4 Commits

Author SHA1 Message Date
Aymeric Rabot
b33059ef81 feat: add persistent site boundary handles 2026-06-08 17:42:20 -04:00
Wassim SAMAD
1419709131
editor: structure build-start/end cues + menu hover/click SFX (#378)
* 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>
2026-06-06 20:15:24 -04:00
Wassim SAMAD
ee98c55b65
Polish: window preset preview + smooth shelf item placement + Shelf build tool (#367)
* 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>

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Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 16:10:22 -04:00
Wassim SAMAD
e450d8b474
feat(editor): build sidebar + slimmed items panel for standalone editor (#361)
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>
2026-06-02 14:51:09 -04:00