* viewer: add Phase 1 render-modes foundation (shading/textures/colorPreset state, defaultRender prop, SSGI gating)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: Phase 2 render-modes material-class switch (Lambert in solid, Standard in rendered)
Shading-aware material factories (cached per class), reactive selection in
renderers via the useViewer(shading) pattern, and dirty-rebuild on toggle for
geometry/door systems. Rendered mode output unchanged.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: Phase 3a render-modes surface roles + clay palette foundation
Adds surfaceRole token to core NodeDefinition, per-kind default roles,
ColorPreset palettes + resolveSurfaceColor/createSurfaceRoleMaterial (glazing
stays translucent), and the textures-off recolor path for def.geometry kinds
(slab/fence/shelf via GeometrySystem.applyDefaultSurfaceRole) + wall. Renderer-
based kinds (roof/window/stair/item/column/door/ceiling/elevator) wired in 3b.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: Phase 3b render-modes textures-off recoloring for renderer/system kinds
Wires clay role coloring (textures=off) for roof/roof-segment, window, stair/
stair-segment, door, item, column, ceiling, elevator via createSurfaceRoleMaterial,
reactive on textures/colorPreset. Per-surface roles: roof top+edge=roof /
underside=ceiling; window frame=joinery / glass=glazing; stair+door+elevator=
joinery; ceiling=ceiling; column=wall; item=furnishing. textures=on unchanged.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* editor: Phase 4a render-modes UI — Solid/Rendered toggle + per-context persistence
Per-context shading via renderContext discriminator + shadingByContext (persisted);
<Viewer> renderContext prop seeds per-context on mount. Solid/Rendered toggle in the
editor action bar + standalone toolbar + command palette. Editor mounts default to
renderContext=editor / shading=solid.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: fix window-system glassMaterial type to allow clay glazing reassignment
The let was inferred as MeshLambertNodeMaterial from the imported glass constant,
so reassigning createSurfaceRoleMaterial('glazing') (returns THREE.Material) failed
under tsc --build. Widen the annotation to THREE.Material. Surfaced by the build
(check-types had replayed a stale turbo cache).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: Phase 5 lighting — add theme-driven hemisphere light, trim fill directionals 3->2
Adds a sky/ground hemisphere fill (theme-lerped) and drops the second fill
directional; the hemisphere covers the shadow-side fill it provided, at one
fewer per-fragment directional term (shared by Solid + Rendered). Ambient lowered
since the hemisphere now carries soft fill. Intensities are a starting point —
tune visually on the gpu-perf overlay.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: tune Solid lighting for more form — stronger hemisphere sky/ground contrast, lower ambient
Darker hemisphere ground (#d8d6cf -> #aaa49a) + higher hemisphere intensity and
lower ambient so directional shading reads as form and undersides ground without
AO. Keeps Solid free of any post-processing pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* chore: biome format render-mode files (lefthook pre-commit)
Formatting-only — import wrapping, dep-array wrapping, single-line ternaries —
across Phase 2-4a files that weren't biome-clean. No logic changes.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: scene-theme system — named environment themes (studio/paper/sunset/night/...)
New SceneTheme registry (lib/scene-themes.ts) drives lights, background, and tone
mapping; lights.tsx refactored data-driven (N directionals + hemisphere + ambient).
sceneTheme state (persisted) + cycle-button picker in editor bar + standalone
toolbar, importing the registry from the viewer barrel (single source). Default
'studio' reproduces the prior look exactly; app light/dark 'theme' untouched.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* editor: Phase 7 — popover-dropdown pickers for render mode + scene theme (editor bar)
Replace the shading + scene-theme cycle buttons in viewer-overlay.tsx with
DropdownMenu pickers: render mode shows 2 rows (Solid/Rendered) with one-line
detail; scene theme lists all themes with a derived color-swatch strip + active
check. Imports the registry from the viewer barrel (single source).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* editor: Phase 7 — dropdown pickers in standalone toolbar + export DropdownMenu from barrel
Replicate the render-mode + scene-theme dropdown pickers (with swatch strip +
active check) to apps/editor's compact toolbar, matching viewer-overlay.tsx.
