- Opaque faces get boundary-straddling AA skirts (coverage 50% at the
edge, legacy convention); translucent faces ramp outward only and their
straddling rings pick one level part — premultiplied translucent color
must never paint over itself (double-blend darkened plaza boundaries).
- macos event loop: a foreign window class in the scroll-wheel path (the
screen-capture overlay's TUINSWindow) has no macos_window_ptr ivar —
skip instead of panicking. This was the random studio death whenever a
system screenshot overlay was active.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Runaway root cause, captured via self-sampling memory watchdog + boolean
input dumps: simplify_shape on 17-20k-ring soups (dense tiers at high
overzoom) spins in contour extraction for minutes while allocating
unboundedly (both i_overlay 4 and 7). Chunked dissolve (3000-ring chunks,
union of clean outlines) turns the captured hangs into 91/140 ms; the
full pan/tilt torture that blasted to 100 GB now holds 5-6 GB flat.
- i_overlay 4.5 -> 7.0.3 (API-compatible, booleans ~1.7x faster).
- Boolean input hygiene: 1/64-unit snap + degenerate ring drop.
- DzField: guard degenerate terminal-segment cap extension, clamp grid
walks (a NaN/huge coord can no longer explode cell insertion).
- AA fringe v1: miter skirts along boolean output rings, u 0.5->0 over
1px, emitted after each face at its ladder slot.
- Level-straddling rings join both grounded+lifted parts (transition
seams overlap instead of sharing an epsilon-fragile edge).
- Oneway arrows foreshorten with tilt (ground-plane glyphs).
- Debug: in-app memory watchdog (14 GB: sample own stacks -> abort),
MP_TILE_PROFILE via /tmp/mp_tile_profile, boolean repro test.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Dense tiles carried 30-70 MB of fill buffer: thousands of park trees at
16x8 ball tessellation for ~14 px canopies, an AA fringe doubling roof
verts across every building (a lifted roof edge meets its own wall, not
the background), and sub-pixel footprint edges as wall quads. Screen-
adaptive canopy segments + aa=0 roofs + 1.2px wall edge collapse:
67.8 -> 26.0 MB worst measured tile. Also: DzField cap extension so
lifted way ends hold deck height through their round caps.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Two-cover cascade: grounded content subtracts grounded cover, lifted
subtracts lifted — a deck cuts its own casing (no more cap outlines
bleeding through on bridges) but never the road running underneath;
ramp feet still cut streets. Group parts dissolve to clean outlines
(simplify_shape) before any cross-group op.
- Depth ladder by slot (per face, per stroke rank) instead of per event:
coarser, safer separation between coplanar overlaps.
- DzField sampling gated by active-area bbox per face; corridor bbox
prefilter for interleaved strokes.
- Byte-budget tile cache eviction (1.2 GB) + pending-upload queue cap
(384 MB): 3D building bakes run 30-70 MB of fill buffer per tile and a
count-capped cache alone reached tens of GB.
- MP_TILE_PROFILE stage clock + headless union_perf_probe test with the
live theme mirrored (probe_compiled_theme): rz17 tile build 1.4s -> 0.9-1.0s.
- Revert baker lateral clearance: the constraint cascaded through solver
rounds and lifted the whole network; needs a bounded formulation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Union faces and legacy strokes merge into one rank-ordered paint sequence
(plazas, casings, centers) — cycle lanes and park paths draw above the
surfaces they ride, higher tiers still cover both; flat = buffer order,
tilt = same order via the param5 ladder.
- Joint coverage: bevel wedges at gentle bends, discs at corners/ends;
union ways get the same chaikin smoothing as legacy strokes (dz-aware).
- Per-tier DzField (nearest-way-wins, grounded ways at 0) + crack-free
midpoint face subdivision replace the narrow runtime corridors: decks
lift edge-to-edge, casings stay attached, no tents or shards.
- Lifted rings no longer subtract from lower groups: roads continue
underneath decks (paint order hides them flat, real depth when tilted).
- Lift-aware tilt depth: deck depth margin scales with lift so water and
ground at the display position can't depth-win over a bridge.
