joint.drive answers moved, and a reason (with unconnected) when the joint can move nothing; motion.play answers moved and unmoved; joint.list answers floating chains. joint.drive values come back in joint.list's shape (deg/mm). quiet: true trims joint answers and motion.play poses. A single value keeps a joint's other values. Drive Joints shows the floating case (drive.unconnected, all locales).
A symmetric solid extrude of 10 mm is now 10 mm thick, 5 mm each side of the sketch plane, and switching from One Side to Symmetric keeps the thickness entered. Under format 21 the extent records its convention; designs saved without it keep the per-side reading, so their geometry and parameters don't change. Fixes#1236.
Co-authored-by: Karl-VonRichter <[email protected]>
* Title bar: inactive tabs without outlines, File menu, Help on the right
Inactive tabs go back to the plain bar colour (the Home tab's readable
hover stays). The separate Home button and theme toggle are gone: Home is
a tab and the theme is in Preferences. The folder icon becomes a File text
menu, Save moves into it (Ctrl+S unchanged), and Help sits on the right
next to Report a bug. Tabs start right after File, Undo and Redo.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* Title bar: File button hover uses the app bar hover token
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Claude Opus 5.5 <[email protected]>
An opt-in Touchpad navigation preset: Shift + pointer motion pans, Alt/Option + motion orbits, vertical scroll zooms, all without a mouse button. Existing presets are unchanged; view.navigate gains continuous motion for the control channel and scenarios.
A design note for SolidCraft in the browser: tiered storage, a SharedWorker job broker, GPU dispatch and in-browser agent control through the same engine commands, with the generic pieces in craft-libs. Linked from the MCP and web getting-started docs.
Ruled Surface: strips off an edge chain in normal, tangent, angle or direction mode, exact planes/cylinders/cones where possible, mitred or round corners, stitched into one surface body. SurfaceRuled is noted under format 21. Closes#762.
* Action matrix: nightly shards cut by measured cost, heavy designs in slices, and a determinism check
The full matrix ran as four fixed quarters of the corpus and two of them hit the 60-minute
job limit. Now action_matrix_shard runs shard k of n (ACTION_MATRIX_SHARD=k/n), planned from
tests/action_matrix/costs.json: designs that take more than five minutes are split into slices,
and the pieces go largest first to the least loaded shard. The nightly runs 12 shards and uploads
each one's outcomes and timings; cargo xtask action-matrix --from DIR --bless records them in the
baseline and costs.json without running the matrix again. action_matrix_determinism runs a sample
twice and lists any action whose outcome changed.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* Action matrix: costs measured on runners, 10 shards, determinism on the lighter designs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* Action matrix: baseline and costs from a full run on main, 16 shards, timeouts listed
The baseline is regenerated from the 10 shards' results of a full run on 01b1b705
(cargo xtask action-matrix --from DIR --bless): 8 new designs, 302 actions that pass now,
names that changed, and 40 actions that passed before and fail now, each listed in #1255
(22 fillets refused since #949, 4 hinge blends since #1101, 9 on the loft cut, 5 single).
costs.json now holds every design's measured time, and the nightly runs 16 shards of about
17 minutes. An action that passes in the baseline and times out is listed but not judged,
and stays passing when blessed: two runs of the same build differed only on 10 actions that
took 50-84 s against the 90 s limit.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* Action matrix: slice heavy designs by a hash of each action's name
Slicing by index gave some slices only fillets on oracle 41 (28 slices, a multiple of the
actions per edge), three times the planned time; two shards ran past their limit.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Claude Opus 5.5 <[email protected]>
Lands the Render workspace (R3), bounded preview-image jobs with cancellation and atomic PNG export (R4a), and opaque PBR looks as one change.
- Render workspace: an overlay-free product preview on the installed GPU device. Returning to Design restores its camera. render.scene and render.settings.apply are added.
- Image jobs: render.preflight/start/status/cancel/export run bounded CPU preview jobs. Export captures the job, overwrite choice and document, and checks the caller's file scope before writing.