Export DropdownMenu* from the @pascal-app/editor barrel for the standalone app.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer+editor: Phase 8 — crisp geometry edge overlay (off/soft/strong/sketchy)
EdgeOverlaySystem draws EdgesGeometry LineSegments over node-backed building
meshes (scoped via sceneRegistry, skips zone-layer/hitbox/overlay meshes),
rebuilt on geometry-uuid or mode change, line color follows scene-theme
background luminance; sketchy = static TSL vertex jitter. New 'edges' state
(persisted, default off) + Edges dropdown in editor bar + standalone toolbar.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer+editor: edge overlay — thick lines via Line2, drop sketchy mode
Switch EdgeOverlaySystem from LineBasicNodeMaterial (1px hardware cap) to
LineSegments2 + Line2NodeMaterial so edges have real screen-space width
(soft 1.5px / strong 3px); resolution tracks viewport. EdgeMode is now
off/soft/strong (sketchy removed).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: fix edge overlay crash — webgpu Line2NodeMaterial has no settable resolution
material.resolution is undefined under WebGPU (the node material reads the
viewport internally); optional-chain the .set() call so it no-ops there instead
of throwing. Thickness still applies via linewidth.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: edge overlay — weld vertices to fix CSG spiderweb edges + lighter strong
Position-only mergeVertices before EdgesGeometry so coplanar triangles from
CSG-cut walls (doors/windows) share vertices and their interior edges are
suppressed — only opening outlines + silhouettes remain. Strong linewidth
3 -> 2px (was too heavy).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: edge overlay — crease-only extractor to fix CSG spiderweb
Replace EdgesGeometry (which always draws unpaired boundary/T-junction edges)
with buildCreaseEdges: weld positions, keep only edges shared by exactly two
faces whose dihedral exceeds the threshold, drop everything unpaired. CSG-cut
walls/slabs are watertight so real corners + opening outlines survive while the
interior triangulation fans (coplanar or T-junction) are removed. Open meshes
(bare ground plane, billboard leaves) shed their boundary clutter too.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: crease edges — coarser weld (0.1mm->1mm) to recover CSG/extrude seam edges
The cap<->side-wall top edge of ExtrudeGeometry walls drifts past 0.1mm after
CSG, so it stayed unpaired and was dropped. Weld at ~1mm to pair it into a real
crease while staying far below feature size (wall thickness, openings).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: replace geometry edge overlay with screen-space ink (SketchUp look)
Port the prototype's screen-space ink into the post-processing pipeline: depth +
normal Sobel reading the scene-pass MRT. Crease term (normalized normals,
center-vs-neighbour) + distance-independent depth-step term (raw Laplacian /
(1-d)² with a noise gate so flat ground stays clean). Topology-agnostic, so it
finally handles CSG-cut walls/openings without the spiderweb or missing-edge
problems of EdgesGeometry. Driven by the existing edges off/soft/strong mode;
MRT now builds when SSGI OR ink is on; ink colour tracks scene-theme luminance.
Removes EdgeOverlaySystem + crease-edges (geometry approach).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: soft/strong ink modes + keep editor overlays out of the ink
Two adjustments to the screen-space ink pass:
1. Soft vs strong now visibly differ. The edge masks saturate, so the old
`intensity` gain did nothing once a line was detected. Replace it with a
sample radius (line thickness) + opacity: soft = 1px / 50%, strong = 2px /
100%. `inkedEdges` takes `radius` + `opacity` instead of `intensity`.
2. Editor overlays (gizmos, move handles, tool previews, grid) no longer get
inked. The scene pass that feeds the depth/normal MRT now renders only
SCENE_LAYER; overlays render in a dedicated pass on OVERLAY_LAYER and are
composited on top after the ink + outlines, so they read as crisp UI and
never get inked or AO'd.
