Creating a block from selected entities now bumps the geometry epoch, so the
block palette's per-update stale check notices the new definition and refreshes
its list in place instead of requiring the user to close and reopen the panel.
drop_index previously mapped a pointer position inside a lone full-height panel
to a top/bottom insertion split, offering an impossible drop. Clamp to the
single slot when the edge holds one panel, and cover the multi-slot mapping with
tests.
Style the dock rail tab by its panel state: the expanded (active) panel's tab
gets a primary-colored highlight and border, and a tab whose panel is being
dragged gets a lighter primary tint, so the user can see which panel owns the
edge at a glance.
- Run Plugin Manager release fetches on OS threads so they execute in
parallel instead of serialising on the async executor.
- Reduce V4Connection shutdown poll from 3s to 100ms; the runner is killed
and reaped without blocking host shutdown.
- Add PluginManager::remove and PluginProcess::shutdown_and_wait so
uninstall can stop the runner before deleting files, fixing Windows
access-denied errors on plugin removal.
- Rebuild ribbon immediately after uninstall so the tab disappears.
Requested in review: this repo's working language is English, so the
comments carried over from the OpenAEC sibling repos have been
translated. No functional changes -- only comments and log/error strings.
Co-Authored-By: Claude Opus 5 <[email protected]>
Sync projection controls from the active camera, preserve the UCS icon in perspective views, and use visible or selected 3D geometry for orbit pivots. Dense mesh vertex grips remain hidden.
Keep all solid geometry GPU-resident during navigation. Use vertex-rate instancing, compact untextured vertices, vertex-cache ordering, and cached silhouette sources without culling geometry.
Reuse full VPort records during camera and tile synchronization so
navigation cannot replace file-defined display state with defaults.
Honor image, ground, IBL, and sun-backed sky parameters in
background rendering.
Share source buffers across block placements and render nested content with GPU instance transforms.\n\nChunk silhouettes and compact mesh material data so large drawings stay under device buffer limits and remain responsive.