- Opaque PBR: looks can carry metal fraction, roughness and dielectric IOR. The product viewport and preview PNG use them; geometry and mass are unchanged. The v1 catalog export refuses PBR rather than dropping it.
- Render setups and PBR looks are saved under design format 21. Labels are in en/de/ja/ko/zh/ru.
Supersedes #706 and #800. Refs #620, #673, #756, #1004.
Contributed by @0xlillith.
Co-authored-by: lillith <[email protected]>
Adds a French catalog as a partial locale (missing strings fall back to English, like Russian), registered in the language list, with tests and attribution.
A design carries metadata (format 21): project, part number, revision, author, organization, description and license, plus other tools' data under reverse-DNS keys, kept as written. Edited in the Design Properties window (Document Settings), set by document.metadata.set, reported by inspect_design, and written into STEP, IGES and 3MF where the format has a place for them. Translated, with tests.
The AMD FirePro D300/D500/D700 Metal driver hangs on the tessellation compute shader and macOS resets the GPU, freezing the desktop. Bodies are built on the CPU on that device, and SOLIDCRAFT_CPU_TESS=1 forces the CPU path on any GPU. The check is a tested predicate, and the troubleshooting guide documents the variable.
A crash inside a graphics driver left only "an unclean exit between
commands": no backtrace, no module, no hint that it was at startup.
- The crash journal now keeps the startup step the app is in (window,
graphics instance, surface, adapter request, adapter chosen, device
creation, renderer and viewport shader compiles, surface configure,
first frame and its present, running) and the renderer as soon as the
adapter is picked. egui-wgpu tells the app about its steps through a
small hook. An unclean exit before the first frame names the step.
- Windows: an unhandled-exception filter (src/native_crash.rs, the one
Windows-only module allowed unsafe) writes the exception code, the
faulting module and offset, and a minidump next to the journal; the
next start puts them into the report.
- The Windows CI job runs a child that faults on purpose and checks the
report.
Co-authored-by: Claude Opus 5.5 <[email protected]>
Colour vision modes (Protan, Deutan, Tritan) in Preferences > Graphics, with palettes, shader and icon colours adapted per mode, translations and tests.
render.settings.set saves validated named render setups (camera, output size, exposure, environment) as one undo step, and render.settings.get reads them back without applying a camera. When validated render settings are the only change, the engine keeps the evaluated model instead of rebuilding it. Setups are saved under design format 21; format-20 designs read as having none. Fixes#658; refs #620.
Contributed by @0xlillith.
Co-authored-by: lillith <[email protected]>
Publishing a non-prerelease release runs winget.yml, which opens the
winget-pkgs pull request for bherbruck.SolidCraft with Komac (pinned
2.16.0 binary, SHA-256 checked) from the three versioned MSIs. It skips
cleanly without the WINGET_TOKEN secret or before the package's first
version is in winget-pkgs. docs/releasing.md has the one-time token
setup; the README's Download section gains the winget install line.
Co-authored-by: Claude Opus 5.5 <[email protected]>
* Windows: start Direct3D 12 first, and Vulkan only without a D3D12 GPU
wgpu started Vulkan, D3D12 and OpenGL together and preferred Vulkan, so
every Windows start loaded all installed Vulkan drivers. An old Intel
Vulkan driver (igvk64.dll) crashed 0.10.1 at startup inside the driver.
The app now probes D3D12, then Vulkan, then OpenGL, one backend at a
time, and starts only the first with a hardware adapter (WARP when none
has one). WGPU_BACKEND still wins; graphics.json's "backend" sets the
order by hand; the software renderer (safe mode, the retry) uses D3D12
alone. A new Windows CI job starts the real app under several settings.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* CI: a test filter YAML parses
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* CI: the startup smoke test writes graphics.json where the app reads it
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* CI: run the WARP shader tests one at a time
WARP's shader JIT (d3d10warp.dll) crashed twice in 124 runs of the gpu
tests with four test threads, with a null read inside its own optimizer
while several devices compiled compute pipelines at once. Serial runs
did not crash.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Claude Opus 5.5 <[email protected]>
Bounded in-memory PNG/JPEG texture decoding with explicit base-colour/data-map roles; RGBA8 pixels are published only after a complete decode. Input only: no material assignment, GPU shading or persistence. Refs #900.