New OVERLAY_LAYER constant in viewer; editor's EDITOR_LAYER re-exports it so
the two stay in lockstep. Also moves WallMoveSideHandles (the wall/fence move
arrows) onto EDITOR_LAYER — it was the one overlay still on SCENE_LAYER.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: render the grid in the scene pass so geometry occludes it
The depth-gate fix couldn't help the grid: its material is depthWrite:false,
so it never wrote overlay-pass depth and the "didn't write depth -> keep on
top" term forced it on top — hence the floor grid bleeding through walls and
objects.
A full-floor plane can only be occluded correctly by living in the same depth
context as the scene, so move the grid onto its own GRID_LAYER which the scene
pass renders (alongside SCENE_LAYER). It's flat and depth-non-writing, so the
screen-space ink still ignores it; gizmos/handles stay on OVERLAY_LAYER. The
grid camera layer is enabled in custom-camera-controls and disabled on the
thumbnail camera so thumbnails stay grid-free, matching EDITOR_LAYER.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: strong ink — match soft's 1px thickness, differ by darkness only
Strong at radius 2 read too thick. Soft's 1px line is the nice one, so use it
for both modes and let strong distinguish itself purely by being fully solid
(opacity 1) vs soft's lighter 50%.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: shadow frustum follows the view + a shadows on/off setting
The directional light's ortho shadow camera only covers ±50 around the light
target, which was pinned at the origin — so zones far from origin received no
shadows no matter where the camera moved. Recentre each shadow-casting light
(position + target together, preserving direction) on the view focus every
frame: the orbit-controls target when available, else the camera's ground
projection. The shadow area now tracks wherever the user looks.
Also add a persisted `shadows` toggle (default on) to the viewer store and a
"Shadows" switch in the editor settings panel — the dedicated shadows control
the render-modes plan deferred. Lights gate castShadow on it.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* editor: shadows toggle in the standalone toolbar + a touch more shadow strength
The shadows switch I added only lived in the cloud settings panel's Visibility
section, which is hidden in the local/standalone editor (no projectId). Add a
ShadowsToggle button next to the grid toggle in the standalone toolbar so it's
reachable there, matching how Show Grid is exposed in both places.
Also push shadow strength partway toward the aesthetic prototype (which runs
near-black, no blur): bump the bright-key shadow-intensity cap 0.4 -> 0.55 and
tighten shadow-radius 2 -> 1.5. Still softer than aesthetic by design.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* nodes: site ground receives shadows (lit material instead of unlit Basic)
The site ground fill used MeshBasicMaterial — unlit, so it could never show
the directional shadow, and shadows visibly truncated at the slab edge. Swap it
for a lit MeshLambertNodeMaterial with receiveShadow on the mesh; the geometry
is the site polygon (slab footprints punched out), so shadows now extend across
the whole site and stop at its boundary, which is the desired bound.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* themes: per-theme clay palettes + 2x2 swatch in the theme pickers
Each scene theme now carries a clayTints map (wall/floor/ceiling/roof/glazing)
giving it a per-surface-role palette — e.g. Mediterranean's blue roof + warm
walls. The theme pickers (standalone toolbar + community overlay) now render the
aesthetic-style 2x2 swatch of those role tints over the theme background instead
of the old 3-colour strip.
Data + UI only; wiring the tints into the textures-off surface materials is a
separate change.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* editor: slimmer theme switcher + cloud-sun icon
Shrink the scene-theme toolbar button (w-[8.5rem] -> w-28) so it stops reserving
space for "Mediterranean"; the label truncates when it overflows. Swap the
palette icon for cloud-sun (atmosphere/lighting, distinct from the app light/dark
Sun-Moon toggle) in both the standalone toolbar and the community overlay.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* editor: theme switcher icon -> swatch-book
Swap the scene-theme icon from cloud-sun to swatch-book in both the standalone
toolbar and the community overlay.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* themes: colour untextured building surfaces by the active scene theme
Untextured walls/roof/slab/ceiling now take the active theme's per-role colour
(theme.clayTints[role], falling back to the colour preset) in BOTH textures
modes. The textures toggle only governs surfaces that actually have an explicit
material/preset — those still show their texture when textures are on. This is
what makes e.g. Mediterranean read as a blue roof + warm walls instead of the
old hardcoded white/grey defaults.