- Baker: tapered lateral clearance for elevated ways running beside
lower-layer roads (ribbon widths overlap without centerline crossings);
connected ways exempt.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Bridge elevation (bridge.md M1+M2): tools/map_tiles bridge-bake solves
per-vertex road/rail dz over the OSM graph (crossing clearance, grade
ramps, deck holds, junction consensus) with AHN DSM-DTM measured deck
profiles (BigTIFF reader in geodata, WGS84->RD), baked as bridge_dz +
per-base-tile base_dz (L/F/P join to exact renderer geometry). Renderer
joins dz through parse into TileWay.dz; strokes/arrows/fills lift off
their own profiles; tunnels never deck.
Road overlay unifier: painter's algorithm as geometry — per-way segment
rects + vertex discs, i_overlay top-down subtraction cascade into
DISJOINT faces (overlay_paint_groups), triangulated once; flat render is
pixel-equal to paint order (proven 0-diff on the abstract unit case) and
tilt cannot reorder it. Legacy strokes interleave by rank; plazas join
the cascade at true alpha. @roads 0/1 A/B toggle, @abtest headless
CPU-raster diff harness (1.50% vs 2D reference on the Raampoort tile),
@cam debug camera, bridge_eval.sh aerial-vs-render loop.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Terrain gets real z in tilt mode: a displaced 288x216 surface mesh plus
per-vertex ground lift for all tile geometry (roads/fills/buildings/icons)
via vertex-stage sample_lod of a terrarium-packed elevation texture, with
labels riding the same ground through a lift-aware camera delta. Depth
domains rescale per frame to stay inside the -24 budget; road passes get
a relief-scaled clearance over the surface so cities keep correct
street-vs-building order. Regional zooms (<z14) drape landcover colors
into the hillshade (full-res MVT rasterization, treeline fade) instead of
lifting km-scale polygons that cannot follow relief.
Terrain build now covers EV-trip Europe (lat 43..58, lon -5..17, 8.8 GB
GLO-30 z6-12) with sign-safe Copernicus stems, transparent no-data, and
an Alpine rock/snow ramp. Terrain requests render 4096x3072 over ~3
viewports and only re-render on real movement.
Also: NOMADS GFS wind particle layer synced to the weather clock with 3D
altitude, rain cloud deck lift, stuck-tile fixes (expiring missing set,
decode-failure backoff, restyle placeholder purge), 78-degree tilt
ceiling, and park fill z-fight fix via widened micro-depth ranks.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* PortalList: add `set_flow(cx, flow)` to switch a list between vertical and
horizontal layout flow at runtime. Much faster than using `script_apply_eval`,
and always fully correct because it updates the `vec_index` axis.
It also avoids a full ScriptReapply sequence, which is potentially expensive
across all of an app's widgets.
* AdaptiveView: add `active_variant()` getter so that widgets using AdaptiveView do not have to separately track which variant it should be in. Removes all ambiguity and possibility of divergence... finally!
* Also fixes long-standing TODO item in AdaptiveView about properly handling
weird window geom events, e.g., on macOS sometimes it spits out a 0-width
window update which is total b.s.
* DisplayContext: add `is_desktop_width()` helper.
* Window: ignore spurious zero-size window geom events.
- rain radar layer: pure-Rust KNMI HDF5 reader (superblock v0 walk,
single-chunk deflate datasets, byte-exact vs h5py), ellipsoidal polar
stereographic reprojection (20 m vs product corners), bilinear value
sampling -> smooth banded isolines, textured quad overlay through the
overlay camera, 25-frame nowcast animation; RadarSync polls at most
once per 4 min through a disk-persisted gate and caches frames on disk
- makepad-geodata + makepad-tesla crates join the workspace (overlay
builders, radar sync, NL open-data layers; transit routes now z7-14)
- Europe major-roads routing graph: nav-build --major-roads does a
ways-first scan (5.7M ways / 46M nodes / 194 s / 971 MB) and the app
falls back to it when a route leaves the regional graph — Amsterdam to
Paris routes offline (501.8 km)
- 3D flying markers: chargers/POIs/stops ride thin stalks with DYNAMIC
height (each pin clears its own building +8 m); labels, kW text,
brand and tap zones all consume the baked per-marker lift; stalks and
buildings grow together on the 2D->3D transition (per-tile flat->3D
fade heights, no replay on zoom regens)
- markers depth-honest (small bias, buildings occlude them); phong-lit
canopy/light spheres matching the buildings' NW sun; buildings tint by
BAG age in 3D; district area tints (rank 60, alpha .32); transit line
labels + stop names; follow-mode is an explicit attach/detach toggle;
rotation release schedules the label re-place (no stuck upside-down
