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.