Commit Graph
963 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 4.8 038052f5f9 feat(block): fade context, free editing and a Save/Discard toolbar in REFEDIT
In-place block edit now reads more like a dedicated editor:

- Fade everything except the edited entities toward the background (wires,
  block instances and 3D solid meshes) so the block stands out while the
  surrounding drawing stays visible for context.
- Don't leave a command active on enter — the user edits the block's geometry
  freely (move, grips, draw, erase) and finishes explicitly.
- Show the right-edge vertical toolbar with clickable Save (REFCLOSE_SAVE) and
  Discard (REFCLOSE_DISCARD) buttons while a session is active, so the edit
  can be ended without typing.

The fade clears on save/discard, restoring full brightness.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 11:46:43 +03:00
Hakan SevenandClaude Opus 4.8 5052d2338c fix(block): bump acadrust so REFEDIT'd arcs aren't distorted
Picks up the acadrust transform_arc fix that rotates/reflects an arc's
start/end angles, so editing a rotated or mirrored block in place (and
rotating/scaling a standalone arc) keeps arcs intact.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 07:52:25 +03:00
Hakan SevenandClaude Opus 4.8 9f447308a6 feat(block): double-click to edit a block in place (#136)
Double-clicking a block reference (its wire or its solid body) now enters
in-place block edit (REFEDIT), so its geometry can be modified and the change
reflects in every instance on REFCLOSE.

Also drop REFEDIT's "non-uniform scale not supported" restriction: the
session now carries the INSERT's full forward/inverse affine (OCS, rotation
and non-uniform / mirrored scale) and applies it via the entity transform,
instead of a uniform scale + rotate + translate sequence. Mirrored blocks
(e.g. x_scale = -1) are editable now.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 07:43:59 +03:00
Hakan SevenandClaude Opus 4.8 65b8e85751 fix(select): highlight a block's solid body on hover/selection
The instanced block solid meshes kept the inner solid's handle as their
name, but the highlight tint matches the mesh name against the hovered /
selected handle — which for a block is the parent INSERT. So hovering or
selecting a block whose body is a solid never tinted it. Tag the instanced
meshes with the parent INSERT handle so the orange hover / blue selection
tint applies.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 07:29:18 +03:00
Hakan SevenandClaude Opus 4.8 cd10aa0363 fix(select): click the front-most solid across top-level and block bodies
Clicking a block whose body is a solid tried top-level solid meshes first
and block-internal ones only as a fallback, so a stray solid behind the
block always won and the block couldn't be picked. Merge both into one
depth-sorted hit-test (solid_click_hit) keyed by the solid's own handle or
the parent INSERT, so the front-most body wins regardless of kind.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 07:24:31 +03:00
Hakan SevenandClaude Opus 4.8 d1395e8f3d fix(solid): refresh a DXF SOLID's fill after move/copy
A DXF SOLID renders as a cached solid-fill hatch, but transform_entities and
copy_entities only rebuilt that cache for true HATCH entities — a SOLID fell
through and kept drawing at its old position (or a copy showed nothing).
Rebuild the solid-fill hatch for EntityType::Solid in both paths, matching
the existing grip/add/open handling.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 07:15:03 +03:00
Hakan SevenandClaude Opus 4.8 ae9940929c fix(select): box/lasso-select blocks whose body is a solid
Box/lasso only tested top-level solid meshes, so a block whose visible body
is a solid (its mesh lives in the per-INSERT instanced cache, and it has no
wires to catch) was never picked up by a window/crossing/lasso. Add
block_mesh_box_hit / block_mesh_poly_hit that test each INSERT's instanced
block solid meshes and resolve a hit to the parent INSERT, and wire them
into the selection paths.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 07:03:56 +03:00
Hakan SevenandClaude Opus 4.8 ae3b305f95 fix(dim): move the baked dimension block when the dimension is transformed
A dimension's final graphics are baked into a per-instance *D block, and the
render draws that block's sub-entities directly rather than the definition
points. Move/rotate/scale/mirror updated the definition points but left the
block sub-entities in place, so the dimension stayed drawn where it was.
Apply the same transform to the dimension's *D block sub-entities.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 06:55:34 +03:00
Hakan SevenandClaude Opus 4.8 d5f1348f1b fix(3d): box/lasso-select 3D solids and refresh them after a transform
Box, window, crossing and lasso selection only tested wires and hatches, so
3D solids (which render as meshes) could never be selected that way. Add
mesh_box_hit / mesh_poly_hit that project the solid mesh and test it against
the box / lasso (window = all vertices inside, crossing = any vertex inside
or the region sitting inside the solid), and wire them into the selection
paths.