- materials.ts: resolveSurfaceColor / createSurfaceRoleMaterial take an optional
sceneThemeId (theme tint ?? preset palette); theme folded into the cache key.
- wall-materials, roof-materials, slab/geometry, ceiling/renderer: the untextured
fallback now resolves to the themed role colour instead of white/grey, in both
modes; theme threaded into each builder + material cache key.
- wall-cutout: now reads textures/colorPreset/sceneTheme and re-applies wall
materials when any change (previously it ignored textures/colorPreset entirely).
- geometry-system: threads sceneTheme into the generic surface-role path + rebuild
effect. Renderers/preview call sites thread sceneTheme through.
Doors/windows/stairs/columns/items still use their existing defaults — a
follow-up pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(slab): recessed (negative-elevation) slabs extrude downward again
The registry geometry builder created the slab mesh at Y=0 without applying the
negative-elevation offset, so recessed slabs rendered above the floor plane
(pool geometry is built locally with its floor cap at Y=0 and walls rising to
Y=|elevation|, so the mesh must be shifted down by `elevation` to recess). The
runtime slab-system already did this; the static builder path didn't. Mirror it:
shift mesh.position.y by elevation when negative. Positive elevation unchanged.
Unrelated to render modes — bundled into this branch's PR.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(roof): legacy roofs render again — migration wrote invalid wallHeight 0
Legacy roof nodes (old format, no `children`) were migrated with a hardcoded
`wallHeight: 0`. With zero wall height the eave height (`wallHeight - autoDrop`)
went negative in getRoofSegmentBrushes, producing geometrically invalid brushes;
three-bvh-csg then spammed "TriangleClipper: Coplanar clip not handled" every
frame and emitted NaN positions, so the merged roof geometry failed
computeBoundingSphere and never rendered.
- core/use-scene migration: wallHeight 0 -> 0.5 (the RoofSegmentNode schema
default), so migrated segments have a valid wall height.
- roof-system: clamp eave height to >= 0.01 so an intentional wallHeight 0 can
never yield a negative eave, and guard updateMergedRoofGeometry so a CSG result
with NaN positions is discarded (keep the last good mesh, warn once per roof)
instead of poisoning the buffer + spamming the console.
Unrelated to render modes — bundled into this branch's PR.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(column): columns cast and receive shadows
Column meshes (box, beam, cylinder, sphere, torus) rendered without castShadow/
receiveShadow, so columns neither dropped a shadow nor caught one — unlike walls,
slabs and roofs. Set both on all column shape meshes.
Unrelated to render modes — bundled into this branch's PR.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* viewer: default edges to soft
Editor defaults are now solid shading / studio theme / soft edges / shadows on.
Shading (solid, via EDITOR_DEFAULT_RENDER), theme (studio) and shadows (on) were
already the defaults; edges was 'off' — make 'soft' the default.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* themes: fold light/dark into the scene theme (remove the separate toggle)
The viewer had two overlapping appearance controls: a light/dark `theme` toggle
AND scene themes (which already drive the 3D background + lights). They
conflicted — e.g. Night/Twilight are dark themes, but the light/dark toggle was
an independent axis still tinting the 2D scene chrome.
Unify on the scene theme: add an explicit `appearance: 'light' | 'dark'` to each
SceneTheme (twilight/night = dark, the rest = light) and drive everything the
old toggle drove off it — canvas backdrop, grid line colours, measurement-label/
cursor/site-edge contrast, the site ground fill, the ground occluder, and the
mobile viewer bg. The editor UI chrome is unaffected (always dark via a fixed
body class).
