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5 commits

Author SHA1 Message Date
Admin
6c6ebff2ec platform, widgets, wm: a touch that is taken away is cancelled, never released -- in the WM's phone skin the mouse now reaches the foreground app as a touch, and scrolling Mail then lifting opened the message under the finger: a list that took over a drag had no way to tell the pressed row it lost the press, and the same happened on real phones. Cancellation is now a contract. Event::FingerCancel and FingerUpEvent.cancelled carry it; was_tap() rejects it and no long press fires. claim_finger_gesture makes one owner per finger: PortalList and ScrollBar claim only with touch travel along their own axis (mouse drags scroll as before), and every loser, ancestors included, gets its terminal cancel in the same dispatch and never moves again. Pressed rows are cancelled before a list recycles them, cancels reach hidden widgets, and captures retire only after every consumer sharing the area has seen the cancel. iOS touchesCancelled and Android ACTION_CANCEL arrive as cancels and end an internal drag without a Drop. The WM relays StudioToApp::MouseCancel (appended, existing tags pinned) only to children that advertise it; inside a child it dispatches as FingerCancel. Widgets and apps that activated, committed, dropped, flung or resampled on any release now clear their state without acting (buttons, radios, menus, DataGrid, Kanban, Carousel, WheelPicker, RadialMenu, Modal, Dialog, Popover, colour controls, video hold-to-pause, maps, the Files treemap and tiles, Weather, Clock, AIChat, fab, flowgraph and more).
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>
2026-09-23 22:34:43 +02:00
Admin
d2130e6550 libs: model, mesh_edit, csg, scene, sim, render, xr
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>
2026-09-15 13:40:31 +02:00
Admin
0257d6c6dc engine libs: render and sim for a strategy round, the per-unit decision hook, the mp4 sample index, stitch and xatlas quieted, example refresh
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
2026-09-01 16:46:35 +02:00
Admin
3b4d6a4ff7 platform+widgets: sploded 3D inspect view, the tweaker design-feedback suite, script math-AOT and docs channel, pointer-pin and pixel-probe, modal layout, map warp
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>
2026-08-29 09:26:24 +02:00
Admin
9821263b2c fab: a 3D creation shell and the viewer built on it — colour picker, material textures, dials that move the scene while they drag, the glTF loader, the tour, and the probes
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
2026-08-26 08:49:47 +02:00