Also re-tessellate solids after a move/rotate/scale/mirror/copy: the entity
moved but its cached mesh didn't, so the solid stayed drawn at its old
position. Rebuild the mesh caches when a transformed/copied handle is an
ACIS volume.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 06:45:49 +03:00
Hakan SevenandClaude Opus 4.8 c5969b4776 fix(clipboard): keep the paste preview on the cursor across drawings
The preview wires are tessellated in the target drawing's offset-relative
frame, but the centroid driving the preview translation was the source
drawing's, so the ghost drifted by the world_offset difference. Shift the
centroid into the target frame to match the committed paste. Zero within one
drawing.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 06:32:50 +03:00
Hakan SevenandClaude Opus 4.8 de1f1c0e24 fix(3d): move and paste ACIS solids to the right place
Solids were missing from the entity transform dispatch, so move / rotate /
scale / mirror were silently no-ops on a 3D solid (only its wires shifted)
and a pasted solid stayed at its original location. Add a Transformable impl
for Solid3D/Region/Body/Surface (delegating to acadrust, which now composes
the move into the ACIS body placement) and register them in the dispatcher.

Also make cross-drawing paste land at the cursor: the clipboard centroid is
measured in the source drawing's offset-relative frame, so correct the paste
translation by the source/target world_offset difference (zero within one
drawing). Bumps acadrust for the solid-geometry transform fixes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 02:46:56 +03:00
Hakan SevenandClaude Opus 4.8 e45064f8a8 fix(clipboard): carry block-internal layers and refresh the layer panel
Cross-drawing paste recreated layers/linetypes/styles only for the
top-level selection, so objects inside a pasted block landed on layers the
target drawing didn't have. Scan the entities inside captured block
definitions for their dependencies too. Also refresh the layer panel after
a paste so the brought-in layers show in the manager and the dropdown.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 02:12:58 +03:00
Hakan SevenandClaude Opus 4.8 5f3eaa621c fix(properties): recolour solid meshes on a colour/layer change
ACIS solids bake their colour into the mesh, so a property-panel or ribbon
colour (or layer) change left the solid showing its old colour — only the
wires, which resolve colour at render time, updated. Run recolor_meshes
(now covering block-definition meshes too) when property targets are
invalidated, and route the ribbon colour change through the same path.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 02:12:58 +03:00
Hakan SevenandClaude Opus 4.8 a492ea6300 fix(clipboard): tessellate pasted ACIS solids so they render
Paste added the entities but never rebuilt the solid mesh caches, which are
only populated by populate_meshes_from_document (file open, undo, a few
commands). A pasted 3D solid — top-level or inside a recreated block
definition — therefore had no mesh and stayed invisible. Rebuild the mesh
caches after the paste so the solids show up.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 01:58:39 +03:00
Hakan SevenandClaude Opus 4.8 31ed911714 fix(3d): place and move ACIS solids and tilted-normal blocks correctly
Bump acadrust to pick up real ACIS body transforms (so moving/copying/
rotating a 3D solid relocates its geometry) and OCS-aware INSERT placement.

- body_transform: read the SAT transform record from its first 13 float
  tokens instead of by raw index, which skipped the matrix because the
  record leads with a book-keeping pointer — so the body placement was
  silently ignored and solids never honored their stored transform.
- Insert grips: the grip lives in world space but insert_point is stored in
  the block's OCS, so grip display and grip-drag now round-trip through the
  OCS. A block whose extrusion normal isn't +Z no longer shows its grip in
  the wrong place or drags along the wrong axes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 01:52:53 +03:00
Hakan SevenandClaude Opus 4.8 fd15dd0aac feat(select): invert selection from the right-click menu
Add an Invert Selection entry to the selection context menu (below
Select Similar): it replaces the current selection with every other
selectable object in the active layout. Candidates come from the visible
wire set, so objects on off/frozen layers stay excluded.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 21:31:05 +03:00
Hakan SevenandClaude Opus 4.8 e562738d9e fix(clipboard): carry block definitions across drawings on paste
Copying an INSERT and pasting it into another drawing rendered nothing:
the clipboard snapshotted referenced layers/linetypes/styles but not the
block definition itself, so the pasted reference pointed at a block the
target drawing didn't have.

