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; 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
- work: land the sources the last commits reference
- route: the assistant icon the committed UI references
- fast_inflate: the benches name their dev-deps
- gif/weezl: drop the vendored benches nobody can run
- weezl: the decode tests generate their own LZW fixture
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- render+sim: the two hooks the model viewer already relies on
- viewport: Realtime gets the engine's cascaded shadow pass, the NOAA sun, metered exposure with sky ambient, a haze knob, a time-of-day slider in the header, and no grid — the building itself still waits for its casters and direct light
- render: the engine's receiver shader takes the sun with two-sided normals and the shadow term for the model batches
- fab: a 3D creation shell and the viewer built on it
- render: two shaders that never compiled — a let is not assignable, a var is
- sim: a declared map facing becomes a body's heading through one rule
- render: a HUD that already reads as a game's before anyone styles it
- asset+sim: the two modules their own commits already declared
libs/render picks up the two biggest new modules in the group: `level.rs`
(the imported-world runtime) and `player_nav.rs` (walkable-surface planning
with clearance bands). The renderer, shader set, GPU lightmap and skinning
paths all grow with them — a chart-edge texel is no longer trusted with a
skirt's light, a lamp only receives what the sky is not already delivering,
and lamp photometry comes from the fixture rather than the mesh scale. A
`walk_probe` example drives the navigation directly.
xr gets splat packing and a GPU splat sort (`splat_pack.rs`, `splat_sort.rs`,
with tests), and view_splat is largely rewritten on top of them.
remesh, xatlas, gltf, splat and sim carry the supporting work: the xatlas
unwrap hang is fixed and the pass is several times faster, the glTF writer
emits the rig and vehicle contracts, and sim grows the entity layer the
imported worlds drive.
* Image support: add bmp/qoi,ico, webp, SVG in `Image` widget, 16-bit png
Generally, this commit makes improvements to image decoding and rendering.
Added a bunch of functions for image discovery / metadata gathering:
`decode_image_from_data()`, `image_size_by_data()`, `looks_like_svg()`
Added more `Image[Ref]` functions for other image formats:
`ImageRef::load_{bmp,qoi,ico,gif,webp,svg}_from_data()`, plus a nice
convenience fn for auto-detec+load: `load_image_from_data()`.
Added cheap, lazily-init'd support for SVGs within the `Image` widget.
Fixed some issues with aspect ratio being clobbered during image rotation.
* Audit and harden image decoding stuff against huge inputs (DoS)
Bound the size of the decoded image, pixel count, frame counts (for animated),
range of SVG sniffing, and encoded file size.
Only once we run those checks do we actually alloc a buffer for the decoded image. before allocating decode buffers. Validate
Add various other checks within the vendored image decoding libraries too.