Declare kind: molecule (an Adom board with machine pins, not a distributor part; Colby)
FIX viewer bundle failed to load: unpin ?v= on the bundle (code-split stub imported a deleted chunk after Colby's rebui…
RESTORE inner copper L2/L15 (a greedy regex in the all-vector edit had deleted their loader); tooltips: real enter/leav…
tooltips: real enter/leave semantics (svg-child boundary crossings were perpetually resetting the timer - worked headle…
lighting floaty: contain the value column (numbers were spilling off the right edge)
toolbar toggles for both floaties: Lighting hidden by default (toggle to show), Layers shown by default (toggle to hide)
shadows toggle: use scene.shadowsEnabled master switch - freezing the map left all layer shadows rendered-frozen (only…
ALIGNMENT FIX: drop the per-file SVG flip (TY-y) - raw gerber coords are absolute board mm, the flip mirrored each vect…
ALL-VECTOR stackup: silk + masks now real geometry (masks = gerber negatives, board minus openings) - no textured quads…
Lighting floaty: live sliders for spot (intensity/angle/XYZ), env, hemi, shadow darkness, copper metallic/roughness; li…
LAYER SHADOWS WORKING (ralph-tested 26.7% pixel delta): PCSS+softTransparentShadow rendered NO shadows in this scene; p…
layer shadows FOR REAL: spot becomes the dominant light (env->0.35 fill, hemi dimmed) - shadows only darken direct ligh…
native-viewer GLB: 4 corner machine pins (PIN_MED:MP1-MP4) split into a static MachinePins node - anchored during the c…
shadows: PCSS contact-hardening (crisp near, soft far - not razor everywhere) + transparency-aware casting so each laye…
shadows on ALL layers: silk/mask quads now lit (emissive was ignoring shadows), narrow spot cone (sharp not blurry), th…
NATIVE viewer: animated GLB with the explode cascade baked as glTF keyframes (7 channels, staggered up-cascade + reasse…
layers receive shadows too: each layer casts onto the layers below during the explosion
shadows: use the BUNDLE's own SpotLight+PCF shadow rig (proven in /viewer), repositioned/rescaled for the meter-scale s…
tooltips: CLAMP to viewport (never run off any edge), flip above when near bottom, arrow tracks the control after clamp…
shadows visible at last: shadow light illuminates ONLY the ground (fill light was washing the shadow out); emissive flo…
shadows: switch to PCF (the bundle's proven technique) + overhead directional light; exponential map was rendering noth…
fix false order VIOLATION (Components tower above silk - nominal z 1.75); stronger, unmistakable shadows on a less-tran…
actually fix copper z double-offset (position.z=0, edit landed this time); widen layers panel to 270px + make it horizo…
per-layer bbox toggle (draws layer extents to verify z); isolate uses custom tooltip
fix copper z double-offset (baked+position); descriptive tooltips; faster cascade (5s); ShadowOnlyMaterial ground for v…