Contributed by @0xlillith.
Co-authored-by: lillith <[email protected]>
The screenshot controls, the submission steps and the Open GitHub draft button stay outside the scrolling review; the clipboard fallback is explained before a long draft opens; text fields leave a pixel of room so the window no longer widens while idle at 140% scale. Instructions in en/de/ja/ko/zh.
* Viewport: keep the model scene in blocks and upload only what changed
Every change rebuilt the whole model scene (every body's triangles and edges) and
uploaded all of it again, so a design an agent builds one body at a time paid for the
whole model on every command. The scene is now built in blocks of a few bodies, cut
where a body's own key says, and each block's bytes and GPU buffers are kept while the
block comes back unchanged. Body boxes (fit, picking, ground shadow) are kept per mesh.
Rendering is unchanged: the bicycle from bench-agent opens to a byte-identical
screenshot.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* Browser: find an occurrence's placed bodies by name, not by search per row
Each body row of a placed component searched the placement's bodies for its own, every
frame: quadratic in the component's bodies (720 for the bench-agent bicycle's hardware).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Claude Opus 5.5 <[email protected]>
The reader converts each item once, but every instance made its own display mesh
(tessellation, seam and tangent flags), the most expensive step of opening a large
assembly. A later instance of an item now shows its first instance's mesh, placed by
the difference of the two placements. Only rigid placements share; split lines and
any operation drop the link. Measurements and export read each instance's own
geometry, so eval output is unchanged.
Generated assemblies: mesh phase 2,215 -> 139 ms (901 bodies) and 1,028 -> 85 ms
(5,401 bodies), with the same triangle counts.
Co-authored-by: Claude Opus 5.5 <[email protected]>
sheet.export_dxf writes an AutoCAD 2000 drawing with ELLIPSE and SPLINE entities for ellipses, splines and text outlines instead of chords, with curves: arcs for machines that read only lines and arcs. Perforation circles go through the same writer. Closes#1089.
Rectangular and circular sketch patterns stay linked to their source: editing the pattern's count, spacing or the source geometry updates the copies, and the copies keep their point and radius relations. Patterns are saved under format 20; older designs keep their independent copies.
PathScope::check reports a missing folder inside the scope as NotFound with the nearest existing folder, instead of calling it outside the allowed folders. Paths outside the scope and dangling links are still refused. Fixes#1077.
doc.open and the STEP/mesh imports run on the file loader's worker with the request's path scope, and a font named by file path in a design is checked against the scope before it is read.
A design built over MCP is many small commands, and each one did work over the
whole design, so building or showing a 1,300-body design took minutes:
- moved components were transformed and meshed again after every change; world_state
now reuses each placed body whose definition and placement are unchanged
- next_d_name searched the design once per candidate number
- Document::eval evaluated every parameter for every expression; now only when the
expression names one
- param_rows' used_by was quadratic; the desktop no longer gathers completions on every
change while no text box has focus
solidcraft-cli bench-agent builds a generated ~1,300-body bicycle command by command
and times it (241 s -> 16 s here). Eval output is unchanged apart from timings.
Co-authored-by: Claude Opus 5.5 <[email protected]>
Open and Save use parented AsyncFileDialog sheets; their answers run on the UI thread in a later frame, so resizing the window while a picker is open no longer re-enters winit and aborts. Editors, tab changes, Close/Quit and model-changing control requests wait for the answer; the local library Open and Export in the Appearance dialog use the same flow. Fixes#1088.
Startup no longer stops at a bad settings file or a missing GPU: a settings file that fails to load is set aside, a failed GPU start retries with the software renderer, and a safe mode starts with defaults. Adds a troubleshooting page to the guide.