Capture every block an copied INSERT references — walking nested INSERTs
transitively, skipping model/paper space and xref blocks — and store the
definition's base point plus its owned entities. On paste, recreate any
of those blocks the target drawing lacks via a new define_block_raw
(entities kept in block-local coordinates), before adding the pasted
references. Same-document pastes are unaffected since the blocks already
exist.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 21:23:59 +03:00
Hakan SevenandClaude Opus 4.8 490c0f6cf9 feat(properties): show polyline length and area
Line, Circle and Arc reported their lengths/quantities in the Geometry
section, but polylines (and rectangles, which are closed polylines) only
listed vertex count, closed flag and elevation. Add read-only Length and
Area rows: length is the true path length with arc segments measured by
their arc length, area treats the polyline as closed with a circular
segment correction per bulge.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 21:14:13 +03:00
Hakan SevenandClaude Opus 4.8 af850421b4 fix(join): stitch touching segments into a polyline, any angle
JOIN previously only merged collinear lines or co-circular arcs into a
single Line/Arc and rejected everything else as "not co-linear" — so the
segments of a broken polyline, which meet at vertices but run at angles,
could never rejoin. It also flattened endpoints to the first segment's Z,
silently discarding height.

Rewrite the geometry pass to chain segments wherever their endpoints
touch, regardless of angle: a collinear straight run still collapses to
one Line, a planar chain becomes an LwPolyline (arcs carried as bulges),
and a chain with varying Z becomes a Polyline3D, preserving height.
Open/closed is detected from the endpoints; a selection that isn't a
single connected chain, or holds an unsupported entity / tilted arc, is
refused with a clearer message.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 21:08:23 +03:00
Hakan SevenandClaude Opus 4.8 54ff2c97e2 chore(release): bump to 0.6.3
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
v0.6.3
2026-06-20 20:46:53 +03:00
Hakan SevenandClaude Opus 4.8 082018756e fix(hover): defer rollover pick until the cursor stops
The rollover hit-test now sweeps wires, hatches, block-internal hatches
and shaded solid bodies, which is O(N) per cursor frame and was freezing
the crosshair on large drawings. Each idle move now clears the live
highlight and arms a dwell timer; HoverDwellTick runs the pick once the
cursor has been still for HOVER_DWELL_MS (120 ms), using the active
tile's bounds so the deferred pick matches the entity actually under
the cursor in tiled viewports.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 20:43:33 +03:00
Hakan SevenandClaude Opus 4.8 f860fb39c2 feat(plugin): wrap external-plugin calls in a panic guard
A buggy external plugin that panicked anywhere — during load (version,
register, manifest), during ribbon build / dispatch, or inside an
interactive command (prompt, on_point, on_enter, on_object_pick) — took
the host down with it (#134). Run every cdylib entry point under
catch_unwind so the host stays up: the plugin's call is treated as
inert (load fails, dispatch returns "didn't handle it", interactive
hooks resolve to Cancel) and a "Plugin <hook> panicked: …" line lands
in the command line on the next tick. (#145)

Scope is Rust panics across the cdylib boundary, not genuine UB —
real isolation (segfault-proof) still requires out-of-process plugins.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 20:17:37 +03:00
Hakan SevenandClaude Opus 4.8 2a260be31d fix(dim): restore DIMTAD=Outside placement, route all DIMTAD values
The previous DIMTAD fix made every non-below value use the text-up side,
which broke DIMTAD=2 (Outside) — that should sit on the side farthest from
the measured points. Pass the DIMTAD value through instead of a below flag:
above (1) / JIS (3) / centred (0) use the text-up side, below (4) the
opposite, and outside (2) the away-from-object side. Tests cover above-up
and outside-away. (#144)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 17:38:57 +03:00
Hakan SevenandClaude Opus 4.8 ac5d92c0b4 fix(dim): place DIMTAD "above" text by text-up side, not object side
Dimension text vertical placement chose the perpendicular side away from the
measured points, so "Above" (DIMTAD 1) flipped to below whenever the
dimension line sat on the opposite side of the geometry. Place it on the side
the text top points to instead — the perpendicular of the dimension line
normalised to read left-to-right — independent of the object. (#144)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 17:32:56 +03:00
Hakan SevenandClaude Opus 4.8 c5ad13d5c7 fix(hatch): close the boundary loop in the fill shader
The point-in-polygon test in both hatch shaders walked edges
(v0,v1)…(vn-2,vn-1) but never the closing edge vn-1→v0, so an unclosed
boundary miscounted crossings and the fill bled outside the shape. SOLID
entities hit this — their four corners are not repeated — making color-wheel
fills spike past their bounds. Close each sub-loop (at NaN separators and at
the end); already-closed loops get a degenerate closing edge that crosses
nothing, so they're unaffected. (#140)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 17:14:11 +03:00
Hakan SevenandClaude Opus 4.8 e1c5917644 fix(web): paste clipboard text into the TEXT / MText editors
Ctrl+V was globally bound to the entity paste command, so it never pasted
into an open text editor, and even when routed there iced's clipboard read
is a no-op on the web. Route Ctrl+V to the focused editor and, on the web,
read the system clipboard via the browser's async Clipboard API (the
keypress is a user gesture, so the read is permitted):

