Keep project-local piece mappings separate from library pieces and preserve references across rename, merge, delete, and Save As.
Remap local external pieces after Save As, retain texture source order, invalidate stale loads, and refresh previews and thumbnails after asset changes. Save projects atomically and preserve active model selection in the model list.
Queue model geometry builds and mesh conversion on workers so project opening can return after parsing. Keep complete-asset waits for previews and output, and show project loading progress in the status bar.
Preserve live pieces when project names overlap, restore mappings after failed loads, and include detached pieces in buffer and stud-style updates.
- Draw a shared cube for parts whose meshes or textures are still loading.
- Update model bounds, picking, views, and loading status as assets complete.
- Wait for required assets before thumbnails, screenshots, instructions,
and geometry exports; report failures instead of rendering placeholders.
- Render and pick direct geometry in external projects.
- Defer shared buffer repacking until pending loads finish.
Build meshes and decode textures in workers, then publish meshes and upload textures on the UI thread. Mark a part loaded only after its textures are ready.
Add request cancellation, priorities, and waits scoped to required assets. Keep previews and thumbnails from rendering incomplete parts, preserve failure diagnostics, and handle corrupt caches and project changes.
Move part scheduling and futures into a library-owned lcAssetLoader while preserving current loading behavior. Hold queued parts alive through completion, deliver completion notifications on the UI thread, and drain work before library teardown.
Pause queued work during stud-style changes, rebuild affected meshes, and use an unambiguous mesh-cache settings key. Guard mesh-buffer rebuilding against allocation failure.
Add the loader to the qmake build and document common build conventions.
Consume NEXT after the next geometry line, keep each included file’s TEXMAP entries scoped to that file, and propagate nested load failures. Reset failed primitive state and partial mesh data before retries.
Skip incomplete type 1-5 records instead of processing uninitialized coordinates or filenames. Bound type-1 filename parsing to its destination buffer.
Pack conditional vertices by color and material in high/shared/low order so each LOD draws with one non-indexed call per section. Calculate bounds from direct vertex ranges, support meshes without index data, and rename the section draw fields.
Fix conditional vertex remapping in included primitives and bump the mesh cache version to rebuild stale data.
Fixes#644
Generate SDF glyphs for viewport overlays with configurable text and halo colors. Render view-sphere labels directly on the sphere surface from a compact vertical atlas, fitting translated labels to the printable area. Preserve the bitmap paths when shader objects are unavailable.
Replace the saved history entry pointer with monotonic revision IDs so branching after undo cannot leave a dangling marker or accidentally reuse an address. Preserve selection-only history behavior and prevent merges from modifying the saved revision.
Remap renamed submodel IDs in pending, undo, and redo snapshots so restoring an older edit continues to resolve the live submodel. Update the renamed model's property snapshots as well while preserving saved-history entry identity.
Include the current step, Add Keys mode, and property edit ID in the history merge key so repeated edits do not coalesce across timeline contexts. Replace the packed property ID representation with an explicit typed field and separate mergeable history creation from ordinary edits.