History of readme.html

73 commits ← Back to file
FIX viewer bundle failed to load: unpin ?v= on the bundle (code-split stub imported a deleted chunk after Colby's rebuild -> 404)
John Lauer · bbaab0b · 3mo ago
RESTORE inner copper L2/L15 (a greedy regex in the all-vector edit had deleted their loader); tooltips: real enter/leave semantics + 600ms (svg-child crossings were resetting the timer forever); layer checkbox tooltips
John Lauer · 7a005ac · 3mo ago
lighting floaty: contain the value column (numbers were spilling off the right edge)
John Lauer · 5320ea1 · 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
shadows toggle: use scene.shadowsEnabled master switch - freezing the map left all layer shadows rendered-frozen (only the ground appeared to turn off)
John Lauer · 29a5b24 · 3mo ago
ALL-VECTOR stackup: silk + masks now real geometry (masks = gerber negatives, board minus openings) - no textured quads left, every layer casts+receives real shadows
John Lauer · 1e1a83a · 3mo ago
Lighting floaty: live sliders for spot (intensity/angle/XYZ), env, hemi, shadow darkness, copper metallic/roughness; light helper gizmo (sphere+aim line); snapshot button dumps settings for the AI to bake
John Lauer · e56dcf1 · 3mo ago
LAYER SHADOWS WORKING (ralph-tested 26.7% pixel delta): PCSS+softTransparentShadow rendered NO shadows in this scene; plain PCF medium does. Root cause of 5 rounds of 'still no layer shadows'
John Lauer · df90498 · 3mo ago
layer shadows FOR REAL: spot becomes the dominant light (env->0.35 fill, hemi dimmed) - shadows only darken direct light on PBR, so env-dominant lighting was washing layer shadows out (ground showed them because StandardMaterial is spot-lit)
John Lauer · 9ed4ade · 3mo ago
shadows: PCSS contact-hardening (crisp near, soft far - not razor everywhere) + transparency-aware casting so each layer casts its artwork onto the layers below
John Lauer · 886c66d · 3mo ago
shadows on ALL layers: silk/mask quads now lit (emissive was ignoring shadows), narrow spot cone (sharp not blurry), thin planes cast (forceBackFacesOnly off)
John Lauer · 1547aa2 · 3mo ago
layers receive shadows too: each layer casts onto the layers below during the explosion
John Lauer · 737d6b0 · 3mo ago
shadows: use the BUNDLE's own SpotLight+PCF shadow rig (proven in /viewer), repositioned/rescaled for the meter-scale scene, map unfrozen for animation
John Lauer · 8a2ff4b · 3mo ago
tooltips: CLAMP to viewport (never run off any edge), flip above when near bottom, arrow tracks the control after clamping
John Lauer · 6a21740 · 3mo ago
shadows visible at last: shadow light illuminates ONLY the ground (fill light was washing the shadow out); emissive floor keeps shadow dark-gray not black
John Lauer · 5fdcb94 · 3mo ago
shadows: switch to PCF (the bundle's proven technique) + overhead directional light; exponential map was rendering nothing
John Lauer · 43d0314 · 3mo ago
fix false order VIOLATION (Components tower above silk - nominal z 1.75); stronger, unmistakable shadows on a less-transparent fallback ground
John Lauer · 8e8897a · 3mo ago
actually fix copper z double-offset (position.z=0, edit landed this time); widen layers panel to 270px + make it horizontally resizable
John Lauer · 31b0ae5 · 3mo ago
per-layer bbox toggle (draws layer extents to verify z); isolate uses custom tooltip
John Lauer · f35fdfb · 3mo ago
fix copper z double-offset (baked+position); descriptive tooltips; faster cascade (5s); ShadowOnlyMaterial ground for visible shadows; per-layer bbox toggle icon
John Lauer · fce6c80 · 3mo ago
toolbar: icon-only buttons (labels removed, too heavy) + beautiful 800ms hover tooltips on all controls
John Lauer · aff757d · 3mo ago
toolbar buttons: add clean inline-SVG icons (pivot/ground/shadows/animate/assembled/exploded/fullscreen), no emoji
John Lauer · 279f08a · 3mo ago
REAL ground + shadows: bundle ground had null material (my /ground/ regex was hitting the skybox). Build own semi-transparent ground plane + directional shadow generator; retarget Ground/Shadows toggles to them
John Lauer · faab23a · 3mo ago
per-layer isolate icon (click isolates that layer, click again restores); hardened copper meshes