- MText editor: insert at the caret (web + native).
- TEXT field: append on the web; native lets the text_input paste itself.
- No editor open: falls through to the entity paste command as before.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 17:05:02 +03:00
Hakan SevenandClaude Opus 4.8 54106ca9b0 feat(web): lazy per-script font loading for international CAD text
The web build has no system-font access, so CAD text in non-Latin scripts
(Cyrillic, Greek, CJK, …) rendered as nothing — build_fallback was a hard
None on wasm (#141). Instead, ship per-script Noto subsets under web/fonts
(one alphabet per file, SIL OFL 1.1) and fetch them lazily over HTTP the
first time a drawing uses that script, then outline glyphs with ttf-parser.

- web_font: Script enum + script_of (char → script font), a per-script
  store with lazy fetch, and a pending queue drained by the app loop.
- CJK is split by language (chinese/japanese/korean). Han ideographs share
  code points but differ by language, so the shared block is routed by the
  document's $DWGCODEPAGE (932→JP, 949→KR, GB/936→CN); kana is always
  Japanese, Hangul always Korean. Re-tessellates when the language changes.
- build_fallback (wasm) outlines from the fetched subset; clear_fallback_cache
  lets glyphs that missed while a font was in flight reappear on load.
- PollWebFonts subscription (web only) + WebFontLoaded message drive fetches.
- Trunk copy-dir serves web/fonts; nothing is bundled into the native binary
  (desktop keeps using system fonts).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 16:13:26 +03:00
Hakan SevenandClaude Opus 4.8 d36cc9786f fix(web): render OSNAP menu symbols as SVG instead of font glyphs
The object-snap menu drew each mode's marker as a Unicode geometric glyph
(◻ △ ◯ …). The web build bundles only Fira Sans, which lacks them, so they
rendered as tofu boxes (#138). Add an SVG per snap mode under
assets/icons/osnap, map them via icons::osnap, and draw them with the same
tinted-SVG path the rest of the chrome uses — font-independent on every
platform.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 14:27:59 +03:00
Hakan SevenandClaude Opus 4.8 65369f53cb fix(web): gate boot() to native so the wasm build compiles
The clap CLI work made boot() read crate::cli, but cli is cfg'd out on
wasm (the web build takes no args), so the wasm target failed to compile.
boot() is only used by the native iced::daemon run(); the web build boots
via boot_web(). Gate boot() with cfg(not(wasm32)) to match.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 14:27:51 +03:00
Hakan SevenandClaude Opus 4.8 79bb1d67b1 feat(cli): full command-line interface via clap
Replace the ad-hoc `--serve` arg sniff with a clap-parsed CLI:

- positional <file> to open at startup (also the OS file-association path)
- --new, --read-only, --backend, --safe-mode/--no-gpu
- --serve/--port (headless JSON automation, unchanged behaviour)
- --export IN OUT (headless format convert via the automation load/save infra)
- --script FILE (run command lines at startup)
- --log/RUST_LOG, plus --version/--help for free

