Commit graph

560 commits

Author SHA1 Message Date
d6d1f99ca9 Update fork to upstream dev 5d4483f
- Sync with latest upstream dev branch
- Include all map improvements: 2D/3D toggle, shadows, labels, overlays
- Include platform updates: location API, audio echo cancellation
- Preserve fork-specific re-exports (gltf, csg, test)
2026-07-31 18:47:03 +00:00
Athan
b41e7404b6
feat : add advance vide player example (#1138)
Co-authored-by: Athan Xiao <Athan.Xiao@one.nz>
2026-07-23 12:16:19 +02:00
Kevin Boos
3af2e93f0d
Honor X & Y align values for deferred Fill child widgets (#1143)
A `Fill` child under Flow::Right (or `height: Fill` under Flow::Down) is
deferred and given the row's full slack up front, so end_turtle's align
step takes the deferred branch, which distributes width/height to fills
and drops main-axis align entirely. That's correct when a fill consumes
its whole slot, but a fill that draws narrower than its slot (e.g. an
Image that aspect-fits, or `Fill{max: N}` capped below the container)
leaves real slack that then anchors to the start regardless of align.

Add row_align_x_shift / col_align_y_shift: reclaim align * (inner -
actually_drawn) in each deferred branch. They early-return 0 when align
is 0, the inner size is unknown, or the content fills, so the only
behavior change is deferred-flow containers that set main-axis align and
hold an under-filling Fill child.

Add examples to the uizoo "Layout Demos" tab that proves they boht work.
2026-07-23 12:14:04 +02:00
Kevin Boos
a4fea8e259
New unified kinetic scrolling. Vastly improve draw shaprness on low-res screens. Fix rendering and text perf issues on CPU+GPU (#1127)
* Fix rendering, gradient, sampling, etc issues on older GPUs

* Fix bug in `box_y` sdf function, which caused gradients to be split
  into two bands incorrectly. Mostly a problem on lower-res screens.
* Use per-texture filtering instead of GL sampler objects on Linux,
  especially for Mesa drivers that ignore min filter samplers.

This should help prevent blocky/pixellated things like emoji/avatars

* Improve rendering sharpness on low-DPI screens (icons, emoji, images)

On 1.0-DPI screens, emoji/SVG-icons/avatars were minified without
adequate sampling and SVG AA was sub-pixel, producing blocky/aliased
output. This reworks each path and adds optional full-window SSAA.

SVG icons (device-aware AA + round caps):
- draw_svg.rs/draw_vector.rs/render.rs: size the fill & stroke AA
  fringe and the curve-flatten tolerance in DEVICE pixels (≈constant
  regardless of icon size), so edges resolve via the analytic
  d/fwidth coverage and curves stay smooth at any scale; re-tessellate
  on scale change.
- triangulate.rs: thread the flatten tolerance through path fill/stroke.
- tessellate.rs: emit round caps as a solid disc (u=0.5) instead of a
  radial fade that collapsed to a square at small sizes.
- widgets/icon.rs: don't clip the Icon to its Fit bounds, so round
  caps that extend past the box render fully instead of being sheared.

Emoji:
- glyph_raster_image.rs/rasterizer.rs: rasterize color emoji near the
  on-screen size with an alpha-weighted box downscale (geometric-mean
  scale factor) instead of the font's native PNG strike.

Images / avatars (mipmaps):
- image_cache.rs/texture.rs/draw_list.rs/lib.rs: optionally emit a CPU
  mipmap chain (VecMipBGRAu8_32) for non-animated images so minified
  avatars/thumbnails sample cleanly. Env-gated MAKEPAD_IMAGE_MIPMAPS;
  default on for GL on Linux.
- metal.rs: real per-level mip upload. d3d11.rs/vulkan.rs/web_gl.rs:
  safe single-level fallback (no crash; real mips TODO).

Full-window supersampling (optional):
- window.rs: render the whole UI into an offscreen target at
  MAKEPAD_SUPERSAMPLE× device resolution and downscale-resolve into the
  window. Default 2×, env-tunable, 1× disables. Modeled on the existing
  GaussStack render-to-texture path.