labels after a fast spin)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- transit routes draw as per-line colored strokes (stable ref-hash
palette) on white casings, labeled "Tram 7"/"Metro 52"; stops get
name labels (stations z13+, local z15+)
- districts layer: tiered admin boundaries (gemeente/wijk/buurt) and
centroid name labels staged by zoom, muted admin purple
- upside-down labels fixed structurally: post-placement invariant
re-places any glyph run that reads net-leftward (hairpin ramps fooled
every pre-placement chord heuristic); vertical dead band ±4°
- overlay charger pins hold collision priority over base charging_station
icons, which are suppressed while a charger overlay is active; pins
reserve their bubble box so POI text places beside them
- per-icon zoom floors: overlay pins use kW tier floors (8/10/12) —
micro floor 16.5 no longer hides them; 0.6 zoom grace; fail-open when
the icon_zoom uniform is unset; oneway arrows from z15
- rail z-fighting: stroke merge drops duplicate quantized segments from
forked ways (switches drew shared segments twice, shimmering in tilt)
- 3D mode: stoplights (pole + red/amber/green lights) and taller
ellipsoid trees; live_reload names its override files
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Tesla-style droplet pins anchored at the tail tip (rotate around the
exact site point in tilted views); red exclusively Tesla, amber DC,
blue AC; Tesla pins show stall count, others peak kW
- in-pin text through the normal text renderer: billboard-anchored
glyphs (anchor scales with the map, glyph size constant), exempt from
label collision/repeat culling, no halo
- upright camera-delta labels: straightened labels (place names, POIs,
brands, pin text) translate with the rotation gesture but stay
horizontal — no more rotate-then-snap on regen
- per-icon zoom floors baked in vertex param4 + live icon_zoom uniform:
stale deeper-bucket tiles never flash markers on zoom-out (param4 is
lift-height only for non-icon shapes — icons stay on the ground)
- motorway exit labels (street_labels_points): carto-red name + ref
- 2D/3D mode: tilt gesture syncs app state (TiltChanged action), tilt
release near-flat settles to exact 0, mode flip re-bakes tiles
(extrusions appear/disappear without a zoom nudge)
- Simple 3D Buildings: building:part volumes with min_height bases;
outlines containing parts flatten to footprints; famous buildings
with tourism=attraction extrude instead of dying as attraction fills
- little 3D trees in tilt mode: crossed trunk quads + sphere-slice
ball canopy (architecture-model proportions)
- searchdb/mbtiles support work: reach-based distance ranking, direct
tile lookup + writer ordering
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The snap: tilt does not commute with rotation. The placement maps world
points rotate-then-y-compress, so the true delta between the cached
camera (r0,t0) and now (r1,t1) is S(t1)*R(d)*S(1/t0) — a general 2x2
matrix, not the rotate+scale previously approximated. The shader takes
the full matrix; the pan shift pre-inverts through it so pans during
rotation land correctly. Between-frame tracking now converges on the
exact re-place result — no more rotate-snap in 2.5D.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- DrawRotatedText gains cam_cs/cam_sn/cam_tilt/cam_pivot uniforms: while
the camera rotates or tilts between re-places, ALL placed glyphs spin
and squash about the view pivot on the GPU — whole-quad transform, so
orientation follows position for free; the CPU per-frame rotated copy
is gone and the async re-place trues up with identity uniforms
- label plans carry a post-icon flag: in-pin digits' phase now also
hosts the charger brand text, which was drawn before the symbol pass
and hid BEHIND its own pin
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- every baked charger pin records its normalized position + known
attributes (name, operator, city, max_kw, evses, connectors) as a
PinHit in the tile; taps hit-test a billboard rect through the same
overlay camera markers use (rotation/tilt correct), emitting
MapViewAction::PinTapped ahead of the generic tap
- examples/map: bottom-left info card — operator title, "250 kW max",
bays/connectors, site name, city; hides on plain map tap. (The
search-engine enrichment of this card is deferred by request)
- zooming out from icon level no longer splatters the stale POI carpet:
a tile baked at z16+ hides its symbol pass below icon zoom while
low-bucket pins keep drawing
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Spinning in 2.5D detached labels from the map: the cached-plan reuse
was capped at 15 degrees and required equal tilt, so most rotation
frames drew stale untransformed placements until the next re-place.