GUI-only options pass to app::boot through a OnceLock config; read-only
gates the save paths. The web build skips parsing (no args).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 13:59:20 +03:00
Hakan SevenandClaude Opus 4.8 7e70a2a97c feat(window): surface the unsaved-changes prompt on close
A close signal can arrive while the app is backgrounded, leaving the
in-window unsaved-changes prompt unseen behind other windows. Funnel the
prompt opener through gain_focus + a Critical user-attention request so
the window raises (Windows/macOS/X11) or at least flags for attention
(Wayland via xdg_activation). Every unsaved-dialog caller shares this path.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 13:40:47 +03:00
Hakan SevenandClaude Opus 4.8 1ed3315e50 fix(ocs): use Wz in arbitrary-axis algorithm else branch
The OCS arbitrary-axis algorithm crossed the normal with Wx=(1,0,0) in the
else branch, which collapses to zero for an X-aligned normal (e.g.
N=(-1,0,0)): the OCS axes became zero and every point mapped to the
origin. The resulting coincident points fed a NaN truck arc whose
parameter_division never converged, hanging the load on "Parsing
entities". Cross with Wz=(0,0,1) per the DXF spec. (#142)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 13:28:36 +03:00
Hakan SevenandClaude Opus 4.8 3fc51af41c fix(ribbon): anchor tooltips to the right of their button
Ribbon tooltips were centered below the button, so the cursor resting on
the button covered the tip text. Anchor them to the right instead, clear
of the cursor. (#143)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 11:59:20 +03:00
Hakan SevenandClaude Opus 4.8 3139a73753 docs(3d): explain pierced-face outer-loop selection
ACIS stores no outer-vs-hole loop flag, so plane_face derives the outer
boundary as the largest-area loop and winds holes opposite. Document why
this is robust: try_attach_plane takes its plane normal from the first
(outer) wire, making the choice self-consistent without relying on the
analytic face normal. No behaviour change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 11:38:03 +03:00
Hakan SevenandClaude Opus 4.8 249922e8d9 fix(3d): pick pierced face outer loop by area, not list order
A planar ACIS face lists its loops outer-first only by convention; a
pierced wall lists its window holes before the wall edge. plane_face
trusted loops[0] as the outer boundary and oriented every other loop
relative to it, so on a face with two or more holes one real hole wound
the same way as the true outer and truck's winding-number trim filled it
in. Select the outer boundary as the largest-area loop (it encloses the
rest) and wind all others opposite. (#123)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 10:44:52 +03:00
Hakan SevenandClaude Opus 4.8 36d5891572 fix(layers): freeze toggle in ribbon dropdown + sortable manager columns
Ribbon layer dropdown rows were a single button, so a click on the
visible/freeze/lock icon fell through to the make-active handler instead
of toggling that state. Split the row: each icon is its own toggle
button, only the swatch+label selects the active layer. Toggle handlers
now resync the ribbon so the icon updates while the dropdown stays open.

Layer Manager columns are now sortable: clicking a header sorts by that
column, clicking again flips direction (SVG arrow indicator). Sort is
reapplied on every panel sync so it survives edits, preserves the
selection by name, and keeps the ribbon dropdown order in step.

Fixes #133

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 20:39:09 +03:00
Hakan SevenandClaude Opus 4.8 caafb9b99d fix(layers): honor layer off/freeze for block sub-entities
Block-internal entities ignored their own layer state: 2D subs were
only filtered by the invisible flag in the block-defn cache, and 3D
solids render through a separate mesh path that applied no layer filter
at all. Both now skip subs on off/frozen layers, matching top-level
entities. Caches rebuild on every toggle, so visibility updates live.

Fixes #133

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 19:57:19 +03:00
Hakan SevenandClaude Opus 4.8 0dc537b669 chore(release): bump to 0.6.2
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
v0.6.2
2026-06-19 19:42:27 +03:00
Hakan SevenandClaude Opus 4.8 93e2d20412 fix(3d): render pierced solid faces with their holes
Build pierced planar faces (a wall with a window opening) as truck faces
with inner hole boundaries: collect every face loop (outer + holes), wind
each hole opposite the outer so try_attach_plane cuts it, and let truck
triangulate. Drop the back-face cull on the solid-mesh pipelines so faces
show regardless of the import's winding (the shader already lights
two-sided). Relies on the acadrust SatLoop next_loop fix that makes hole
loops reachable. (#123)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 15:21:21 +03:00
Hakan SevenandClaude Opus 4.8 128672186e assets: refresh layer toggle SVG icons
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 14:49:08 +03:00
Hakan SevenandClaude Opus 4.8 e7eeff5945 feat(select): orange hover / blue selection highlight for all objects
Solids (meshes) now tint on rollover and selection: hover washes orange,
selection washes blue, with selection winning when both apply. Meshes
re-upload their tint when the highlight set changes, and the rollover pick
now also hits shaded solid bodies and hatches (mirroring the click-select
order: wire → hatch → block hatch → solid).