* don't unconditionally enable supersampling SSAA of 2x by default

it's too expensive and too slow for most older devices

* cleanup, reduce comment verbosity

* improve SVG anti aliasing

* Windows: fix laggy/juddery scroll performance

- Pace the render loop to the display refresh using a DXGI frame-latency
  waitable object and present with vsync, replacing the free-spinning,
  uncapped Poll loop that caused uneven scroll cadence.
- Coalesce consecutive WM_MOUSEMOVE messages and paint once per loop pass
  to stop the judder when moving the mouse during fling deceleration.
- Cache get_dpi_factor() and the WM_NCHITTEST WindowDragQuery result to
  avoid per-mouse-move GetDeviceCaps syscalls and widget-tree hit-tests.
- Throttle XInput/DirectInput polling of empty/disconnected controller
  slots, which was stalling the UI thread.
- Rework the momentum fling to a native exponential model with a
  frame-interval EMA, and stop the tail auto-scroll from fighting an
  active fling/drag.
- D3D11: update the glyph atlas and image textures in place via
  UpdateSubresource instead of recreating them on every change, and
  spread D3D11 shader-object creation across frames.
- Slug atlas: only force a full re-layout on a width change; append rows
  on height growth.

* Windows: correctness fixes from review (off the scroll hot path)

- d3d11: close the DXGI frame-latency waitable HANDLE in Drop (it was
  leaked once per main-window lifecycle and the field comment was wrong);
  keep popup swap chains at frame-latency 1; track the waitable-swapchain
  flag for ResizeBuffers instead of inferring it from the handle; present
  without the vsync interval during a live resize.
- windows.rs: poll game input on the idle signal tick so a gamepad button
  can be serviced while the app is otherwise idle.
- win32_window / window: invalidate the WM_NCHITTEST / WindowDragQuery
  caches on window move and on a caption relayout, with a generation
  counter guarding against a reentrant invalidation being clobbered.
- windows_game_input: detect a controller already plugged in at launch via
  a one-shot full scan on the first poll, probe slot 0 (Player 1) first,
  and offset the DirectInput enumeration so it never stacks with the
  XInput probe.
- comment/doc corrections.

* Image cache: accept any Arc<D: AsRef<[u8]> + ?Sized> for async image data

The load_image_from_data_async family required Arc<Vec<u8>>, forcing callers
that already hold the bytes as Arc<[u8]> (e.g. a content-addressed media cache)
to copy the whole buffer via .to_vec() just to satisfy the type. Generalize the
data parameter to Arc<D> where D: AsRef<[u8]> + ?Sized, so those callers can pass
their existing Arc by refcount-clone with no byte copy. The decode path only ever
borrowed the bytes (&[u8]), so this is purely a signature relaxation; existing
Arc<Vec<u8>> callers are unaffected (D = Vec<u8>).

* Linux: GL glyph-atlas in-place texture update + X11/Wayland mouse-move coalescing

* Scroll: unified fling model + native trackpad momentum deceleration

Share one kinetic-scroll model between PortalList and ScrollBar (and thus
ScrollXView/ScrollYView/ScrollXYView) via a new widgets/src/scroll_motion.rs:

- Touch-drag flicks use an iOS-style exponential self-decay, frame-rate
  independent via a per-frame integrator with dt smoothing.
- Trackpad scrolling applies the OS momentum directly while fast (responsive,
  full native speed), then hands off to a gentler self-decaying tail once it
  slows past a threshold, so the deceleration is longer and smoother than the
  OS's short, choppy tail. Handoff is seeded at the current speed for a
  continuous transition; the seed is clamped against degenerate event timing.
- Add ScrollPhase to scroll events, mapped from NSEventPhase/momentumPhase on
  macOS and wl_pointer AxisStop on Wayland; None elsewhere (wheels/X11/Windows
  behave as before). MAKEPAD_RAW_TRACKPAD_MOMENTUM=1 bypasses the smoothed tail.
- A press catches an in-progress fling (stops the scroll, consumes the press so
  it doesn't also activate a child), matching iOS/Android/macOS.

* Shader codegen: prefix Metal/WGSL locals to avoid reserved-word collisions

The Metal/WGSL backends emitted user-declared shader locals verbatim, so a
local named after a reserved type keyword (e.g. `half`) produced invalid
shader source and failed to compile at runtime. Prefix them with `l_` like the
HLSL/GLSL backends already do.

* TextFlow: don't panic on unbalanced HTML close tags

end_code/end_quote unwrapped the area stack, so a stray `</pre>` or
`</blockquote>` in untrusted content (e.g. a chat message) panicked. Return
early instead, and drop a vestigial per-list-item area-stack push that leaked
an entry and could hand a stray close tag the wrong block's area.