Removes the `theme`/`setTheme` store state (+ persistence) and every light/dark
toggle UI: the standalone toolbar Sun/Moon button, the community overlay theme
switch, the command-palette command, and the ifc-converter preview toolbar
button.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* themes: per-theme ground colour + add the "Verdant" nature theme
- Add a `ground` colour to every SceneTheme and drive the site ground fill +
the infinite ground-occluder off it (instead of the binary
isDark ? #1f2433 : #fafafa). Dark themes now get a lit mid-tone ground
(twilight #4a4566, night #2b3247) so the ground reads as ground rather than
going near-black.
- Add a new green/nature scene theme "Verdant": soft green sky + lit, with a
green roof clay tint and mossy ground.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* wiki: document the surface-colour / theme system
The colour-per-node/renderer/system model from the render-modes work was
undocumented. Add wiki/architecture/materials-and-themes.md covering surface
roles, colour presets, the textures axis, scene themes (appearance / ground /
clay tints), and the "untextured surfaces are theme-coloured in both modes"
invariant + where each kind wires it.
Also fix two pages that the same work made stale:
- node-definitions: geometry builders receive (shading, textures, colorPreset,
sceneTheme); document the `surfaceRole` token + applyDefaultSurfaceRole.
- layers: OVERLAY_LAYER (1, viewer) with EDITOR_LAYER now its alias, the new
GRID_LAYER (3, rendered in the scene pass for depth occlusion), and the
overlay pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* nodes: wire #330 roof-accessory kinds into the surface-role/theme colours
PR #330's new kinds (chimney, dormer, skylight, solar-panel, ridge-vent,
box-vent) use custom renderers, so the generic textures-off recolour path never
reached them — they fell back to hardcoded colours. Wire each renderer into the
render-modes system: read shading/textures/colorPreset/sceneTheme and resolve
untextured surfaces via createSurfaceRoleMaterial (and force the role colour when
textures are off), matching column/ceiling.
Roles: chimney body→wall / cap→roof; dormer wall→wall, roof→roof, glass→glazing,
frame→joinery; skylight glass→glazing / frame→joinery; ridge-vent + box-vent→roof;
solar-panel frame→roof (the dark product-specific cell face is left as-is). Each
definition also gets its dominant `surfaceRole` token.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(roof): legacy-roof migration must use a non-zero wallHeight
The render-modes/#330 merge left the legacy roof→roof-segment migration writing
`wallHeight: 0`. With #330's pitch model that builds a flat, zero-volume wall
CSG brush, which three-bvh-csg can't clip ("Coplanar clip not handled") and
yields NaN positions — so the migrated old roof never renders. Use the schema
default 0.5 (what new roofs use), giving a valid wall. The eave clamp + merged-
geometry NaN guard added earlier stay as defense-in-depth.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(roof): guard slope frame against missing/NaN pitch (no more NaN geometry)
getSegmentSlopeFrame used `pitch <= 0` to detect flat/zero-pitch, but an
undefined or NaN pitch (a segment from an older migration that set `roofHeight`
instead of `pitch`, or stale persisted data) slips past that check and computes
Math.tan(NaN) → NaN tanTheta/activeRh → NaN segment geometry → the merged-roof
CSG spews "Coplanar clip not handled" and NaN positions, so the roof never
renders. Use `!(pitch > 0)` so any non-positive/non-finite pitch resolves to the
flat frame. Self-heals bad data regardless of how the segment was produced.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(roof): migration guarantees a positive pitch for every roof-segment
Segments saved with neither a valid pitch nor a roofHeight (older/partial
saves, e.g. landing home-graph) fell through the legacy roofHeight->pitch
branch, leaving pitch undefined. The slope-frame guard then resolved them
to a flat frame, so the roof rendered as a slab instead of pitched. Branch
2b now normalises any segment lacking a valid pitch: derive from roofHeight
when present, else fall back to the schema default (40deg). The migration
result is cast (not zod-parsed), so this is the only place the default lands.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The standalone editor app loaded `lib/bootstrap.ts` as a side-effect
import only from `components/scene-loader.tsx`. That worked for the
`/edit/[sceneId]` route but left every other page (homepage, settings,
viewer-only routes) hitting `<Viewer>` with an empty client-side
registry — node materials resolved to `null` and React surfaced a
`<html>`-level hydration mismatch on first paint.
