copper: COMPLETE gerber renderer - fills pours (even-odd) + STROKES traces to width + instantiates use/circle/rect/path…
toolbar: icon-only buttons (labels removed, too heavy) + beautiful 800ms hover tooltips on all controls
toolbar buttons: add clean inline-SVG icons (pivot/ground/shadows/animate/assembled/exploded/fullscreen), no emoji
REAL ground + shadows: bundle ground had null material (my /ground/ regex was hitting the skybox). Build own semi-trans…
per-layer isolate icon (click isolates that layer, click again restores); hardened copper meshes
copper: harden ring parsing (dedupe/close/drop degenerate) to kill sliver triangles
copper L2/L15: fix Y-flip (was below the board) + even-odd depth hole classification (correct triangles); click-pivot o…
4 corner machine pins only in the machine-pins layer; play/pause as icons (bars/triangle)
copper L2/L15 via proper earcut contour triangulation (real shapes + clearance holes, not svg-mesh mangling); 4 CORNER…
classify whole OCCURRENCES (group leaf meshes by top-level node) so each machine pin is anchored as a unit, not split b…
per-part components: classify each mesh by XY vs the 14 CPL machine-pin positions -> machine pins anchored, all else in…
inner copper L2/L15 = REAL VECTOR geometry from Fusion gerbers (y-map bug fixed), sharing the outer copper's PBR materi…
all four copper layers share ONE PBRMaterial (same albedo/metallic/roughness); inner L2/L15 use the gerber only as an a…
floaty toolbar: Click-pivot toggle (viewer's Shift+Alt click-to-set-orbit-point, always-on) + Ground show/hide toggle
revert L2/L15 to trace-showing material (PBR alpha change had made them solid rectangles)
copper -> PBR metallic (glossy sheen reflecting scene env, not blown-out white/brown); reassert 80% transparent shadow-…
rename layers: through-hole -> Components (machine pins), SMD -> Components
deterministic framing on known board footprint (computed diag was blowing up and shrinking the board to a speck)
revert inner copper to textured quads (vector gerber mesh had a coordinate-scale bug that shrank the view); vector conv…
inner copper L2/L15 as VECTOR geometry (gerber->triangulated mesh), same shiny copper material as outer layers - all fo…
SMD/through-hole split: penetrating parts (pins/contacts in vias) anchored at bottom layer, never animated; tighter def…
world-true layer offsets: every layer wrapped in a scene-root TransformNode (glTF __root__ conversion transform was amp…
components group via AppendAsync (loadModel reparented it under a normalized root, breaking animation + hover)
shadows animate: shadow map refreshRate every-frame (bundle froze it post-load)
slider pauses the animation (Play/Pause toggle); auto-resume only after 2 minutes idle