* Scroll: expose fling decel, handoff threshold, & tail-decel as `#[live]` fields

This allows app devs to override the scroll feel per-widget in the DSL,
or globally by overriding the base widget's defaults — verified that a DSL
override takes effect.

* Windows: fix frame pacing, paste crash, and wheel input backlog

- Wait on the frame-latency waitable right before each window's vsync
  present instead of on every Paint, so input no longer stalls behind
  waits that have no matching present. Drain leftover credits after a
  live resize.
- Pasting when the clipboard has no text no longer panics.
- The poll loop now handles up to 32 messages (2 ms) per frame and
  merges consecutive mouse-wheel messages, so fast wheels can't build a
  backlog that keeps scrolling after the gesture ends. Sleep 1 ms when a
  frame presents nothing so animation polling doesn't spin a core.

* Image: don't build unused mip chains; fix stale images in recycled widgets

- Only build the CPU mip chain when a backend actually uploads it
  (Metal, behind its env var), and build it on the decode thread instead
  of the UI thread. Linux GL still gets its mipmaps via glGenerateMipmap
  and now retains less CPU memory per image.
- Recycled Image widgets no longer show the previous item's image or
  apply an old decode result. Placeholder textures set via set_texture
  (like blurhashes) stay visible while the real image decodes, and a
  failed load clears the widget instead of leaving old content up.

* Widgets: avoid needless caption redraws; cheaper PortalList height tracking

- Label::set_text does nothing when the text hasn't changed, and the
  window caption title is only synced when it actually changes, so mouse
  moves and animation ticks no longer redraw the whole window every
  event. The caption centering padding requests its own redraw now.
- PortalList records item heights only when new or changed, and only
  re-applies the default height after it drifts by half a pixel, so big
  lists don't walk every unmeasured item on every scroll frame.

* Text: cache layouts of long texts; stop cloning glyph outlines every frame

- The layout cache now accepts texts of any length (long messages and
  code blocks used to re-layout on every scroll frame). It is a real LRU
  with a byte budget on top of the entry cap, and texts drawn in the
  current frame are never evicted, so one heavy frame can't thrash the
  cache into a permanent miss cycle. The shaper cache is LRU now too.
- Glyph outlines are shared via Rc, so drawing a cached glyph no longer
  copies its command list, and outline complexity is computed once when
  the outline is built instead of every frame.

* Html: fix stale links/spans in recycled widgets and <details> renumbering

- set_text only rebuilds when the content actually changed, so a
  recycled link can't open the previous message's URL, and re-setting
  identical content keeps the user's <details> open/closed state.
- Custom widgets and <details> are keyed by their node index instead of
  a visit-order counter, so toggling a collapsed <details> can't
  renumber the widgets after it and rebind them to the wrong nodes.
  item_with_scope also recreates its widget when the template changes.

* Linux: fixed-distance wheel scrolling; Wayland frame-callback pacing

- Wheel scrolling moves a fixed 60 px per detent on X11 and Wayland
  instead of a timing-based guess that flipped between 12 px and 240 px
  depending on how events batched. Wayland reads real detent counts via
  AxisValue120 (wl_seat v9, with AxisDiscrete as the older fallback) and
  maps keymaps MAP_PRIVATE as v7+ requires. Touchpads are unchanged.
- Wayland frames are paced with wl_surface frame callbacks and swap
  interval 0, so redrawing a hidden or minimized window can no longer
  hang the whole app inside eglSwapBuffers (compositors withhold frame
  callbacks for hidden windows). Windows with a callback in flight skip
  presenting and stay dirty; X11 keeps vsync exactly as before.

* Text: bigger layout cache budget, reclaimed at the end of each frame

A maximal ~60 KB message lays out to roughly 4 MB of glyphs, so the 4 MB
budget couldn't hold even one alongside a normal screen. Raise it to
16 MB, and run eviction at the end of every frame so memory over the
budget is freed one frame after its content leaves the screen, instead
of lingering until some later layout happens to insert a new entry.

