Implements plans/editor-placement-interaction-overhaul.md: an authoritative
interaction-scope state machine plus the catalogued placement/interaction
fixes, and split-view floor-plan performance.
- Interaction-scope spine (lib/interaction/* + store/use-interaction-scope),
driven from central useEditor setters; overlay scoping (zone labels,
context badges, floating action menu) reads resolveOverlayPolicy.
- Bug tracks A/B/D/E/F/G/H: handle/cutout raycast, footprint validity,
auto-slab loop, ceiling hosting, B-key tool desync, 2D drop offset,
per-frame jank.
- Snapping modes (grid/lines/angles/off) + contextual HUD chips; modifier
model (Shift=cycle, Alt=free place, Ctrl=grid step).
- Item move now tracks the cursor 1:1 (was a laggy per-frame lerp); handle
rig hides during a whole-node move; rotate gizmo advertises Shift=free
rotation in the HUD and hides the move cross while rotating.
- Floor-plan perf: pause live reactivity while in 3D-only view; per-node
geometry cache so only changed nodes rebuild on a drag; hoist wall miters
to a once-per-pass ctx.levelData (O(N^2) -> O(N) on wall/opening drags).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The editor's /icons assets were ~10MB of oversized PNGs (a single
toolbar icon up to 1.4MB). Convert every non-PWA icon to WebP (quality
92) and repoint all /icons/*.png references to .webp across
packages/editor, packages/nodes, and apps/editor. PWA/platform icons
(apple-touch-icon, icon-192, icon-512) stay PNG.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- core: fix layer violation in level-height.ts — extract sceneRegistry
import, replace with optional WallBaseYResolver callback so core stays
pure (no Three.js mesh state); viewer callers pass resolver, headless
callers (MCP/tests) get deterministic node-data-only result
- core: generalise port-connectivity service from duct-only to all
distribution families — match partners by distributionRole ('run' →
endpoint stretch, 'fitting' → rigid follow) instead of hard-coded
duct-segment/duct-fitting type names; add system-compat guard so
cross-system ports (e.g. supply duct vs waste pipe) don't fuse
- editor: fix port-snap rotation bug in move tool — pass preview node
at live rotation into resolvePortSnap so own-port positions reflect
any mid-drag R/T rotation before computing the snap delta
- editor: wire pipe-trap into UI — add to StructureTool union,
MepToolKind, MEP_ITEMS Build-tab tile, and structure-tools action menu
- test: add port-connectivity-pipe.test.ts — 2 tests covering
pipe-fitting → pipe-segment endpoint drag and cross-system isolation
- test: fix stale pipe-auto-fitting.test.ts wye expectation — author
deliberately chose square sanitary-tee for DWV side-taps (documented
in PR description and PipeFittingNode schema); update the one test
that still expected wye to match the implemented behaviour
- nit: fix optional-chain biome warning in validate-dwv.ts
Dual review pass (Claude multi-angle + Codex release-quality). One
correctness fix and the agreed do-now cleanups:
- fix: clone-scene-graph remaps roofSegmentId like wallId in both
clone paths — duplicated scenes/levels kept pointing roof-hosted
children at the original segments.
- extract the settled, stateless roof target/cursor math shared by the
four door/window tools into shared/roof-wall-opening-placement.ts
(resolveRoofWallOpeningTarget + getRoofWallOpeningCursorPose +
worldToSelectedBuildingLocal); tools keep the stateful lifecycle
(drafts, undo/temporal, commit field lists). −199 net lines.
- rename host-generic state: currentWallId→currentHostId,
markWallDirty→markHostDirty (they hold segment ids too); capability
cascadesViaHostSegment→dirtyHandledByOwnSystem (behavior-facing,
before the public API hardens).
- drop getRoofAccessoryKinds from core's public API — its only caller
was the standalone Build tab, which now enumerates the registry
inline with its app-specific filter.
- window move-tool uses the shared stripPlacementMetadataFlags; stale
"segment-local" comment fixed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Openings now host on the walls a roof segment generates — the base
walls under the roof and the coplanar gable/shed/gambrel end faces, so
a window can sit in a gable pediment.
- core: roof-segment-walls.ts models the four vertical faces as 2D
frames (u along face, v height) with convex profile polygons that
mirror the wall volume getRoofSegmentBrushes builds; rect-in-profile
clamping and anchored resize limits via half-plane algebra.
- schemas: optional roofSegmentId on door/window; position is the
segment-local wall mid-plane center, rotation[1] the face yaw.
- cut: reuses capabilities.roofAccessory.buildCut; new cutScope: 'wall'
subtracts from the wall brush only. cascadesViaHostSegment keeps the
roof-merge loop from consuming door/window dirty marks (their own
systems cascade via parentId).
- tools: roof:* handlers in door/window tool + move-tool (the Build-tab
preset path), with roofSegmentId cleared/restored across every
roof<->wall re-anchor and revert; shared hit resolver normalizes
normals through world space (merged mesh vs painted segment frames).
- fix: RoofSystem no longer rebuilds per-segment CSG in accessory-reveal
mode — the uncut rebuild used to draw over the merged shell's fresh
opening until deselect.
- fix: the walkthrough collider world now prunes by renderer-effective
visibility; stale uncut segment CSG inside the hidden segments-wrapper
blocked the player at openings the merged shell had cut through.
