draggable floaties (grips) + exclude ground/helper meshes from layer groups (hover was hiliting the ground)
layers panel below the ViewCube (was covering it)
restore blob texture shim (dropped in cascade rewrite)
cascade v2: upward-only cascading explode (5mm/step, nothing below ground), layers panel with live z + visibility toggl…
ROOT CAUSE FIX: localStorage shim - sandboxed docs throw on storage access, aborting the bundle's rig init (lights/env/…
one shiny copper material for all four copper layers (inner gerber layers keep artwork as alpha cutout only)
explode order fix: components to +7.5 slot so pin bottoms clear the silk plane (stackup order preserved throughout the…
restore proven light rig + absolute framing; keep real-FR4 sublayers with holes + unquantized groups
native viewer rig: unquantized groups (true bounds -> bundle framing/spot/shadows/viewcube), real FR4 sublayers with dr…
absolute camera framing from world extents (bundle frameModel mis-frames quantized bounds)
frameModel after loadModel (bundle does not auto-frame)
fix textures: data-URI images in group GLBs + restore blob shim
animated stackup viewer: assembled->explode->reassemble loop, floaty toolbar, fullscreen, 80% transparent ground, live…
readme viewer: FULL-QUALITY models via the img-src PNG channel (GLB bytes in lossless repo PNGs, canvas-decoded) - read…
readme viewer: no-instancing models (Babylon mis-scales EXT_mesh_gpu_instancing here) + data-URI textures
frame on full scene extents (quantized GLB world scale)
readme viewer: add lights (bundle only lights the scene inside its own loadModel; PBR renders black otherwise)
restore setStatus/busy after framing splice
readme viewer: frame on scene.activeCamera after a tick (getCamera() is a different object; defaults left camera at rad…
readme viewer: camera minZ/maxZ scaled to model (default minZ 0.1 clipped the 0.06-unit board)
readme viewer: frame appended meshes explicitly (frameModel only frames the bundle's own registry)
readme viewer: start the render loop after append (bundle only starts it in its own loadModel)
readme viewer: dispose previously appended meshes on toggle (bundle clearScene does not track external appends)
readme viewer v7: blob->data-URI shim for glTF textures under the sandbox CSP - toggle fully working
readme viewer v6: File-based load (FileReader, no network) + textures as data URIs inside the GLBs - fully CSP-safe
readme viewer: append models into the Adom viewer's scene via SceneLoader.AppendAsync with .glb hint (data URIs decode…