Now ANY rotation/tilt delta (at equal zoom) redraws the cached glyphs
rigidly rotated about the pivot and y-compressed by the tilt ratio —
labels follow the camera best-effort and the async 120ms full re-place
trues them up, exactly the stale-tile philosophy of the dash shader.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Rethink after the pin felt shaky: the kW text went through the label
placement machinery (map-space offsets, per-bucket relayout, rotation
rigid-redraw) while the badge was a zoom-constant billboard — parts
drifted, doubled and jumped. Now the whole pin is ONE composite in the
icon pass at a single anchor: tier-colored badge, white bolt with its
in-pin offset baked into the mesh, and the kW number as seven-segment
vector digit meshes composed at fixed screen-px offsets. Everything
billboards together; the label system is out of the loop (brand text
below the pin remains a normal label).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- POI/pin symbols get tilt depth 90 (was 0.04): a marker is UI-like and
must win against the ground plane and buildings under 3D — the pin
was slicing into the map surface. Oneway arrows stay ground-hugging
- during rotation gestures the cached-label rigid-rotate now exempts
pin-class glyph ranges: their billboard pins stay screen-aligned, so
spinning the kW text with the map read as doubled, garbled digits
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports the silero v5 16k branch to pure rust (minimal onnx-protobuf weight
extraction, hardcoded graph: stft-conv, 4x conv+relu, lstm cell, sigmoid
head), 512-sample chunks with 64-sample carried context. Validated against
onnxruntime to 2.3e-6 max diff (fixtures committed), ~425us/chunk release.
Model loads from repo-root silero_vad.onnx or MAKEPAD_VAD_MODEL. vad-test
bin for wav files. window_voice_input now gates packets on vad probability
(0.5 enter / 0.35 exit) and falls back to the rms gate when the model file
is missing — the log line says which gate is active.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Tesla-pin refinement round:
- fast sites render the wide badge with the white bolt LEFT and the kW
number INSIDE the bubble (white pin-class text); street AC gets the
small badge; operator brand ("Tesla", "Fastned"…) reads under the
pin from z13, tier-colored
- overlay paths accept ?fast / ?slow charger-power filters and the
Layers panel splits EV chargers into fast and slow toggles
- draw order restructured: fills/casings/strokes → labels → icon pass →
pin-class text, so pins sit OVER street names while their own kW text
sits over the pins
- point labels for chargers/places/micro POIs straighten under
rotation/3D like addresses do — pins are billboards, their text now
matches
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The pass-3 gate hid ALL baked symbols below ICON_MIN_ZOOM — charger
pins were in the buffers from z9 but never drawn. Floor now tracks the
lowest icon class (z8.75). Stale high-bucket tiles may briefly splash
their POI carpet on deep zoom-out until the rebuild lands — acceptable
against pins missing entirely.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- charger sites render as 24px tier-colored pin badges (red/amber/blue)
with a white bolt centered in the body; sized-mesh support added so
one icon can break the 14px grid
- chargers take top icon-collision priority and their kW labels rank 8
(above street names) at font 1.0 — a site stays trackable from z9
road-trip zoom all the way in without popping out
- label extraction for chargers: >=50 kW label their power, Tesla
operators label "Supercharger {kW}"
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Tesla-GPS framing: charging power is first-class map data.
- icon zoom floors by max_kw: ultra-fast (>=150 kW) from z9, fast DC
(>=50) from z11, street AC posts z13 — the collision pass keeps
density sane
- icon color by tier: red ultra-fast, amber fast, blue AC
- labels from z13: "Supercharger 250 kW" for Tesla operators (red),
"{kw} kW" for other fast DC (amber); street AC stays unlabeled
- app layer toggles read app-tracked state (reading .active in the
changed() pass raced widget state — same class as the panel bug),
plus an overlays log line for future diagnosis
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Amsterdam vanished zoomed out: shortbread tags it kind=capital
(Haarlem state_capital) which fell into the everything-else z13.5+
bucket. Kinds normalize now (capital/state_capital -> city)
- population rides along in the label key: city text steps 1.2/1.4/1.65
at 150k/500k inhabitants so Amsterdam reads bigger than Purmerend,
and a log-population score tiebreak places big cities first
- global label pass no longer gated at z13 (committed logic; the gate
removal is what turned zoomed-out labels on at all)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The shortbread place_labels layer was never admitted, so zooming out
lost ALL labels (streets are the only other source and they fade with
length). Now: place points classify by kind and follow osm-carto's
placenames.mss gates (city z4-15.5 at 1.55x text, town z7+, village/
suburb z11.5+, quarter/hamlet/neighbourhood z13.5+), outranking every
other label source. Nature-reserve area labels also escape the z15
area-label gate — their tiles exist from z6 and the reserves are huge.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- natura2000/wetlands areas label their Dutch source names (naam_n2k /
naam) in green at their centroids
- Building age: BAG bouwjaar choropleth over the building fills (rust =
pre-1800 through blue = 2010s, gray = unknown), z13-14
- Population: CBS vierkant cells (vk500/vk100) yellow-to-deep-blue by
aantal_inwoners at 45% opacity; empty cells stay transparent
- two more checkboxes in the Layers panel
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A visible:false view that has never drawn has an empty area, so its own
redraw was a no-op — set_visible(true) only took effect on the next
unrelated full repaint, the classic "appears after hot reload" bug (hit
by the map app's layers panel; same class as the elevation graph fix).
