makepad-game-sim added EmitterAnchor::EntityLocal but game/render's
ParticleSystem still matched only Entity/Point (E0004). Port the
libs/render implementation: step() now resolves (pos, yaw) so a local
offset turns with its body; add clear(). Arcade caller passes yaw.
libs/sim migrated camera_boom_limit to take `ignore: u64` (the filmed
body) but the game/blocks controller, game/render scene and the
gamemaker example still called the 4-arg form, so every crate depending
on makepad-game-blocks/render failed to compile (nigig TRAFFIC-P0-01).
Pass the controller's `subject` / `world.cam_third`, mirroring the
already-migrated libs/render/src/scene.rs.
- The child's Tick drains the network queue for HTTP and script sockets (dispatch_network_runtime_events), and that queue also carries the host socket its hosted loop reads. A host batch landing during a Tick went through dispatch_studio_msg, which drops the loop's own messages: WindowGeomChange, Swapchain, Tick. The drain now parks host-socket responses in Cx::studio_backlog once a loop owns the socket (its first read), and the loop's next read takes them first, in order. Before: 1 in 2-3 split runs lost the geometry; after: 6 of 6 runs delivered every geometry sent. Applies to the macOS and Linux X11 hosted loops too; Android hosted never drained the network in its Tick
- wm's run view cleared its bootstrap (the geometry resend) on any present, so a frame already in flight when the tile changed size cancelled the geometry before it was sent; a present settles it only after the first bootstrap beat has sent the messages
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Measured on .100 with apps/aichat and a draw-call log: the popup's rows use two
shaders created on its first draw (menu item background and text). D3D11
compiles them on the pool and skips their draw calls until they are installed;
the background's shader already existed, so the panel drew empty. The finished
compiles were only picked up inside a redraw (hlsl_compile_shaders ran under
need_redrawing), and a window at rest has none: the finished task raised the
internal signal, the loop woke and went back to sleep, and the rows stayed
missing until the next input. A startup shader that finished after the last
startup redraw waited 17 s for the click that opened the menu. Warm shader cache:
the same empty panel. Draw order is fine: the rows follow the background in the
popup's overlay list, above it in depth. Metal compiles inline and was correct.
- hlsl_adopt_shaders installs finished compiles; the Signal handler runs it
when the internal signal is raised (one wake per finished task, no polling),
and every paint tick runs it before it draws (and the stdin host's tick).
- Once the startup set is installed, new shaders compile on the UI thread
before the frame renders, as Metal does, with a 1 s budget per frame and the
rest on the pool. Startup keeps compiling on the pool. Measured first open
with a cold cache: 26 ms + 19 ms, the menu complete in its first frame.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Windows: the Store package's App Execution Alias (%LOCALAPPDATA%\Microsoft\WindowsApps\claude-desktop.exe), else the running Claude Desktop's own exe (never Claude Code's claude.exe), else the installer's AnthropicClaude\claude.exe or Programs\Claude\Claude.exe; started with no console window.
- macOS: open -a Claude <bundle>, when Claude.app is in /Applications or ~/Applications. Linux: xdg-open as before.
- No Claude Desktop found: the panel says "Claude Desktop isn't installed".
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
wm.exe died at startup with "thread 'main' has overflowed its stack"
(0xc00000fd) on Windows, where the main thread gets 1 MB against 8 MB on
macOS and Linux. The startup chain is shallow (~85 frames) but five of its
frames were huge: ShellIcons (41 DrawSvg, ~110 KB) sat by value in every
ShellDraw, PhoneSurface carries one ShellDraw and WmDesk carries a
PhoneSurface plus its own ShellDraw (286 KB). Each constructor layer
(WmDesk factory, WmDesk::script_new, PhoneSurface::script_new and
script_new_with_default, ShellDraw) held its whole value in its frame:
about 970 KB in five frames. Reproduced on macOS by linking wm with a
1 MB main stack (same overflow).
script gets a transparent Box<T> (ScriptNew/ScriptApply/ScriptHook forward
to T: same type id, proto, default and apply), and ShellDraw boxes its
icons. The same chain now takes ~305 KB (WmDesk 286 -> 69 KB, PhoneSurface
140 -> 30 KB, ShellDraw 117 -> 7 KB); the 1 MB-stack build starts and runs.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
`smooth_scroll_to()` never cleared `tail_range`, so on a list that was following
its end (e.g., a chat timeline restored at the bottom), each draw pulled the list
back down while the scroll animation moved it up, and the target was never reached.
Now scrolling to any item but the last one stops following the end and drops any
pending tail adjustment. Scrolling to the last item still resumes tailing once it lands.
* Constrain Splash external I/O to the host service bridge
* Validate untrusted Splash source with the host I/O restriction
* Give strict Splash validation a disposable storage jail
* Close the remaining ways out of the Splash host I/O restriction
- Keep CachedWidget singletons per heap, and don't register CachedWidget
or WindowMenu in restricted isolates.
- Don't emit Html/Markdown link URLs as actions from a restricted isolate,
and ignore its menu bar updates.
- Suppress clipboard copy/cut hits for any restricted isolate, not only
within Splash.
- Give script calls made while an isolate is installed the same budget.
- On web, let package resource fetches skip the guest I/O guard.
- Name the validation jail without the wall clock, and skip it on wasm.
- Make the host I/O tests fail when their guards are removed.
- The loopback MCP server moves from Director into libs/ai/services (mcp::server); Director re-exports it, its lane tokens and tests unchanged. The dispatcher now names the server and its instructions; a TokenStore can live in memory only (ephemeral).
- mcp::host: while Claude Desktop is the provider the panel serves its registry's tools (service__tool names) on an ephemeral 127.0.0.1 port with a fresh bearer token, and writes ~/.makepad/mcp/<exe-stem>.json {pid, port, token, title} (0600 in a 0700 dir), removed when the provider changes or the panel goes. Calls queue to the UI thread and run through EngineCore::call_external: a card in the transcript, destructive calls held for the person's confirm (the pane opens for it), the result sent back when the card lands.
- mcp::mcpb: "Connect to Claude Desktop" writes <exe-stem>.mcpb (a stored zip, manifest_version 0.3, binary server = this executable with --mcp) and opens it so Claude Desktop shows its install dialog.
- platform mcp_relay: `<app> --mcp`, checked first in app_main before any Cx, window, GPU or audio, relays newline JSON-RPC on stdio to the running app's endpoint. It answers initialize/ping itself and tools/list from the app's last list while the app is down, starts the app (detached, MAKEPAD_AI_PROVIDER=claude-desktop, engine up with the pane closed) on the first call that needs it, waits up to 20 s for its file, and exits when stdin closes.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>