-07-25 19:24:32 +03:00
Hakan Seven deec48ad99 perf: keep heavy work off UI thread 2026-07-25 18:49:18 +03:00
Hakan Seven 12bf126646 perf: remove large drawing stalls
Keep resident geometry and GPU resources stable across edits, MSPACE zoom, and Model/Paper switches. Add unified PERF output for tracing remaining costs.
2026-07-25 13:34:48 +03:00
Hakan Seven 2bc4c1c8f3 perf: eliminate initial hover freeze 2026-07-25 10:09:23 +03:00
Hakan Seven 39449ec684 perf: speed large drawing workflows 2026-07-25 09:05:52 +03:00
Hakan Seven 71e0b88839 perf: optimize large drawing workflows 2026-07-25 02:58:46 +03:00
Hakan Seven 1c7e4bb850 perf: reuse interaction index after edits
Remap immutable base candidates and cache only changed-wire indexes so block-heavy drawings avoid rebuilding millions of primitives on pointer movement. Build 3D BVHs lazily for plan views.
2026-07-25 01:34:49 +03:00
Hakan Seven da34c6817a perf: eliminate dense edit stalls
Keep resident wires, draw depths, GPU slabs, and edit history incremental across entity changes. Defer rollover work to avoid cursor jumps on dense drawings.
2026-07-25 01:06:00 +03:00
Hakan Seven ea93e169ea perf: make edit history incremental
Replace full-document snapshots with Arc first-touch deltas and batch cache invalidation. Reuse interaction and GPU category caches across unrelated edits.
2026-07-24 23:25:33 +03:00
Hakan Seven 90714d34b2 perf: expand spatial interaction indexing
Share subprimitive broad-phase queries across snap, hover, selection, hatch, and mesh paths while preserving exact hit tests.\n\nRefs #433
2026-07-24 22:00:40 +03:00
Hakan Seven 4db763ef27 perf: unify spatial interaction queries
Dense drawings previously rescanned full geometry for snapping, tracking, and selection.\n\nRefs #433
2026-07-24 20:49:05 +03:00
Hakan Seven ece5598372 fix: correct viewport stretch and SHX plots
Anchor the opposite viewport corner during grip and STRETCH resizing.
Match plotted stroke-font pen widths to the SDF atlas unless CTB overrides.

Closes #435
2026-07-24 19:26:10 +03:00
Hakan Seven ceddb287f5 fix(renderer): match leader and dash styles
Read canonical ACAD/DSTYLE overrides for leader color and arrow size. Scale block-local linetype patterns through INSERT transforms.

Closes #436
2026-07-24 19:04:57 +03:00
Hakan Seven 7a1c0ead0d fix(xref): preserve layer-zero colors
Treat namespaced XREF layer |0 as layer zero during block inheritance so ByLayer geometry keeps its source color.\n\nCloses #437
2026-07-24 18:43:04 +03:00
Hakan Seven a0558e187c fix(pick): tighten XREF text hit test
Test SDF glyph quads instead of a style-batch union AABB so empty gaps inside XREF content do not preselect the insert.\n\nCloses #438
2026-07-24 18:35:39 +03:00
Hakan Seven 91326e9a0c fix(renderer): add automatic compat fallback
Use packed wire and texture-backed hatches on low-limit adapters.

Refs #475
2026-07-24 17:05:54 +03:00
Hakan SevenandClaude Opus 4.8 2ff37b088b fix(camera): re-derive ortho near/far per frame so orbit never clips
The orthographic depth half-range was frozen at fit time and measured along
the fit-time eye direction. A 3-D drawing fitted straight-down (top view) got
a shallow depth span; orbiting only rotated the camera, never resized the
span, so the drawing's width loaded onto the eye axis and overran near/far —
clipping the model the moment it was tilted off top (#473).

Cache the model AABB on the camera and recompute the near/far depth from it
for the live eye direction every frame. This tracks orbit, viewcube snaps,
roll and restored views uniformly, and keeps the same tight, zoom-independent
depth precision (coincident solids / meshes / wires keep their draw order).
Falls back to the scalar half-range / distance-scaled span when no AABB is set.

Closes #473

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-24 14:57:16 +03:00
Hakan SevenandClaude Opus 4.8 0e61836e91 fix(properties): name AEC / proxy objects instead of "Unknown"
Selecting a proxy object we render from its cached graphics (an AEC
Wall/Door/Window and the like) showed "Unknown" as its type. The entity
now carries its real DXF class name from the CLASSES section (acadrust
bump), so surface it: ui_name_or_class title-cases the class ("AEC_WALL"
→ "Aec Wall") for the properties Type row and the status-bar label, and
still says "Unknown" only when the class truly can't be named.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-23 23:59:27 +03:00
Hakan SevenandClaude Opus 4.8 346f4ce27d fix(wipeout): bias the mask toward the camera so it wins coincident depth
Even collected at the right place, a block-internal wipeout still let
geometry show through: the wipeout pipeline's depth bias was positive,
pushing the mask behind geometry at the same depth (a block's wipeout and
its shapes are coincident at Z=0), so LessEqual rejected it. Bias toward
the camera (constant -8, slope -1) so the mask wins against coincident
2-D geometry, small enough that genuinely nearer geometry still occludes.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-23 23:22:55 +03:00