Fix mirrors the community-app side that landed in pascalorg/private-
editor#27:
- New `app/client-bootstrap.tsx` — thin client wrapper that imports
`../lib/bootstrap` and renders children.
- `app/layout.tsx` mounts `<ClientBootstrap>` around `{children}` so
every page in the standalone editor gets the registry populated
before its first `<Viewer>` / `<Editor>` mounts.
- `lib/bootstrap.ts` switched to **synchronous** built-in registration
via `registerNode(def)` per kind instead of `await loadPlugin(...)`.
The previous async kick-off only resolved in a microtask, letting
the first SSR / hydration pass see an empty registry. External
plugin discovery (`discoverPlugins()`) stays async and runs via its
own `loadExternalPlugins()` path, gated by `externalsKickedOff` so
HMR doesn't re-fetch.
- `components/scene-loader.tsx` drops the per-page side-effect import
— the root provider handles it now.
`bun.lock` syncs `@pascal-app/editor` into `@pascal-app/nodes`'s
peerDependencies + devDependencies (already declared in
`packages/nodes/package.json`; only the lockfile lagged).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds apps/editor/lib/bootstrap.ts that calls loadPlugin(builtinPlugin)
as a module-side-effect on first import. Imported from scene-loader.tsx
so it runs on the client side where the editor mounts.
Idempotency guard handles HMR re-execution (would otherwise throw on
duplicate registerNode). For the empty plugin this commit, the entire
call is a no-op — included now so future commits that add real node
kinds only need to push them onto builtinPlugin.nodes.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a Preview button next to Radio Pascal that switches the editor
into a viewer-like experience without leaving the page. The preview
mode swaps in the viewer's selection manager (hierarchical drill-down),
zone system, camera controls (left-click pan, auto-navigate), and
interactive item system while hiding editor-only UI (tools, panels,
sidebar, grid). Back arrow in the viewer overlay returns to the editor.
Also widens the default sidebar from 288px to 432px for better
project title visibility.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* fix: harden viewer/editor renderer init and error handling
* Bump @biomejs/biome and turbo versions
Update devDependencies: bump @biomejs/biome from ^2.4.4 to ^2.4.6 and turbo from ^2.8.12 to ^2.8.13. Regenerated bun.lock to reflect the updated resolved package versions.
* Restore inline zone label editing on canvas
* Add project versioning & publish flow
Introduce project model versioning and publishing support.
- DB: add published_model_version column to projects (migration + schema + types).
- Models: add version status types and helpers, implement getProjectVersionStatus, enhanced getProjectModel to load draft/published/legacy fallbacks, saveProjectModel now manages draft creation/updating and avoids no-op saves, saveProjectVersion to lock/save/publish versions and create next draft, publishProjectModel to republish specific saved versions. Includes scene-graph equality checks and authenticated project ownership checks.
- UI: AppSidebar shows publish/draft status, polling refresh, and Save / Save & publish / Publish actions that flush the editor scene before version operations. Hook update: load scene from result.data.model.scene_graph.
- Public project loader: prefer published version with legacy fallbacks.
This enables safe draft editing, explicit saves, publishing, and keeps autosave working across version locks.
* Add project versioning UI, APIs & preview mode
Introduce full version management support: UI, backend actions, and editor integration.
- UI: Add a Versions popover to the app sidebar with search, relative timestamps, preview, restore and publish controls; disable version actions while previewing and show proper labels/states. Imported new icons, popover and tooltip primitives and added formatRelativeTime helper.
- Actions: Add ProjectVersionListItem type and APIs getProjectVersionList and getProjectVersionByNumber to list and fetch saved (non-draft) versions.
- Hooks: Extract applySceneGraphToEditor and sync editor selection logic; ensure scene loading applies selection and supports preview mode (which suppresses autosave).