Wires get the same scheme: the selection xray overlay recolours selected
entities blue and the hovered entity orange (previously both blue). Drops
the now-unused highlight_handles union helper and its cache.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 09:33:53 +03:00
Hakan SevenandClaude Opus 4.8 c6b3975fd4 feat(properties): show entity handle in the General section
Adds a read-only Handle row at the top of the properties palette so an
entity can be identified by handle (e.g. when cross-referencing a file
dump or reporting a specific object).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 01:52:02 +03:00
Hakan SevenandClaude Opus 4.8 25c347f9b0 feat(3d): instance block-definition solid meshes per INSERT
3D solid meshes inside block definitions were drawn once at block-local
coordinates without the INSERT transform, so a block authored in mm and
placed into a metre drawing at a 0.001 INSERT scale rendered ~1000x too
large. Split solid meshes into top-level (layout-owned, offset and drawn
flat) and block-definition (kept block-local) sets, and emit a transformed
instance of each block-def mesh per model-space INSERT, accumulating nested
transforms. Layout blocks are identified from the Layout objects'
block_record handles, since BlockRecord::is_layout() also flags ordinary
blocks in some files. (#123)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 01:32:17 +03:00
Hakan SevenandClaude Opus 4.8 2be26e9e2e fix(snap): object snap takes precedence over ortho/polar
When drawing with Ortho (or Polar) on, a point that snapped to an object
(e.g. an Endpoint) was still pulled onto the ortho axis, so you couldn't
close a shape exactly on an existing vertex. Skip the ortho/polar
constraint while an object snap is locked, in both the preview and commit
paths. Grid snap is positional rather than an object snap, so it still
combines with ortho/polar. (#132)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 00:05:41 +03:00
Hakan SevenandClaude Opus 4.8 7f2aa6178a docs: plan for migrating model tiles to iced pane_grid
Design note for a future migration: motivation, blockers (single-shader
rendering, VPORT rect vs split-tree fidelity, per-pane overlays), a phased
plan starting with a shader-per-pane spike, and the note that pane_grid
does not enable floating viewports.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 23:53:52 +03:00
Hakan SevenandClaude Opus 4.8 74c8d74a28 feat(ui): add dividers between viewport control chip items
Thin vertical separators between every control in the top-left chip
(split / split / render-mode / grid / snap) for clearer grouping.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 23:34:23 +03:00
Hakan SevenandClaude Opus 4.8 9eb805df23 feat(ui): unified viewport control chip + per-tile grid rendering
Move grid and grid-snap toggles off the status bar (and its customization
menu) into the top-left viewport chip, now a single container holding the
horizontal/vertical split buttons, render-mode picker, and grid/snap
toggles, sized to the render-mode picker. Add grid + magnet (snap) icons.

Render the grid per model tile from each tile's own grid_on, in its own
bounds and camera, instead of a single grid in the active tile. This stops
the grid flickering on/off as the cursor crosses panes or leaves the
viewport, and lets each pane show its own grid independently.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 23:29:34 +03:00
Hakan SevenandClaude Opus 4.8 d4a665a34c feat: per-viewport grid/snap, adopted from the active viewport
Make grid-snap a per-drawing view setting like grid visibility: drop it
from the persisted OSNAP set (settings.txt) and round-trip it through each
viewport's VPort SNAPMODE instead.

Grid display and grid-snap are now stored per model tile (like render
mode), written to and read from each tile's *Active VPort entry. The live
toggles mirror the active tile, and grid/snap are adopted from the active
viewport whenever it changes — on file load, tab switch, model-tile
activation, and new drawing — so they follow the active viewport rather
than a global preference.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 22:25:44 +03:00
Hakan SevenandClaude Opus 4.8 b2feeb716b refactor: make grid visibility per-drawing, not a global setting
Grid on/off now round-trips through the drawing's *Active VPort, so it is a
per-file view setting like every other CAD app treats it. Drop show_grid
from UserSettings (and its settings.txt key) and instead adopt the opened
file's saved grid_on on load. A legacy "grid=" line in an old settings file
is harmlessly ignored.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 22:11:27 +03:00
Hakan SevenandClaude Opus 4.8 cd17096f65 feat(io): persist grid/snap display state to the active VPort
Mirror the in-app grid and grid-snap toggles (plus the adaptive grid
spacing) onto the *Active VPort entries so a saved DWG/DXF reflects what
the user actually has on, instead of always writing VPort defaults. The
flags are stamped when the toggles change and again before a save, and
carried across the camera-sync VPort rebuild so they survive an orbit/pan.

Only grid_on, snap_on and grid_spacing have an OCS counterpart; the other
VPort view fields (view twist, clip planes, lens length, etc.) have no
in-app source and stay at their faithful defaults.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 22:05:25 +03:00