Commit Graph
722 Commits
Author SHA1 Message Date
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
Hakan SevenandClaude Opus 4.8 de5c35d44a fix(wipeout): mask block-internal wipeouts once inserted
A wipeout defined inside a block never masked the geometry once the block
was inserted — wipeout_models only scanned top-level entities, so the
wipeout was invisible unless you entered block-edit (where it is
top-level). It also drew a stray mask at its raw block-local coordinates
because the top-level scan lacked the block-defn reject the hatch path
uses.

Descend visible inserts and place each block-internal wipeout in world
space, applying the accumulated insert transform via apply /
apply_rotation. Add the belongs_to_visible_block filter so block-defn
wipeouts only appear through the descent, in world space.

Bumps acadrust for the matching transform_wipeout fix: its u/v basis was
double-scaled (apply_rotation then another scale-factor multiply), so a
scaled insert grew the mask; the descent sidesteps that path but the
explode/copy commands need the crate fix.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-23 23:18:48 +03:00
Hakan SevenandClaude Opus 4.8 d54fb9e2aa fix(render): annotative scale representations + model-space linetype scale
Two rendering defects surfaced on the budweiser benchmark drawings, both
tied to a drawing's annotation scale.

Annotative scale representations. A drawing may materialise each annotation
scale as its own object (here a block insert per scale, on a "0 @ <scale>"
layer, each carrying a per-object AcDbContextData bound to one scale).
Nothing filtered them, so every scale drew at once — a 1× copy stacked
under a 10× one. Add annotative::annotative_offscale and apply it in the
three paths that expand block content: the wire block-defn cache, the
resident/top-level visibility gate (model space only — paper viewports use
their per-viewport frozen scale layers), and the exploded-insert hatch/fill
walk (filtered before normalize strips the handle). An object is shown when
a representation matches the current scale; the off-scale ones are hidden.
When the current scale is unsupported by any representation, fall back to
the base "1:1" copy instead of hiding everything (the object must not
vanish) or showing everything (the copies must not stack).

Model-space linetype scale. PSLTSCALE (a paper-space flag) was applied to
model-space linetypes via the annotation scale, so a drawing saved at e.g.
CANNOSCALE 10:1 drew its linetypes 10× off. Thread a `paper_space` flag
through tessellate_entity and gate the PSLTSCALE factor on it, so it only
scales linetypes for content shown inside a paper-space viewport; model
space keeps LTSCALE × CELTSCALE.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-23 21:24:56 +03:00
Hakan SevenandClaude Opus 4.8 5e2b67c642 fix(linetype): keep complex linetypes precise at large coordinates
A circle with a complex linetype (embedded shapes/text, e.g. IZOLACE) drew
its dashes and symbols scattered far off the entity at UTM-scale
coordinates. Two defects compounded, both catastrophic-cancellation at a
~1.2M-unit origin:

- The single-entity complex-linetype path fed apply_along the wire's HIGH
  double-single half only (`base.points`), an absolute f32 quantised to
  ~0.1 at 1.2M. Walking the pattern along those points blew the shape /
  dash positions up to ~1e308. Reconstruct the absolute f64 path from
  high+low, re-origin it at the first vertex, walk apply_along in that
  local frame, then lift each result wire back to world with
  shift_wire_to_world (now pub(crate)) — the same local-frame trick the
  MLINE complex-linetype path already uses. Fixes every entity, not just
  circles.

- The circle was tessellated with truck's circle_arc (arc-through-three-
  points), whose fit cancels catastrophically at 1.2M and returned a ~3%
  radius wobble with uneven segments. Tessellate directly as a cos/sin
  polyline (adaptive segment count from the curve tolerance); adding a
  small ±r term to the centre stays precise, and the Lines path RTE-splits
  it. Arc and polyline bulges share the circle_arc root and remain to fix.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-23 17:16:57 +03:00
Hakan SevenandClaude Opus 4.8 2d3f33de10 fix(leader): suppress oversized arrowheads, keep them precise at UTM
Three defects made a leader's arrowhead render as one stray line far
longer than the leader itself, at UTM coordinates:

- The arrowhead was drawn even when it is larger than the first leader
  segment it sits on. A DIMASZ sized for a bigger plot (here 6 units on a
  ~1-4 unit pointer) painted a stroke longer than the whole leader.
  AutoCAD omits the arrowhead when it does not fit the first segment, so
  gate the arrow on `arrow_size <= first_segment_len`.

- Leader geometry was built as absolute f32. At UTM coordinates (Y ~ 4.5M,
  f32 ulp ~ 0.5) the oblique arrow tick's small cross-slope quantised
  away, collapsing the 45-degree tick into a flat horizontal line. Build
  the path and arrow in absolute f64 — the arrow around a local origin so
  append_arrow's f32 math stays precise — then RTE-split into the double
  single (points_low / fill_tris_low) at the end.

- The `_Oblique` / `_Archtick` arrowhead block mapped to ArrowKind::Tick
  with the full DIMASZ, but the tick emitter draws `size` to either side
  (half-length semantics, matching DIMTSZ). Pass half so an oblique
  arrowhead sizes to DIMASZ like every other arrowhead, not double.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-23 16:46:55 +03:00
Hakan SevenandClaude Opus 4.8 f1a348260f fix(group): preserve groups when pasting, cross-drawing too
PR #446 kept a fully-copied group grouped for the in-drawing COPY/ARRAY
path, but clipboard paste (Ctrl+C / Ctrl+V, PASTECLIP) runs through
finalize_paste, a separate route that never touched groups — so pasted
copies came out ungrouped, and a cross-drawing paste had no group data at
all.

Unify all copy routes on one shared Scene::recreate_groups(sources,
handle_map): copy_complete_groups now gathers the live source groups and
delegates to it, while paste snapshots the complete groups into the
clipboard at copy time (ClipboardDeps.groups) and recreates them over the
pasted handles. A group whose whole membership is copied now stays grouped
whether the copy lands in the same drawing, via the clipboard, or in a
different file; partially-selected groups still stay ungrouped.

Closes #440

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-23 15:09:06 +03:00
Jonathan 27cd957e4e Merge branch 'HakanSeven12:main' into main 2026-07-23 13:14:53 +02:00
Hakan SevenandClaude Fable 5 e4b1f17522 test(font): cover the Shx face variant in resolution test
`case_insensitive_ttf_resolution` matched `Face::resolve` against Ttf and
Lff only; the SHX shape-font variant added later left the match
non-exhaustive, which failed the whole lib-test build. Add the arm.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-23 14:09:38 +03:00