The engine's headless scene takes a palette; ui.render and the CPU viewport build it from the window's theme tokens, so a dark window renders a dark picture. CLI snapshots, MCP screenshots and Home thumbnails keep the default colours.
sketch.text and sketch.edit_text make the curve a text follows construction in the same undo step, so it no longer cuts the letters into pieces; the reply names the curve as guide.
Adds sheet.perforate: round holes on a staggered or square grid over the flat sheet, kept clear of edges, cut-outs and bend zones. The holes go to the flat pattern, the DXF and the measured volume rather than the B-rep, so a panel can carry many thousands of them.
Adds local scalar appearance and material libraries: a catalog in the io crate with safe writes, engine commands to list and apply library entries, and a library dialog in the UI, with docs.
Thin Extrude builds walls of a set thickness along sketch curves, open chains and closed loops, with the wall centred, inside, outside or on both sides at two thicknesses. Saved under format 20 (thin on an Extrude); an extrude without thin saves as before. Closes#721.
Where SolidCraft can replace itself safely, the Update window gets Update now:
- AppImage: the new AppImage is downloaded next to the old one, verified and renamed over
it; Restart now starts it as SolidCraft exits.
- Windows MSI: the verified .msi starts (msiexec /i … /passive) once SolidCraft has closed,
after the usual questions about unsaved designs.
- Windows portable zip / standalone exe: the running solidcraft.exe is renamed to .old, the
new one takes its name (solidcraft-cli.exe too), Restart now; .old goes at the next start.
- macOS: the verified .dmg is opened (the app is ad-hoc signed and not notarized, so it isn't
replaced behind the user's back).
- Flatpak, Snap, deb, rpm, tar.gz: never replaced; the window shows the command.
Every package's SHA-256 must match the release's SHA256SUMS.txt (HTTPS, same release); a
mismatch deletes the download and changes nothing. With PUBLIC_KEY set in update/install.rs,
SHA256SUMS.txt.minisig must also verify (minisign-verify, MIT) with a trusted comment naming
the release. release.yml signs the list when the UPDATE_SIGNING_KEY secret exists and fails
when the app expects signatures but the secret is missing; docs/releasing.md has the steps.
Co-authored-by: Claude Opus 5.5 <[email protected]>
At start, and at most once a day, a background thread asks GitHub for the latest stable
release (one HTTPS GET to releases/latest, nothing else sent; 15 s timeout; silent when
offline; GitHub's rate limit respected). When it is newer than this build, an Update button
appears next to Report a bug. It opens a window with the version, the release notes and
Download (the asset that fits this installation), Skip this version and Remind me later.
- Versions compare as semver; a nightly counts as the release it was built after, so it is
offered only a newer stable release.
- The installation is detected (AppImage, Flatpak, Snap from the store or a file, deb, rpm,
tar.gz, Windows MSI/portable/exe, macOS app); Download picks the fixed-name asset.
Development builds and the Flatpak (no network permission) never check.
- Preferences > General > Updates: Check for updates automatically (on) and Check now.
- HTTP via ureq + rustls with the operating system's certificates (desktop app only).
- docs: Updates and privacy page.
Co-authored-by: Claude Opus 5.5 <[email protected]>
A renderer-independent OpaqueSurface (colour, metallic fraction, roughness, dielectric IOR) with bounded inputs, an original GGX/Smith/Schlick reference response with Lambert diffuse, and exact piecewise sRGB8 decoding. Numerical contract only: no document format, command or UI change.
A tapered extrude now offsets spline and conic curves as well as lines and arcs, so sketch text and any other profile can take a taper, and the join of tapered letters onto a face finds its boolean result.
sketch.text and sketch.edit_text took at, height, angle and text with a silent default when a value had the wrong kind, so a height of "H" made 5 mm text and at: ["H", 25] put it at the origin. An input that is given (not null) now has to be what it names, or the command is refused with the input's name, and a null at no longer passes as the origin.