Also: overlay_chargers_probe ignored-test builds a real Amsterdam tile
with the chargers overlay (450 icons verified).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Phase 1 of the layers.md track:
- MapView grows overlay_mbtiles_paths (semicolon list) + set_overlay_paths
(stale-keeping rebuild). The loader opens each overlay mbtiles, clamps
to its metadata zoom range, and fetches ancestor tiles with a
quadrant transform when the overlay's maxzoom is below the requested
tile (fills/strokes ride the existing clippers; points bounds-filter)
- overlay MVT layers merge into the normal tile build, styled by layer
name: chargers = blue bolt icons from z12, transit stops dots z13 +
route shapes above the road net, natura2000/wetlands translucent
green tint (fill alpha now flows through fill groups) + outline,
gemeente/wijk/buurt purple dashed boundaries by admin level
- examples/map: Layers button + checkbox panel (EV chargers, Transit,
Nature areas, Districts; raster + rain marked as next phase)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
bridge_area_fill is the gray bridge-structure color — the deck between
the rims needs the pedestrian street surface (white light / dark slab
dark). Track dots drop carto brown for the light-gray path family.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the renderer paints all casings before all centers; the bridge rim
was a center-pass line and covered the deck (dark-filled bridges).
Rim is now the casing, the light deck the center, and the faint dots
ride a companion style one sort-rank above
- outline colors (bridge rim, platform edge, pedestrian-area edge) now
derive from theme fills via contrast_edge() — dark fills get a
lighter rim, light fills a darker one — so dark mode flips them
automatically instead of baking light-theme grays
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The dotted centerline continues across the span (it does on osm.org,
just faint); the rim is a companion stroke job keyed off the deck color
so the two-pass StrokeStyle stays untouched.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Matches osm.org's little outlined bridge box: dark gray casing, near-
white solid deck, no dotted centerline across the water.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- road-polygon fills (pedestrian squares, wide walking-path areas) get
carto's thin gray constant-px edge from z15
- footbridge deck narrowed (2.4x the dot width, was 3.4x) — the rope
bridge at Artis read twice as fat as osm.org
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the animal enclosure WAYS turned out absent from the detail archive
(converter mystery, ids fine, no filter — parked), but every animal
also exists as an attraction=animal NODE: those now flow through the
micro_pois point path as label-only features (culture brown, no icon).