* Fix oversized uniform slices: the array lengths were in bytes, not f32 elements

* Wayland: flush buffered mouse motion before scroll events, and drop motion for closed windows

* GL: fall back to non-mipmapped filtering when glGenerateMipmap fails on strict GLES3 drivers

* Text: bucket emoji raster scales so zooming reuses atlas slots instead of re-decoding every step

* Image: add has_content() and record texture provenance on cache-hit loads too

* Scroll: native trackpad momentum, Chrome-model bounce; presses catch motion, never click children

* Dock: redraw the newly selected tab immediately when the active tab is closed

* Html: standard link colors with pressed precedence; skip re-parsing unchanged text; color setters

* Image: don't redraw on cache-hit loads of the already-bound image (per-draw reloaders looped forever)

* Scroll: log macOS momentum-end phase bits to check Cancelled (touch-cut) vs Ended (natural fade)

* Scroll: momentum state machine; flicks survive pagination; edge sentinels & once-per-frame actions

* Scroll: remove the MAKEPAD_SCROLL_DEBUG diagnostics

* Scroll: time-based fling velocity window; pointer fan-out guard; parked flings survive pagination

* PortalList: optional reached-start/end margins (Some(0) default); repositioning re-announces the edges

* Linux/Wayland: honor UI zoom across window resizes; scale caption bar with zoom

Keep the wayland-side window geom in native units so the zoomed dpi isn't
read back as "native" on the next Configure — UI zoom no longer resets or
flickers on maximize/tile. Also let the caption bar height scale with the
zoom (pin to native only on macOS, where the buttons are OS traffic lights).

* Windows: D3D11 fixes for drawlist mgmt

trying to help with the `new_batch` bugs

* draw_list.rs — `set_zbias` now returns whether it changed
* d3d11.rs — uploads draw_call_uniforms on the given condition:
  `uniforms_dirty || zbias_changed || buffer.is_none()`
  and the zbias advance is hoisted above the early-continues

* Scroll: hard flicks carry farther and boost on re-flick; iOS-style touch rubber band with per-edge bounce gating; Android fling spline behind a flag

* Splitter: redraw both pane subtrees on drag; cached views keep fresh fixed sizes in the dirty check

* iOS: re-deliver window-geometry changes dropped by re-entrant UIKit callbacks; Init only ever from the first draw

* final cleanup fixes. Ensure all examples, experiments, `studio` all work

* Image: skip re-parsing an SVG that is already shown, keyed on the caller's shared bytes

* CachedView: fix upside-down offscreen texture on GL/GL-ES

GL/GL-ES store offscreen FBOs bottom-up, unlike Metal/D3D/WGSL.
The DSL->script-shader migration switched the CachedView composite to plain
.sample() (non-flipping sample2d on GL), so cached views rendered
vertically mirrored on GL/GL-ES; Metal was fine on macOS.

Add a `sample_rt` script sampler (emits the V-flipping sample2d_rt on
GLSL, plain no-flip sample elsewhere) and use it in the CachedView and
CachedRoundedView composites.

* Fix `AdaptiveView::redraw()` to actually do something
2026-07-21 09:59:12 +02:00
Admin
4f9ce7a8bb gamemaker: right analog stick rotates the camera, engine-default
Deadzone-rescaled right stick feeds the exact mouse-drag pipeline: same
0.01 rad/px orbit through pseudo-pixels (~2.6 rad/s full deflection, stick
up = look up), same look_dx/look_dy for scripts, same chase-rig authority
(stick held = kid owns the camera, recenters after release) and
cam_dragging visibility. Applied before script camera writes each tick,
like real mouse events, so set_cam_yaw still wins its tick. Zeroed under
tape tests for determinism. Camera-only pads now count in device selection.

splashgame.md: right stick documented; new rule — every new ability must
also be reachable from the gamepad (bind to the named actions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 16:18:55 +02:00
Admin
b08a098cc3 gamemaker: hide the perf overlay by default (F3 shows it)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 16:10:38 +02:00
Admin
221b6a4a72 gamemaker: Escape as push-to-talk alongside F1
VoiceWave grows an opt-in ptt_use_escape flag (Escape doubles as cancel/
dismiss elsewhere, so hosts choose); both keys drive the same logical talk
button. Gamemaker opts in via the caption_bar's hidden voice_wave and the
hints now read 'hold Esc' — the big friendly key for kids. Verified the
nested named-child merge lands on the live widget.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 16:05:45 +02:00
Admin
e7a7cad092 perf 2026-07-10 15:34:38 +02:00
Admin
4cfb51877c PerfGraph: generic frame profiler widget + Cx perf monitor channels
platform: Cx.perf_monitor — per-frame ring (240) of paint-to-paint gap +
per-channel CPU us. Built-in channels: event dispatch (outermost, minus
app-attributed time), script exec, GC, pass encode, nextDrawable wait.
Apps register custom channels: cx.perf_monitor.channel("physics", rgb).
Off until enabled; hooks in event dispatch, macos repaint, metal draw_pass.

