Squashed from work:
- docs: button shader annotations — widgets/button.rs complete + splash demo buttons
- tweaker: the Shader tab shows the pinned widget's ANIMATOR STATES as little posed swatches under the well — one per tr
- widgets: the glass stops reading draw_pass.time, so glass apps idle again
- render, sim, platform: what a strategy round needs underneath
- draw, platform: overlays now composite above content that uses draw_depth
- asset: mp4 sample index for range-streaming, chat tools, import profiles
- platform: native file and save dialogs, in-house on all three desktops
- sim: a per-unit decision hook — one commandable unit can think for itself, before the kit steers
- makepad_ai is deleted — every backend is a hub pipe, the agent seam lives with its consumers (aicore §14, decided 2026
- libs: the zero-warning sweep — stitch casts say what they mean, xatlas keeps upstream's surface quietly
- zero-warning sweep, round two — the first full-workspace pass
- zero-warning sweep, round three — the model lanes and the deep examples
- zero-warning sweep, round four — the last stragglers
* Simplify tooltip logic, fix positioning to respect safe inset areas
And other misc positioning/formatting fixes, like wrapping
after a hard line break, as well as ensuring that the callout
arrow thing itself is centered (to the fullest extent possible)
w.r.t. the rest of the tooltip body.
Basically, now it looks good again.
* Fix CheckBox/Toggle `set_active` to animate like others
All other widgets allow you to pass an `animate` arg when setting
them as active, except CheckBox (and by proxy, its wrapper Toggle).
This is necessary for proper non-animated thigns like restoring the
state of a toggle from persistent storage, or other similar examples
where you don't really want the animation to occur (because that'll
look like the user did it accidentally or some kind of phantom movement).