The WM phone shell rides on it: the simulated finger in the desktop skin, time-based release velocity (80 ms window, stale after a 120 ms rest), one critically damped spring (k 900, c 60) seeded with that velocity for paging, drawer, recents and app open/close, an 8 pt / 1.2x axis lock latched through release, a drawer that tracks the finger 1:1 and draws opaque over the home tiles, hold-to-Recents precedence, launches that zoom from the icon actually drawn with an opaque launch card, no ghost card on close, and one cancel/reset path for rotation, resize, focus loss, style switch and keyboard navigation.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Squash of 25 work commits (Sep 1–12):
237da90 render: the sprite lane hands the screen draw back the way it found it
895b9a7 particles: an emitter can ride a body's own frame
914471f ai-hub: a feed session whose last socket left ends on its idle timeout; skin: parent, skinned centroid and a nodes-only rig for retargets
3fcccf3 sim: the whole world is implicitly editable, and one seam says where the ground is
5692fab sim: the landform world proves itself — walker through the tunnel included
f4af6df sim: terrain knows who changed it — a plan layer over player history
adbb078 render: a water volume can be physics without a picture
c17480f render: a non-rigid body may carry its own orientation
acad401 sim: an agent with no route holds and retries instead of walking into the wall
22b2bf9 sim + chat: the composed world surface takes a map floor; the chat gets plan tools
faf8112 web path: the tessellator's lap timer, the trace span and the fusion cycle timer have no clock on the web
d3472eb tsdf: the clock-taking XR helpers are native-only — the browser has no depth camera and no Instant
4946c9e sim + render: a repaint is not a world edit — colour and glow restyles never rebake the lightmap
4317f58 sim + render + chat: walk decks as a surface, the filmed body is no obstruction, the brief never asks
9791279 render: support rigged models and custom materials across viewers
3ce2792 sim: use deck geometry for collision and sensing
c8b79ff Add portable PBR, rig and soft-body authoring support
108d423 Add transactional polygon modeling and editable asset documents
38f4d3b Refine editable modeling and firm yarn character behavior
08a2637 sim: add entity-owned lights and vehicle headlights
00d96a7 render: add clustered lights, local shadows and incremental GI
cf916af render: import glTF asset extensions and wire clustered GI
c6d2cca model: cut transaction memory and raise capacity limits
41af47a raytrace: add a CPU probe-ray BVH budget example
c963d0a libs: the game sim splits into makepad-scene and makepad-soft-body; render, model, fab and the asset importer retarget
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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
Squashed from work; the fine-grained history is under tag archive/work-2026-08-29:
- mp* wave: mpwm window manager + the mp app family, WM API, theme bridge, PDF engine fix
- mpwm polish wave: terminal key focus, focus-history close order, pop-back-to-origin, occupied-workspace cycling, demo
- mpwm: warm-instance pool, flat-luminance opens, flicker-free CEF resize
- work: land the sources the last commits reference
- kenney: catalogue all 50 free 3D kits; Modal dismissed() never fired
- platform: windows check green again — SetWindowTextW binding
- map: exact warp-aware inverse projections — pointer ops work folded
- mpwm: quick-look gap fixes; image cache eviction on preview unload
- tweaker: material thumbnails + vibecode popup + ctrl-space notes, undo/redo over the edit ledger, capture-semantics pi
- tweaker: vibe popup card chrome + dispatch order, ctrl-space notes verified, sploded design v2 chapter
- tweaker: tabbed side panel (Props/Shader/Tree) - shader tab with checkerboard material well + prompt, complete widget-
- sploded v2: nesting-depth z, hairline scope frames, body pass
- sploded: pin the depth convention with a test, kill the draw_depth residue
- sploded: real body-pass split (scene-pass capture, panel flat) + y-convention source of truth with anti-flip gate test
- sploded: hollow outlines, flat-band input, ray-pick unprojection
- tweaker: shader tab defaults to the selection's first draw layer, stale hint trimmed
- sploded: outlines become clipped, antialiased strips; tighter deck
- sploded: merge the lane's v2 (nesting-depth z, clipped AA strip outlines, flat-band input, unproject, SplodedStack bod
- sploded: the exploded view is a LIVE view — pointer events route through the inverse explode transform (ray -> plane -
- tweaker: tabs are real widgets (uid, tree node under the dock, own plane in 3D) and pickable; navigation-class clicks
- sploded: pinned/hover outlines render on the widget's own plane in 3D — per-widget nesting depth lives on the platform
- tweaker: the material well renders the pinned widget's actual shader — the swatch byte-copies the widget's live draw c
- tweaker: the Shader tab shows the shader as written — the layer's pixel/vertex fn source (nearest definition up the co
- sploded: I = true isometric preset (yaw 45°, pitch atan(1/√2))
- tweaker: eyedropper — the colour popover's pick button arms a pixel probe; the next press in the app samples that devi
- tweaker: the shader loop closes — /tweak/apply resolves the pinned widget by uid (anonymous path segments never round-
- vj: responsive DJ mixer + Windows drag-and-drop, cherry-picked from PR #1199 (vjroger)
- tweaker: the material well is a magnifier — the mirrored instance draws at the widget's native size in the well's own
- tweaker: per-layer material thumbnails — the Widget derive emits WidgetNode::layer_areas() (every #[live] Draw… field
- tweaker: the shader source view is the real CodeView (syntax highlighting, selection, editing) when the app registers
- tweaker: Ctrl+Enter sends on every platform (TextInput treated only Cmd as primary on macOS, so Ctrl+Enter inserted a
- Modal claims no layout slot: the DJ page fills its window again
- tweaker: every fn apply recompiles (eval_chunk ran every chunk under ONE synthetic callsite, so the script body — and
- tweaker: an apply whose draw shader fails to compile is rejected — the layer goes back (last live fns / the fn as writ
- tweaker: the Shader tab's source view owns its scrolling (the ScrollYView around the CodeView double-scrolled the care
- widgets: set_visible belongs to every widget, not just View (#1194)
- script: a dead heap's resource handles must not outlive it (#1195)
- Resources: search the executable's directory, not only the working directory (#1196)
- Windows: fit a restored window to the displays that are actually attached (#1197)
- d3d11: a failing GPU call reports the loss instead of killing the process (#1198)
Co-authored-by: Kevin Boos <1139460+kevinaboos@users.noreply.github.com>
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- fab: a 3D creation shell and the viewer built on it
- raytrace: the traced pane starts coarse and doubles to native, with the raster underneath
- fab: a colour picker, a material's textures, and dials that move the scene while they drag
- texcomp: the block codec and the container every texture will travel in
- fab: FAB_PROBE_MAT — per-material triangle counts, texture presence and uv spread in the roof probe