widgets: PerfGraph — corner-pinned live panel (DrawVector strips): frame-gap
bars colored against 120/60Hz budgets with guide lines, stacked per-channel
CPU, legend with averages. Self-positions bottom-right (DrawVector geometry
+ deferred turtle alignment don't mix — no aligning parent).

gamemaker: PerfGraph hovers the game pane (F3 toggles), engine feeds script
+ physics channels (incl. hot-reload evals); engine text overlay moved to
F4; per-phase engine window kept for ag perf / AIGAME_PERF=1; new 'ag perf'
harness verb + template guidance (template CLAUDE.md force-added: runtime
resource, blanket CLAUDE.md gitignore had kept it untracked).

Measured on my-game-5: engine frame CPU ~0.3ms; the hiccup is frame pacing —
the 8ms NSTimer paint clock beats against the 120Hz display, the drawable
pool drifts full and nextDrawable blocks the main thread in a ~25-frame
sawtooth (avg 2-3.4ms, spikes 20-30ms). The graph shows it as red ramps.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 15:10:27 +02:00
Admin
fbd4972450 gamemaker: full engine round — chase camera rig, racing-game APIs, script stdlib math, real error line numbers
Engine (examples/gamemaker): chase camera rig (camera({chase}) — ease-behind
with mouse-wins/recenter authority), writable camera + look deltas, spatial
queries (raycast/overlap_sphere/ground_normal), save/load, sustained tones,
rot_y + collide:false spawnables, HUD slots/bars, terrain noise shaping +
height bands, per-shape instanced render batching with static slabs (3.2x),
error push-loop into the agent chat, unknown-verb/option diagnostics with
game.splash:line:col positions, streaming tail-statement finalization, quiet
toolbar UI, Shh voice hush, fable voice.

Platform: runtime vector methods (.length/.normalized/.dot/.cross), scalar+
vector lerp, TAU; ScriptVm error capture sink; window frame capture API; four
headless-JIT fixes (scalar casts, mat4 mul, Id-arg expansion, commuted
scalar-vec ops) with regression test stages. Widgets: single-line TextInput
baseline centering, TextFlow inline-code baseline alignment, glass button
corner_radius uniform. Voice/ggml Metal backends: debug logs behind
GGML_METAL_TRACE. splashgame.md: the runtime-loaded game API contract.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 14:20:03 +02:00
Admin
2a680887d5 game maker 2026-07-10 12:09:47 +02:00
Admin
ec3378b060 box3d: external task-system hooks + makepad 3D example
- WorldDef enqueue_task/finish_task/user_task_context (C contract incl.
  null-return-means-inline); TaskSystem dispatch (Serial/Internal/External)
  replaces the bare scheduler; determinism hash bit-identical through an
  external thread-per-task system.
- examples/box3d: makepad app rendering the live simulation (offscreen 3D
  pass with depth, orbit/zoom camera, instanced lit boxes/spheres, 204-box
  pyramid + spheres, 4-worker solver, Space to reset).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 16:06:18 +02:00
Admin
3a82d26045 hypothetical heap access fix 2026-07-01 14:04:23 +02:00
Admin
82abd655b9 history 2026-06-26 16:47:13 +02:00
Admin
a4c87a64dd animating buttons 2026-06-26 16:46:24 +02:00
Admin
e7939c8f14 animating bg 2026-06-26 15:49:25 +02:00
Admin
6c3c3252bf animating bg 2026-06-26 15:34:54 +02:00
Admin
c50a74b3b7 glass style 2026-06-26 14:06:57 +02:00
Admin
5cb5219d23 parse {}{} as {},{} 2026-06-26 13:37:17 +02:00
Admin
a6c7a22ba8 glass centering 2026-06-26 13:07:21 +02:00
Admin
02592599ec aichat 2026-06-25 18:52:10 +02:00
Admin
837da0d7bd aichat: track glass splash.md doc & fix runtime path
- Rename splash2.md -> splash.md so the tracked doc matches what aichat
  references via include_str!/read_to_string (a clean clone now builds).
- Fix the live-read path (CARGO_MANIFEST_DIR was ../../../ = one dir above
  the repo, loading a stale doc); now ../../splash.md -> repo-root glass doc.
- Full repaint (cx.redraw_all) on Clear/remove so self-managed glass overlay
  draw lists aren't left composited stale.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 16:41:49 +02:00
Admin
cba6d6ff7e aichat 2026-06-25 16:11:42 +02:00
Admin
ac10a82c34 aichat otw 2026-06-25 16:11:42 +02:00
Admin
3ad65e8bd3 glass kit more 2026-06-25 16:11:42 +02:00
Admin
725a726e3d glass kit more 2026-06-25 16:11:42 +02:00
Admin
374fa0c285 gloop glass radio 2026-06-25 16:11:42 +02:00
Admin
f91b0fa0bd gloop glass radio 2026-06-25 16:11:42 +02:00
Admin
70062ed86b gloop glass radio 2026-06-25 16:11:42 +02:00
Admin
ba0306d4ee Add glass_panel widget example; restore rustfmt guard
- New GlassPanel widget (widgets/src/glass_panel.rs) + lib export
- gauss_view: honor surface_alpha for translucent glass surfaces
- examples/glass: standalone demo (wired into Cargo workspace + makepad.splash)
- rustfmt.toml: re-enable disable_all_formatting to stop rustfmt from
  reformatting the whole tree on save