Known gap: painted segments render per-segment CSG without accessory
cuts (pre-existing, also affects skylight/dormer). Twice Codex-reviewed;
details in private-editor plans/editor-roof-wall-openings.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- registry: getRoofAccessoryKinds() enumerates kinds declaring the
roofAccessory capability, in deterministic builtin-list order (mirrors
getSelectableKinds); exported from the registry barrel.
- apps/editor build-tab: a "Features" group under the Roof tile, discovered
from the registry (no DB) and activating each kind's roof-attach tool —
parity with the community editor's roof features.
- site-boundary-editor: hide the flag handle group around thumbnail captures
(they render on SCENE_LAYER so the thumbnail camera can't layer-filter them),
matching handle-arrow.tsx — keeps flags out of preset/snapshot thumbnails.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* wip sfx
* wip audios
* feat(editor): structure build-start/end cues + menu hover/click SFX
Sound design pass for the build/items experience:
- Split structure-build into a start cue (draft begins) and end cue
(commit). Wall/fence fire start on the first click; slab/ceiling/zone
tick start on every non-closing vertex; roof on the first corner.
- Doors and windows now use the structure-end cue on place + move;
shelves use item-place instead.
- New menu_hover (round-robin retired in favour of a single sample) and
menu_click cues wired to the Build/Items main categories, item-catalog
tiles, the icon rail / tab bar, and the bottom action menu (via the
shared ActionButton).
- Refresh item_pick / item_place / item_rotate samples; drop the
now-unused numbered menu_hover variations.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* fix(editor): silence forEach return lint in updateSFXVolumes
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* chore(editor): convert SFX wavs to mp3 to shrink assets
Re-encode all SFX samples as 128kbps mp3 (~94% smaller, transparent for
short UI cues) and point the player at the .mp3 sources. Drops the .wav
originals; the freshly converted item_pick/place/rotate.mp3 override the
older committed mp3s.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
* fix(nodes,viewer): window preset live wall preview + shaped-cutout move tracking
MoveWindowTool marked the moving window `isTransient` unconditionally, but
WindowSystem only rebuilds the host wall's cutout for non-transient windows —
so a window *preset* (isNew) showed no live hole on the wall and couldn't be
placed consecutively without leaving/re-entering. Guard the transient mark on
`!isNew`, matching MoveDoorTool.
Separately, shaped openings (arch / rounded / `opening`) rebuild their cutout
brush from `node.position`, which a same-wall move doesn't write (it mutates the
mesh directly and publishes to `useLiveTransforms`). The wall-system's
`getEffectiveNode` only merges `useLiveNodeOverrides` (resize arrows), so shaped
cutouts lagged the move while rectangular ones (rebuilt from the live mesh
matrixWorld) tracked. Fold `useLiveTransforms` into door/window children before
collecting cutouts so shaped holes follow the live move too.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* fix(editor,viewer,nodes): smooth item placement on shelves
Three issues made hosting an item on a shelf janky (item-on-item was already
smooth because plain items have no `def.geometry` to rebuild):
- Jitter: the draft mesh intercepted the cursor ray, so the shelf-row hit was
re-derived from the moving item each frame. Disable raycasting on the draft
during placement (incl. async GLB children, reconciled per frame) so the ray
passes through to the surface beneath — mirrors MoveRegistryNodeTool.
- Reparent/vanish at the edges: `onShelfLeave` flipped state to floor without
reparenting the draft off the shelf, so the floor strategy's level-local
position rendered compounded with the shelf transform. The grid handler now
owns the shelf→floor transition.
- In/out oscillation: reparenting the draft onto the shelf dirtied the shelf,
and GeometrySystem disposed+rebuilt its boards, making r3f fire a spurious
shelf:leave→enter that thrashed placement between the row and the floor. Add
an opt-in `def.geometryKey` so GeometrySystem skips the rebuild when geometry
inputs are unchanged (shelf boards don't depend on hosted children). Keep the
item sticky by testing the cursor ray against the shelf's bounding box: a ray
that slips through a gap and lands on the floor behind the shelf still counts
as "on the shelf"; only a ray that misses the shelf detaches to the floor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* feat(editor-app): add Shelf to the standalone editor Build tab
The shelf kind is fully wired (def.tool, presentation icon, StructureTool id)
but was absent from the standalone editor's Build palette. Add it between
Column and Spawn Point. Community has its own build-tab and is left untouched.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* chore(mcp): biome-format coordinate-conventions-demo.json
The committed example violated Biome formatting (expanded polygon arrays),
which broke the `mcp-ci` Biome check on main (#356) and every branch since.
Format it so CI is green. Pure formatting — no content change.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Bring the open-source standalone editor closer to the community editor's
v2 sidebar without pulling in any preset/catalog infrastructure.
- Add a preset-less Build tab (apps/editor) that mirrors the community
Build sidebar: wall, fence, slab, ceiling, roof, stair, elevator,
door, window, column, spawn, plus the material-paint panel. Clicking a
type activates the raw structure tool drawn with the kind's defaults.
- Wire the Build tab into both editor mount points (local + saved scene)
and give the left rail proper image icons (Scene/Build/Items/Settings)
instead of letter fallbacks.
- Gate the ItemsPanel Library/Community/Mine source chips and tag filter
rows behind `showSourceFilter` / `showTagFilters` props (default true,
so community and external consumers are unchanged). The standalone
editor passes both off, leaving plain category tabs + full-width search.
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>