The empty design shown at launch, New on a design that is still empty, file.new and the blank design left when the last tab closes all take the Units of new designs preference. Opened files and the sample part keep their own units. Fixes#1205.
Co-authored-by: raythurman2386 <raythurman2386@users.noreply.github.com>
Section Analysis clipped the origin and construction planes and axes along with the model. They now draw from their own unclipped lists, with the same depth and blending; bodies, edges, sketches and highlights are clipped as before. Fixes#1229.
Co-authored-by: DuBearte <DuBearte@users.noreply.github.com>
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 <Karl-VonRichter@users.noreply.github.com>
* 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 <noreply@anthropic.com>
* Title bar: File button hover uses the app bar hover token
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
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.
Extend works on any surface: natural (continuing the face's own surface), tangent (G1 run-off) or curvature (G2 run-off), by a distance, up to a plane or face, or back to the surface's bounds, with neighbouring edges lengthened to meet. Untrim and Extend share face parameter-loop helpers. The new SurfaceExtend fields are noted under format 21. Closes#760.
The labelled Report a bug button takes its translated label's width, so longer translations no longer run over the Preferences gear; narrow bars still fall back to the compact icon. Fixes#1145.
Browser rows that are names someone gave (bodies, sketches, components, joints, views...) show as typed instead of being translated as UI labels; default names like Sketch1 are still translated. Fixes#1228.
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.
* Smart Extrude: direction from the picked side, Cut into a body stays a Cut (#1257)
- A sketch profile (or a thin extrude's curve) extrudes toward the side it was
picked from: from the bottom view it goes down. Body faces still go outward.
- The automatic operation is latched per side of the profile: a drag that starts
into a body is a Cut and stays one past the far side; a Join does not become a
Cut when it reaches another body. Passing through zero decides afresh for the
new side.
- An explicit operation, Direction or Reverse ends the automatic choices.
- auto_operation also looks just past the profile, so a long cut through a body
reads as a Cut from the start (the engine's operation: "auto" too).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Scenario s07: the XZ profile seen from behind now extrudes toward the camera
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
The preview builds only the tool; the boolean runs once on OK, off the window thread, with a Computing label while it takes a while. Follow-up to #1020.
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 <35337584+0xlillith@users.noreply.github.com>
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 <noreply@anthropic.com>
Colour vision modes (Protan, Deutan, Tritan) in Preferences > Graphics, with palettes, shader and icon colours adapted per mode, translations and tests.
* 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 <noreply@anthropic.com>
* CI: a test filter YAML parses
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* CI: the startup smoke test writes graphics.json where the app reads it
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* 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 <noreply@anthropic.com>
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Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
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.
A large design showed nothing but a progress bar until it had rebuilt completely. While
it rebuilds, the evaluation now offers the model built so far (placed as the design
places it) every 1.5 s to a window that asks, and the open card draws it as a small
picture on a thread of its own, the way it shows a saved preview. The bodies' meshes
made for it are the ones the finished model shows, so little is done twice. A design
that opens within the first interval shows none.
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
* 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 <noreply@anthropic.com>
* 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 <noreply@anthropic.com>
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Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
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.
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 <noreply@anthropic.com>
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.
A line end snapped onto a curve within the horizontal/vertical snap slides along the curve to where the axis crosses it; the preview, value boxes and click share one placement (#1121).
The feature menu of the bottom timeline and the side history gets Copy (the selection, or the right-clicked feature) and Paste (at the marker). Ctrl+click in the bottom timeline toggles a feature in the selection (#1034).
Inactive document tabs get a faint outline so neighbouring tabs stay apart, and the Home tab uses the same hover tint as the design tabs so its label stays readable in the light theme. Fixes#1115.
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 <noreply@anthropic.com>
* GPU tessellation: a pipeline the device cannot build falls back to CPU meshing instead of crashing (#1098)
Build the tessellation compute pipeline inside error scopes; TessGpu::new returns an error,
and the viewport logs it and meshes bodies on the CPU. A Windows CI job builds the pipeline
with D3D12's FXC on the WARP adapter.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Tessellation shader: basis functions in one-dimensional local arrays, so D3D12's FXC compiles it (#1098)
FXC has to unroll loops that write an array inside a struct (Basis.n0/n1) or a 2-D array
(ndu) by a counter, and cannot with run-time trip counts (X3511). A2.2 basis functions in a
local 1-D array returned whole; derivatives from the degree p-1 functions; the pole step
offsets computed rather than indexed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
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 <noreply@anthropic.com>
With a Chinese UI on Windows and macOS, the first CJK fallback was a Japanese font without the simplified characters, so one word mixed glyphs from two faces with different line heights and they sat on different baselines. For zh the Chinese face now joins the fallback chain before the Japanese one, and the chain is rebuilt on the frame the UI language changes; other languages keep the previous order.
The live preview of a join, cut or intersect now sends the tool body's scene as soon as the tool is built, then runs the feature for its error while the dialog keeps its spinner. OK pressed while the preview is still computing the same commands waits for it instead of computing the feature a second time on the UI thread; the session shares its evaluation cache with the preview's scratch copy.