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 16:11:42 +02:00
Admin
d37a34f24e move after draw demo 2026-06-16 17:45:59 +02:00
Kevin Boos
7fff61c7a5
Add CropToFill image fit variant, improve ImageFit docs (#1102)
* Support standard keyboard navg shortcuts/keys in TextInput

Implement platform-standard TextInput navigation and deletion behavior,
including Home, End, PageUp, PageDown, word movement, line/document
boundaries, and Shift-based selection.

* Use Apple Option/Cmd conventions on Apple targets
* Use Ctrl conventions on non-Apple targets
* Web accepts both shortcut styles for now, since we don't have a way
  to query the host OS from within a makepad web env.

Also, be extremely careful to ensure that we respect Unicode grapheme boundaries
when doing all the selection/navigation logic.

Fix `Delete`, which was erroneously handled before.

Add lots of missing keys in Linux X11 & Wayland backends, e.g.,
Home, End, Delete, Insert, PageUp/PageDown, and arrow keys

* Add `CropToFill` image fit variant, improve ImageFit docs

This allows you to easily achieve the "centered cropped fit" that most apps
want for things like avatars or small thubmnails that get masked.
2026-06-05 07:18:35 +02:00
Admin
52d290581f Add isolate example files 2026-06-02 19:12:25 +02:00
Admin
a86f6e3bda isolates 2026-06-02 18:51:17 +02:00
Admin
4912f2690d update zune 2026-06-02 18:47:28 +02:00
Kevin Boos
46ee22634c
Redesign StackNavigation to support pushing dynamically-defined widgets (#1093)
Remove the concept of a "full-screen" override for stack nav,
as it's completely useless and just added complexity.

This also fixes the push/pop "sliding" animation to be more fluid
2026-05-23 10:13:20 +02:00
alanpoon
5416cdd25c
Added gif (#1083)
* added giphy

* added gif

* remove unnecessary file changes

* animated_image_git
2026-05-18 22:47:53 +02:00
admin
e76019a9f4 fix slides 2026-05-05 10:00:39 +02:00
admin
621c7dfee4 Fix todo input styling and studio build env 2026-05-05 07:50:38 +02:00
admin
5ebbe29850 cad 2026-05-04 18:34:29 +02:00
admin
245d47ef5a Fix and restyle todo example 2026-05-04 17:37:21 +02:00
admin
9df7c778f3 Add local AI talk slide 2026-05-04 17:05:19 +02:00
admin
4eef5a1cb0 Tighten realtime CAD demo wording 2026-05-04 17:02:46 +02:00
admin
84c634ac32 Add Robrix opening demo 2026-05-04 17:01:23 +02:00
admin
fdcf33e167 Clarify realtime CAD demo 2026-05-04 16:58:37 +02:00
admin
b377e6b9e4 Update AI talk demo sequence 2026-05-04 16:57:16 +02:00
admin
2a7e59ac84 Wrap AI talk title slide 2026-05-04 16:54:24 +02:00
admin
17ca8cf9ce Refine AI talk slide content 2026-05-04 16:53:04 +02:00
admin
48612ea771 Add AI Makepad talk slides example 2026-05-04 16:25:03 +02:00
Admin
30dc2e621e aichat 2026-05-04 13:50:02 +02:00