Verified live at Artis: Zwarte slingeraap, Roze pelikaan, Rode vari,
Goudwanggibbon, Aziatische olifant all place like osm.org
- walking paths are light gray dotted everywhere (user preference over
carto salmon); restricted-access stays gray too
- footway bridges draw a small white deck under the dots — the little
outline box carto shows at water crossings
- diagnostic probes for the Artis tiles kept as ignored tests
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- root cause found by driving a real Artis tile through the full build
in a test: admission, extraction and compaction were all fine (42/42
enclosures labeled in the tile buffers) — the labels died at placement
scoring. Point-anchored area labels have a ~zero-length path, and the
score formula's path-length term let every street name outscore them
in dense viewports. They now get a 420px length credit and green_area
ranks 4 (above pois, below streets)
- pedestrian streets/paths render carto-style: near-white core with a
gray casing (both palettes) instead of falling through to defaults
- trees 2x: canopy disc 5.4 with a 1.7 dark core, matching osm.org
proportions
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- CRITICAL: OSM's own layer=-1/1 stacking tag collided with our "layer"
source-layer key (or_insert kept the OSM value) — any layer-tagged
feature was unrecognizable downstream: the Artis tourism=zoo way
(layer=-1) never got its boundary, and detail admission missed such
features entirely. Source-layer name now owns the key; OSM's value
moves to "osm_layer"
- barrier lines from the detail archive: walls/retaining walls dark
thin, fences lighter, hedges green (the Artis perimeter wall)
- trees are now carto's light canopy disc with a dark center dot
- attraction rings force-close (tile clipping opened them — Aziatische
olifant label was dropped)
- restricted-access paths (private/no/customers) gray out instead of
public salmon inside zoos and private grounds
- micro street furniture (trees, benches, bins, dots) collides at ~45%
radius so a tree row no longer knocks out its benches
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- pattern coords now come from the vertex stage in tile-local space
scaled to view px (v_world was post-camera SCREEN space — the pattern
sat still while the map panned under it)
- courtyard gardens: smaller dots on an odd/even staggered grid;
playgrounds keep the hatch; woods/forests/cemeteries get staggered
OPEN circles (tree rings) instead of sharing the garden dots
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
carto textures its fills; ours were flat. Fill groups now carry a
pattern shape (30 = dot stipple for leisure=garden and landuse=cemetery,
31 = diagonal hatch for playgrounds) and the map shader darkens the
fill color procedurally in screen-stable world space — no textures,
pans/rotates with the map.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- named zoo enclosures/attractions (attraction=animal etc.) from the
detail archive label at their centroid in carto's culture brown; area
labels no longer require a fill color, so a named enclosure on plain
grass still gets its name
- natural=sand/beach/shingle fill carto's pale tan (theme rule both
palettes); sand-floored enclosures rank above the zoo's grass
- tourism=zoo/theme_park perimeter draws a muted purple constant-px
boundary line
- landuse=cemetery gets its proper green (was generic gray — Joodse
begraafplaats Zeeburg)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Chaikin corner-cutting now requires a GENTLE turn (< ~30 degrees) in
addition to short adjacent segments: densely sampled canal-belt quay
roads still carry sharp corners at bridge junctions between short
segments, and cutting those curved the road through the corner
buildings and off the bridges
- the "black dashed fragments" at every canal crossing were the dark
bridge casing applied to thin footway/steps bridges (a sub-px 0x4a4a4a
edge under 0.9px salmon dots); carto only cases real roads — thin
uncased paths keep their plain dotted style on bridges
- tile.rs: keep an ignored bridge_probe diagnostic test (dumps line
features near a point in a real tile with tags)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- overzoom smoothing regression: uniform Chaikin also cut real 90-degree
street corners, rounding roads through building blocks and detaching
them from their bridges. Now only vertices with BOTH adjacent segments
under ~10 screen px get cut (dense tile-quantized curves); sparse
vertices are genuine corners and stay sharp
- pedestrian squares: area=yes semantically means polygon — close the
ring unconditionally (tile clipping can leave LineString rings open)
- examples/map: headless UI smoke test (makepad_test) + local data
symlink so the in-process hub run finds local/maps
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Hella Haasseplein root cause: pedestrian squares in osm_lines arrive
as LineStrings, so `closed` was never set and the area admission
skipped them — detect implicit closure (first==last) and mark the
ring closed for the fill pass
- icon collision: doors and generic dots now yield to real symbols
(the recycling icon was losing to the building entrance beside it);
entrances gate at z18 like carto
- tools: tagprobe <pbf> <name> — dump every OSM element matching a
name, for answering "how is this actually tagged" without overpass
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- polygon POIs (parking lots, garages, shops/offices mapped on their
building) now icon at the ring centroid like carto — this is what
makes the parking P's appear; underground garages skip the centroid
(carto shows their entrance instead: amenity=parking_entrance now