- Store: Add isVersionPreviewMode to project store with setter and isSceneLoading flag usage to prevent autosave while previewing.
- Misc: Wire up version list loading, previewing, restoring and publishing flows, and refresh version status/list after actions.
These changes enable browsing historical project versions, previewing them without triggering autosaves, and restoring or publishing selected versions.
* Improve version preview, restore flow & draft handling
- Add scene graph snapshot to preserve unsaved work during preview
- Include draft versions and metadata in version list
- Add getProjectVersionById for direct ID-based lookups
- Add autosave status to project store
- Refactor sidebar version UI (remove search, use save icon)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
- Enable EDITOR_LAYER on R3F raycaster for proper hit detection
- Fix polygon editor drag using refs and direct position passing
- Handle pointercancel events and fix pointerId access in polygon editor
- Fix slider undo by reverting to start value before resuming temporal state
- Allow grid:move during camera drag so polygon editor works while panning
- Bump better-auth to ^1.5.2 and turbo to ^2.8.12
- Remove explicit return type on createAuth for better inference
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Extract reusable control components (SliderControl, MetricControl, SegmentedControl,
ToggleControl, ActionButton, PanelSection) and PanelWrapper to reduce duplication
across all property panels. Net reduction of ~500 lines.
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Add audio feedback for item placement by importing sfxEmitter and emitting 'sfx:item-place' in DoorTool and WindowTool. This change triggers a placement sound when a door or window node is created, improving UX by confirming successful placement.
Overhaul viewer overlay with a unified bottom toolbar, dark theme support,
theme toggle, camera orbit/top-view controls, and fix TypeScript array
access errors for level and wall mode cycling.
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
* feat(community): filter empty projects from public gallery
Add is_empty column to projects table so the public gallery only shows
projects with actual content. Scene graph emptiness is computed on save
and on creation, and a backfill migration marks existing non-empty
projects. Also cleans up import ordering, fixes README migration path,
and removes stale feedback table migration.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Use ESNext modules and bundler resolution
Update packages/db tsconfig to emit ESNext modules and use 'bundler' moduleResolution. This enables modern ESM output and bundler-style resolution for the db package (keeps outDir and rootDir unchanged).
* feat(editor): add dark mode theme and grid visibility toggle
Add theme state to viewer store with light/dark modes, dark-aware
lighting and background colors, grid show/hide toggle in settings,
and theme toggle buttons in the sidebar.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Add ground occluder, animated lighting & UI tweaks
Introduce a ground occluder and smoother animated lighting while adjusting editor UI and icons. Viewer: add GroundOccluder (uses polygon-clipping to union slab/zone polygons) and AnimatedBackground, integrate both into the Canvas; improve Lights to interpolate intensities/colors/ambient for smooth theme transitions. Editor: refactor sidebar header to support inline project title editing and move the theme toggle; replace some lucide icons with image assets and add a settings icon (apps/editor/public/icons/settings.png). Also add polygon-clipping to the viewer package dependencies.
* Update dark mode background color and clean up imports
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Upload files directly to Supabase Storage via signed URLs, bypassing
the Next.js 100MB body size limit. Supports scans up to 200MB with
real-time progress tracking that persists across sidebar panel switches.
- Add Zustand upload store for persistent upload state
- Add createAssetUploadUrl/confirmAssetUpload server actions
- Add XHR-based upload orchestrator with progress events
- Scene node creation works even if sidebar panel unmounts
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Store showScans/showGuides preferences per project so toggling
persists when switching between projects
- Apply showGuides/showScans directly on guide and scan renderer groups
- Set projectId in both editor and viewer pages on mount
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add reusable ActionButton component with tooltip and shortcut display
- Add keyboard shortcuts dialog in settings panel
- Fix ButtonProps import error (derive type from Button component)
- Fix AnyNodeId type mismatch in tree-node-actions visibility toggle
- Various UI refinements across action menu, sidebar, and editor
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>