External projects were loaded before their identities were registered,
allowing mutually referencing files to recurse until stack exhaustion.
Track canonical paths during nested loads and reject repeated paths
with a failed-piece error.
Primitive dependencies could wait indefinitely on themselves or form
cycles across workers. Track active dependency edges, reject cycles,
and replace polling with cancellation-aware condition waits. Signal
cancellation during queue drains and restore its previous state afterward.
Validation: full debug build and whitespace checks passed. A temporary
regression harness covered external and primitive cycles, 100 concurrent
cyclic-load attempts, cancellation, completion, cache hits, and queue
shutdown.
Keep each pending mesh and texture request at its highest requested priority
until it completes or is cancelled. Use one promotion helper for visible
requests and synchronous waits, propagating promotions to pending textures
without lowering priorities required by shared work.
Remove outgoing-project demotion and restoration during file opening and
LDD import. Existing reference counts continue to cancel unused queued work
and preserve assets shared with the incoming project or other views.
Validation: macOS Debug build, git diff --check, 16 priority/cancellation
checks, and 199 bounds, external-project undo, and output regression checks.
Reported by appstream validate-tree:
leocad.appdata.xml
I: org.leocad.LeoCAD:15: developer-name-tag-deprecated
The toplevel `developer_name` element is deprecated. Please use the `name` element in a
`developer` block instead.
I: org.leocad.LeoCAD:~: developer-info-missing
This component contains no `developer` element with information about its author.
W: org.leocad.LeoCAD:~: metainfo-filename-cid-mismatch
The metainfo filename does not match the component ID.
✘ Validation failed: warnings: 1, infos: 2, pedantic: 2
Skip container bounds publication for temporary models without a PieceInfo. Avoid accessing the GL context when releasing an empty shared buffer set while preserving dirty-state tracking.
Keep COLLADA and POV-Ray identifiers close to source names while resolving collisions and maintaining consistent references.
Encode HTML filenames safely, escape display text, and use stable model ordinals. Preserve LGEO slope mappings and apply slope materials and bump normals correctly.
Queue per-piece synth builds alongside mesh and texture work, with cooperative cancellation for obsolete requests. Keep the previous mesh visible during edits and account for generated meshes in blocking output and loading progress. Defer preview and thumbnail rendering until their required synth meshes settle.
Report missing generated meshes and failed image writes, keep thumbnails and interactive geometry using their fallback behavior, and frame command-line images at the requested step or full range. Use explicit mesh loader flags and reject incomplete synthesized meshes. Keep selection and ray tests aligned with the rendered mesh.
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