draws the P) and named parkings get a blue name label
- pedestrian squares (Hella Haasseplein): admitted from the detail
archive into the street-area fill pipeline — including closed
highway=pedestrian area=yes ways that live in osm_lines, since
highway ways don't classify as polygons at conversion — and named
squares/greens both label at their centroid
- vertical street labels read TOP-TO-BOTTOM (osm.org convention, user
preference), never bottom-to-top; upside-down protection stays via
the text-span chord
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- platform polygons (railway/public_transport=platform from the detail
archive) as gray slabs with a constant-px edge, 2D and 3D, z15.5+
- new icons: traffic signals, parking P, EV charger, plus a generic
colored dot for named POIs with no dedicated symbol (offices like
TomTom get dot + name label from the detail layer); per-icon zoom
gates (entrances z17.5, signals/chargers/dots z16.5, parking z15.5)
- rail: sidings/yards (service=*) fade lighter and thinner like carto's
dead-end tracks; railway landuse gets carto's pale purple tint
- small green patches (verges, lawns, scrub) restored at street zoom
from the detail archive — z14 base generalization drops them
- overzoom Chaikin smoothing on stroke geometry: ovals and tram loops
stop reading as polygons at 8-16x magnification; roundabout/circular
junctions get oneway arrows without an explicit oneway tag
- labels: reading direction decided by the chord across the whole text
span (mid-point tangent flipped labels 180 on zigzag segments), and
small rotation deltas reuse the cached placement rigidly rotated
about the pivot — no more per-frame wiggle during heading-up nav
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- entrance door icons (entrance=*, railway=subway_entrance) from the
all-tag detail layer at door-level zoom (z17.5+); tourism=information
(i) icon in both the shortbread poi and detail micro-poi paths
- rail sleeper retune vs OSM reference: thinner band (casing 2.4, core
1.2) with longer airy stripes dash(8,8); sleeper look starts z15 so
zoomed-out station corridors stay a calm thin line; trams only darken
toward near-black at z16+
- elevation: median spike removal + ~220m smoothing + 2.5m climb
hysteresis — SRTM rooftop noise no longer fakes 50m of ascent across
pancake-flat Amsterdam (test asserts single-digit climb)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
score_search_hit: settlements are near-immune to distance ("brussels"
from Amsterdam means Bruxelles, not the closest Brusselsestraat),
POIs/streets keep strong local bias, and a number token signals
address intent. nav-build --places-only scans a pbf for settlement
nodes into a compact index (Europe: 1.31M places, 67MB, 60s); the app
merges it with the regional full index, deduping same-name near hits.
Route overlay decimation now measures against the last drawn point,
bounding the error at ~1.5px — pairwise skipping compounded and
visibly reshaped the route when zoomed out.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Search results render as two-line cards (name, then category · address
· distance) instead of one cramped line. Picking a result clears the
input — the next query no longer appends to the old text, which broke
every follow-up search. The nav worker restarts on demand if a script
hot-reload wiped the channel state.
Long-press never synthesizes from a held mouse button on desktop, so
double-click now triggers the same action (set position, then route
here); hints updated accordingly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Flat mode returns to the classic building style (base fills +
outlines) instead of a top-down view of the extruded roofs: crossing
between flat and tilted bumps the style epoch and sentinels every
resident tile's bucket, so the normal stale-bucket restyle path
rebuilds them while the previous geometry stays visible and
cross-fades.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Tilted rendering now resolves occlusion in the depth buffer: map
geometry lives in a negative depth domain (UI/labels/overlay drawn
later always win by call order), view-ground y dominates so walls and
roofs occlude anything behind them under any rotation, and a baked
sort-rank micro-depth in param5 (4 depth quanta per rank step) orders
overlapping layers at equal ground without quantization flicker.
Bridges bias their micro-depth like their sort rank, the dark bridge
edge sits one step under the road fill (exact ties noise-win — black
bridges), and nested greens get distinct sub-ranks (park < garden <
grass < pitch) so parks stop shimmering. Flat mode stays on the
classic call-order path, byte-identical.
Camera ergonomics: right-mouse-drag (or Option-drag) rotates the
camera horizontally and tilts vertically, emitting ViewportChanged on
release.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Axonometric tilt as camera uniforms: screen y compresses about the
view center and building vertices carry their height in meters in
param4, lifted toward screen-top by height * px_per_m * sin(tilt) —
tilt animates freely with zero tile rebuilds. All CPU projections
(gestures, zoom anchor, screen<->lonlat, tile-selection AABB, label
placement + cache, overlay) undo the tilt alongside the rotation.
In 3D mode building footprints come from the all-tag detail archive
(real height / building:levels tags, 8m default) replacing the base
building fills: per-edge flat-shaded wall quads (NW light) painted
north-first as the painter's occlusion approximation, then the lifted
roof. The example app gets a 3D toggle with an eased tilt.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>