Commit History

183 commits ← Back to Activity
Declare kind: molecule (an Adom board with machine pins, not a distributor part; Colby)
Colby Knox · ddbb0d1 · 28d ago
Publish 0.1.85
John Lauer · 8e0f883 · 3mo ago
FIX viewer bundle failed to load: unpin ?v= on the bundle (code-split stub imported a deleted chunk after Colby's rebui…
John Lauer · bbaab0b · 3mo ago
Publish 0.1.84
John Lauer · 0f0fbe9 · 3mo ago
RESTORE inner copper L2/L15 (a greedy regex in the all-vector edit had deleted their loader); tooltips: real enter/leav…
John Lauer · 7a005ac · 3mo ago
Publish 0.1.83
John Lauer · 29a09c0 · 3mo ago
tooltips: real enter/leave semantics (svg-child boundary crossings were perpetually resetting the timer - worked headle…
John Lauer · 30d0403 · 3mo ago
Publish 0.1.82
John Lauer · 1212635 · 3mo ago
lighting floaty: contain the value column (numbers were spilling off the right edge)
John Lauer · 5320ea1 · 3mo ago
Publish 0.1.81
John Lauer · df72ba6 · 3mo ago
toolbar toggles for both floaties: Lighting hidden by default (toggle to show), Layers shown by default (toggle to hide)
John Lauer · 2a61958 · 3mo ago
Publish 0.1.80
John Lauer · effaacd · 3mo ago
shadows toggle: use scene.shadowsEnabled master switch - freezing the map left all layer shadows rendered-frozen (only…
John Lauer · 29a5b24 · 3mo ago
Publish 0.1.79
John Lauer · ea8e614 · 3mo ago
ALIGNMENT FIX: drop the per-file SVG flip (TY-y) - raw gerber coords are absolute board mm, the flip mirrored each vect…
John Lauer · 6d29307 · 3mo ago
Publish 0.1.78
John Lauer · 4b22f3f · 3mo ago
ALL-VECTOR stackup: silk + masks now real geometry (masks = gerber negatives, board minus openings) - no textured quads…
John Lauer · 1e1a83a · 3mo ago
Publish 0.1.77
John Lauer · 48fd3fd · 3mo ago
Lighting floaty: live sliders for spot (intensity/angle/XYZ), env, hemi, shadow darkness, copper metallic/roughness; li…
John Lauer · e56dcf1 · 3mo ago
Publish 0.1.76
John Lauer · 4845bf5 · 3mo ago
LAYER SHADOWS WORKING (ralph-tested 26.7% pixel delta): PCSS+softTransparentShadow rendered NO shadows in this scene; p…
John Lauer · df90498 · 3mo ago
Publish 0.1.75
John Lauer · 37a7433 · 3mo ago
layer shadows FOR REAL: spot becomes the dominant light (env->0.35 fill, hemi dimmed) - shadows only darken direct ligh…
John Lauer · 9ed4ade · 3mo ago
Publish 0.1.74
John Lauer · cbc607e · 3mo ago
native-viewer GLB: 4 corner machine pins (PIN_MED:MP1-MP4) split into a static MachinePins node - anchored during the c…
John Lauer · f6e01b1 · 3mo ago
Publish 0.1.73
John Lauer · 3afd6f0 · 3mo ago
shadows: PCSS contact-hardening (crisp near, soft far - not razor everywhere) + transparency-aware casting so each laye…
John Lauer · 886c66d · 3mo ago
Publish 0.1.72
John Lauer · b248976 · 3mo ago
shadows on ALL layers: silk/mask quads now lit (emissive was ignoring shadows), narrow spot cone (sharp not blurry), th…
John Lauer · 1547aa2 · 3mo ago
Publish 0.1.71
John Lauer · 9c83a2d · 3mo ago
NATIVE viewer: animated GLB with the explode cascade baked as glTF keyframes (7 channels, staggered up-cascade + reasse…
John Lauer · 6b77ac7 · 3mo ago
Publish 0.1.70
John Lauer · 20ed8a1 · 3mo ago
layers receive shadows too: each layer casts onto the layers below during the explosion
John Lauer · 737d6b0 · 3mo ago
Publish 0.1.69
John Lauer · 4fa1471 · 3mo ago
shadows: use the BUNDLE's own SpotLight+PCF shadow rig (proven in /viewer), repositioned/rescaled for the meter-scale s…
John Lauer · 8a2ff4b · 3mo ago
Publish 0.1.68
John Lauer · 07f53cb · 3mo ago
tooltips: CLAMP to viewport (never run off any edge), flip above when near bottom, arrow tracks the control after clamp…
John Lauer · 6a21740 · 3mo ago
Publish 0.1.67
John Lauer · ed20398 · 3mo ago
shadows visible at last: shadow light illuminates ONLY the ground (fill light was washing the shadow out); emissive flo…
John Lauer · 5fdcb94 · 3mo ago
Publish 0.1.66
John Lauer · 44c251e · 3mo ago
shadows: switch to PCF (the bundle's proven technique) + overhead directional light; exponential map was rendering noth…
John Lauer · 43d0314 · 3mo ago
Publish 0.1.65
John Lauer · e3fb243 · 3mo ago
fix false order VIOLATION (Components tower above silk - nominal z 1.75); stronger, unmistakable shadows on a less-tran…
John Lauer · 8e8897a · 3mo ago
Publish 0.1.64
John Lauer · 652fefe · 3mo ago
actually fix copper z double-offset (position.z=0, edit landed this time); widen layers panel to 270px + make it horizo…
John Lauer · 31b0ae5 · 3mo ago
Publish 0.1.63
John Lauer · e7c6695 · 3mo ago
per-layer bbox toggle (draws layer extents to verify z); isolate uses custom tooltip
John Lauer · f35fdfb · 3mo ago
Publish 0.1.62
John Lauer · 5ff0447 · 3mo ago
fix copper z double-offset (baked+position); descriptive tooltips; faster cascade (5s); ShadowOnlyMaterial ground for v…
John Lauer · fce6c80 · 3mo ago
Publish 0.1.61
John Lauer · d47c936 · 3mo ago