Squash of 25 work commits (Sep 1–12):237da90render: the sprite lane hands the screen draw back the way it found it895b9a7particles: an emitter can ride a body's own frame914471fai-hub: a feed session whose last socket left ends on its idle timeout; skin: parent, skinned centroid and a nodes-only rig for retargets3fcccf3sim: the whole world is implicitly editable, and one seam says where the ground is5692fabsim: the landform world proves itself — walker through the tunnel includedf4af6dfsim: terrain knows who changed it — a plan layer over player historyadbb078render: a water volume can be physics without a picturec17480frender: a non-rigid body may carry its own orientationacad401sim: an agent with no route holds and retries instead of walking into the wall22b2bf9sim + chat: the composed world surface takes a map floor; the chat gets plan toolsfaf8112web path: the tessellator's lap timer, the trace span and the fusion cycle timer have no clock on the webd3472ebtsdf: the clock-taking XR helpers are native-only — the browser has no depth camera and no Instant4946c9esim + render: a repaint is not a world edit — colour and glow restyles never rebake the lightmap4317f58sim + render + chat: walk decks as a surface, the filmed body is no obstruction, the brief never asks9791279render: support rigged models and custom materials across viewers3ce2792sim: 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>
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Named selections and geometric queries
Use these objects inside model.apply.operations, with the normal exact expected
head and request ID. Every operation supplies object and name. No viewport
state is used. At most128 named groups persist in a document; source/history
preserve them. IDs are canonical decimal strings. Queries inspect the editable
base mesh: make an instance unique or bake its modifiers before querying derived
geometry. Query positions explicitly choose local or world space.
selection: vertices:[ID...], faces:[ID...] sets a group; both arrays required,
empty allowed. Every ID must exist; duplicates are normalized and sorted.
select: element:"vertices"|"faces", min:integer, max:integer, query:{...}.
The selected element count must lie in the inclusive requested range. The result
and saved group include both vertex and face selections. Supported queries:
{kind:"all"}: all base vertices and faces.{kind:"material",material:integer}: faces with that material and their vertices.{kind:"bounds",min:XYZ,max:XYZ,space:"local"|"world"}: vertices within the box; a face is included when every corner lies inside.{kind:"connected",face:ID,stop_seams:boolean}: edge-connected face component; optional UV-seam barriers. Includes those faces' vertices.{kind:"loop"|"ring",edge:[vertexID,vertexID]}: a quad ring crosses opposite face edges; a loop crosses valence-four vertices through nonadjacent edges and stops at poles/boundaries. Returns visited edge vertices and incident faces.{kind:"ray",origin:XYZ,direction:XYZ,space:"local"|"world"}: closest positive triangle hit, deterministic face-ID tie break. No hit is empty. Use min=1,max=1 to require a hit. Direction must be nonzero; both face orientations are pickable.
use_selection: element:"vertices"|"faces"|"face", operation:{op,...} fills the
selected field and object into one ordinary mesh operation. The template must
omit object and that selected field. face requires exactly one face; array
selections must be nonempty. Recursive selection/control/global operations are
refused. The entire surrounding transaction remains atomic and cancellable.
Example (plus document/request_id/expected envelope):
{"operations":[
{"op":"select","object":"body","name":"roof","element":"vertices","min":4,"max":64,
"query":{"kind":"bounds","min":[-2,0.5,-2],"max":[2,3,2],"space":"local"}},
{"op":"use_selection","object":"body","name":"roof","element":"vertices",
"operation":{"op":"transform","matrix":[[1,0,0,0],[0,1,0,0.2],[0,0,1,0],[0,0,0,1]]}}
]}
Groups retain identity-based membership when positions/materials change. Losing
any selected element marks the group stale; subsequent use refuses it until
explicitly replaced or queried again. Deleting its object removes its groups.
delete_selection removes one named group. Inspect selections,
selection_vertices, and selection_faces with optional object and the normal
bounded offset/limit cursor. Operation outputs return the stable selections too.