John Lauer · 62dc0d5 · 3mo ago
copper L2/L15: fix Y-flip (was below the board) + even-odd depth hole classification (correct triangles); click-pivot on by default; fix ground toggle (re-query at click); add shadows toggle
John Lauer · 8711455 · 3mo ago
4 corner machine pins only in the machine-pins layer; play/pause as icons (bars/triangle)
John Lauer · c8a2985 · 3mo ago
classify whole OCCURRENCES (group leaf meshes by top-level node) so each machine pin is anchored as a unit, not split between layers
John Lauer · cdf787a · 3mo ago
per-part components: classify each mesh by XY vs the 14 CPL machine-pin positions -> machine pins anchored, all else in Components (source-of-truth split, no more merged-blob guessing)
John Lauer · 475019b · 3mo ago
inner copper L2/L15 = REAL VECTOR geometry from Fusion gerbers (y-map bug fixed), sharing the outer copper's PBR material - all four copper layers now genuine geometry, identical material
John Lauer · 7b772e3 · 3mo ago
all four copper layers share ONE PBRMaterial (same albedo/metallic/roughness); inner L2/L15 use the gerber only as an alpha cutout to trace shape, not as coloring - identical copper look across all layers
John Lauer · 37daa49 · 3mo ago
floaty toolbar: Click-pivot toggle (viewer's Shift+Alt click-to-set-orbit-point, always-on) + Ground show/hide toggle
John Lauer · d63526a · 3mo ago
revert L2/L15 to trace-showing material (PBR alpha change had made them solid rectangles)
John Lauer · 0e645e8 · 3mo ago
copper -> PBR metallic (glossy sheen reflecting scene env, not blown-out white/brown); reassert 80% transparent shadow-receiving ground
John Lauer · ad1cab5 · 3mo ago
rename layers: through-hole -> Components (machine pins), SMD -> Components
John Lauer · e043cba · 3mo ago
deterministic framing on known board footprint (computed diag was blowing up and shrinking the board to a speck)
John Lauer · 0c783d6 · 3mo ago
revert inner copper to textured quads (vector gerber mesh had a coordinate-scale bug that shrank the view); vector conversion built but needs scale fix
John Lauer · 88ebcae · 3mo ago
inner copper L2/L15 as VECTOR geometry (gerber->triangulated mesh), same shiny copper material as outer layers - all four copper now real geometry, no PNG fakery
John Lauer · 6a5d7bc · 3mo ago
SMD/through-hole split: penetrating parts (pins/contacts in vias) anchored at bottom layer, never animated; tighter default zoom
John Lauer · 1df7f86 · 3mo ago
world-true layer offsets: every layer wrapped in a scene-root TransformNode (glTF __root__ conversion transform was amplifying local z offsets - the L1-flies-high bug)
John Lauer · f14151d · 3mo ago
components group via AppendAsync (loadModel reparented it under a normalized root, breaking animation + hover)
John Lauer · 0f67fea · 3mo ago
shadows animate: shadow map refreshRate every-frame (bundle froze it post-load)
John Lauer · 080e777 · 3mo ago
slider pauses the animation (Play/Pause toggle); auto-resume only after 2 minutes idle
John Lauer · 83e7f06 · 3mo ago
draggable floaties (grips) + exclude ground/helper meshes from layer groups (hover was hiliting the ground)
John Lauer · 79443b7 · 3mo ago
layers panel below the ViewCube (was covering it)
John Lauer · c57315a · 3mo ago
restore blob texture shim (dropped in cascade rewrite)
John Lauer · d7baf28 · 3mo ago
cascade v2: upward-only cascading explode (5mm/step, nothing below ground), layers panel with live z + visibility toggles + hover highlight, realtime order check, scrub slider with 5s auto-resume
John Lauer · 1d1ec08 · 3mo ago
ROOT CAUSE FIX: localStorage shim - sandboxed docs throw on storage access, aborting the bundle's rig init (lights/env/ViewCube). Bundle rig now initializes; manual lights demoted to fallback
John Lauer · 967d0ab · 3mo ago
one shiny copper material for all four copper layers (inner gerber layers keep artwork as alpha cutout only)
John Lauer · cd8dcff · 3mo ago
explode order fix: components to +7.5 slot so pin bottoms clear the silk plane (stackup order preserved throughout the animation)
John Lauer · 4692527 · 3mo ago
restore proven light rig + absolute framing; keep real-FR4 sublayers with holes + unquantized groups
John Lauer · 20aa232 · 3mo ago