The branch's placement change (placing the model returns its error) made
world_state, home_camera, bounds, open_sketch_plane, the scene builders,
to_local and auto_operation return a Result. Main added callers of them
since the branch left it; they now take the error as the branch's own
callers do:
- engine: commands pass it on (`?`); helpers answering yes/no or "found"
(snap points, a face's normal, the DXF export check) answer no for a
model that cannot be placed. Frames keep the session for main's lazy body
frames (#6356) beside the placed model the picks are on; a library apply
maps its targets on that placed model. Before an extract or a link is
replaced, the placed model is taken or the command fails.
- ui: panels, picks, dialogs and previews read the placed model through
open_meshing::session_world (none when it cannot be placed: the viewport
says why); Home and Fit frame nothing then.
- cli: the usage table is main's, with kernel-cases in it (a resolution of
the rig's commit had kept the branch's whole file).
- tests read the Results with unwrap, and main's tests of Body::tessellate
mesh through Body::mesh. Main's test of saved boolean retries goes (the
branch saves none), as does the thread half of its dialog rendering test
(the branch's thread dialog has its own); the tapped hole half stays.
- What no caller uses after the merge goes: a mesh body's span, the metric
thread refusal text, and the revolve's targets-as-shown model (main used
it for the coplanar run-on the branch removed). Main's SolidWorks Y-up
test reads the exporting system's name (the branch's STEP header has no
preprocessor or description fields).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
doc: world_state, world_state_reusing, state_in_frame_at, state_in_frame, face_point_state,
face_point_names and construction_state return Result. A body that could not be placed, a
frame that could not be inverted, a sketch plane or thread axis that did not survive the
placement, or a failed placing worker used to leave things where they were without a word;
now the call fails with what could not be placed. is_placement is the one test of an
occurrence's placement (finite, a rotation that does not mirror, a translation within
1e9 mm). Opening a design names every occurrence that fails it; add_occurrence refuses
one; a joint solution that would place an occurrence outside one is not applied and the
joints placing it report it.
engine: Session::world_state returns Result and keeps a failure in its cache as it keeps a
placed model. bounds, home_camera, open_sketch_plane, the scene builders, the world
previews, frames::to_local and auto_operation pass the error on; helpers answering "not
found" take the placed model from their caller. Commands setting a placement check it
(valid_position, exploded view, fastener at a point, STEP insert matrix).
ui: panels, picks and hovers read the session's placed model through
open_meshing::session_world; a model that cannot be placed shows no placed bodies, and the
viewport says why across its bottom. Pictures and the control channel report the error.
cli, mcp: snapshots, renders, benches and the oracle report the error; the kernel-case rig
records it as the case's failure. Tests read the new Results with unwrap.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017itGh5fpMEousnZ91cYcVt
The blue, green, red scale's lightness rose and then fell (L* 44 up to
72 and back to 50), so a flat face and a tight radius looked alike with
hue lost, and its upper part merged for a red-green loss. The stops are
now dark blue, a middle grey-gold and light yellow in one straight
blend, as measured in the issue: L* rises the whole way and every
quarter step stays clear for normal, protan, deutan and tritan vision.
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
* claim: #4214
* Viewport: the grid fades with the distance instead of cutting off (#4214)
The ground grid stopped at a fixed distance from the view, so its edge showed
as a cut across the picture. It now fades out with the distance from the
middle of the view, and it is gone before either of the two lines that used to
cut it: its own edge, and the picture's far plane.
Each grid line is drawn in pieces, and each piece is as faint as the fade
makes it at the distance where it lies. The 'under' batch is drawn by the
overlay pipeline with alpha blending, so the colour's alpha reaches the
frame.
* The headless grid fades with the distance too (#4214)
The headless path (solidcraft-cli snapshot, the home-page thumbnail, the MCP
screenshot) drew the grid from the engine's palette, where a line had no
alpha: the grid still ended in a cut, and at a low camera angle the cut was
in the picture.
A SceneLine now carries an alpha, the CPU rasterizer blends with it and the
GPU capture passes it on, so the engine's grid can fade. The fade itself
moves to the engine, next to the grid's other geometry, and both paths use
it: the headless grid now reaches as far on the ground as the view is wide
(the ground stretches as it is seen at a slant) and dissolves into the
distance instead of ending in a line.
* Fix the headless/viewport grid fade divergence (#4214)
The engine stretched the grid's size with the slant of the plane it is seen at, the viewport stretched it only on the ground, so on a sketch's plane the picture's grid reached further than the window's (153.42 mm against 120.00 mm). Both now share one grid_ext, which the picture and the window draw the same grid from.
* The grid fades out before the picture's far plane cuts the ground (#4214)
The window's grid faded against a far plane of its own: the scene's radius
clipped by the projection's camera (260 mm away at 400 mm of distance), while
the picture itself cuts the ground at the far plane of its own projection
(223.7 mm at the same distance, because the projection frames the scene's
bounds and not its radius). The grid was still a third of its strength where
the picture cut the ground, so the cut showed as a straight line across the
view.
The fade now ends at the far plane the picture's projection uses, and the
grid is gone before that plane cuts the ground.
The test that watched the fade now measures the ink of each row of the
picture, and checks that the grid is already gone in the ten rows above the
row where the far plane cuts the ground: the point it compared before lay
beyond that plane, where both renders draw nothing at all, so the comparison
was always true.
The cap pass redraws every back face behind a marked pixel with depth test
Always to put the section plane's depth there, and it also wrote colour.
The last back face drawn painted the cut, so a body behind the cut (one
inside another's hollow, an assembly's inner parts) showed through it in
its own colour and outline, like an X-ray. The pass now writes depth only;
the marking passes have already drawn the nearest back face's colour (the
same split as #4622).
Test: a_body_behind_the_cut_does_not_colour_the_cap in
crates/gpu/tests/capture.rs (a red body in a green box's hollow, 4 mm
behind the cut: the picture is the same with and without it, hatched and
plain, orthographic and perspective). On main 472 pixels differ.
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
* Performance overlay: frame-time graph and histogram, triangles, draw calls (#2548)
Net change of the perf-overlay branch, rebased onto main as one commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Document frame_rate_details in ui.prefs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: bherbruck <brennen.herbruck@gmail.com>
* claim: #4563
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Section Analysis: a Hatch option, off for a plain cut in the body's colour (#4563)
The Section Analysis dialog gets a Hatch check box beside Flip, and
inspect.section a hatch?: bool (default true), so scripts, the CLI and the
control channel reach it too. Hatched, a cut is its body's colour tinted
toward the cap colour with 45 degree stripes, as before; off, it is the
body's own solid colour. The viewport (cap alpha in the uniform), the CPU
rasterizer and ui.render follow it, and the section keeps it when hidden
and shown again or edited.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
NVIDIA's EGL answers wgpu's request for a GL 3.3 context with exactly 3.3
(GLSL 3.30) yet lists GL_ARB_compute_shader. wgpu-hal then reports compute
shaders, wgpu-core builds its indirect-call validation pipeline, naga cannot
emit compute GLSL below 4.30, and request_device fails as Device(Lost).
The test draws nothing indirect, so it opts out of that validation.
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>