Watching referenced and inactive projects can produce reload prompts outside the current document. Register watches only when a project becomes active, and retain content baselines so unchanged writes and application saves stay quiet.
Debounce file and directory events, retry transient read failures, and restore monitoring after replacement or deletion and recreation. Validate reload ownership around the dialog and scope candidate projects so failed reloads release their resources. Check read errors before clearing existing model data.
Filesystem watcher events can be triggered by metadata updates or identical rewrites, so forwarding every event directly to the reload dialog produces false notifications.
Track a content hash after loading, saving, and observing external edits. Only prompt for different readable contents, ignore stale and duplicate events, and restore the file watch after atomic replacement even when the contents are unchanged.
Validation: macOS debug build and native Qt watcher checks covering timestamp updates, identical replacements, same-size edits, repeated changes, own-save baselines, stale events, and empty files.
Direct geometry in root and nested models was collected with a null mesh override, despite the documented export contract. Exporters recovered the mesh through PieceInfo, which also selected the shared-part path in POV-Ray.
Supply the direct model mesh explicitly and document the borrowed mesh override semantics. This aligns collection with the contract while preserving catalog fallback and generated instance meshes.
Validation: Debug build, 33 targeted collection/export checks covering OBJ, COLLADA, 3DS and POV-Ray/LGEO, and git diff --check passed.
A null framebuffer readback was treated as empty geometry, so a parts
list could retain a blank entry or silently omit it after rendering failed.
The QImage return type also conflated an empty inventory with an error.
Return lcResult<QImage> and abort on failed thumbnail readback after
framebuffer and renderer cleanup. Report framebuffer creation and image
allocation failures explicitly while preserving successful empty inventory
and unavailable-geometry behavior. HTML export propagates the error text;
the instructions UI clears its stale image and displays a warning parented
to the scene's view.
Validation: full debug build and whitespace checks passed. A temporary
OpenGL fault-injection harness covered first and later readback failures
with both missing-parts policies, framebuffer creation failure, successful
empty results, and restoration of caller context, surface, and framebuffer
bindings. The warning dialog was not exercised interactively.
Step-image and parts-list helpers switched to the shared offscreen context
and left it current after rendering. Framebuffer release and destruction
also replaced a caller's existing binding with the default framebuffer.
This violated the output helpers' state-restoration contract on both
success and failure.
Capture the caller's context, surface, and framebuffer bindings in a scope
guard before asset waits and rendering. Restore them after the temporary
view is destroyed, preserving separate draw/read bindings where supported
and leaving no context current when the caller started without one.
Validation: full debug build and whitespace checks passed. A temporary
OpenGL regression harness verified step-image and parts-list success and
framebuffer creation failure with an alternate caller context, an alternate
surface on the shared context, nondefault framebuffer bindings, and no
initially current context.
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.
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
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.
Add a camera-facing rotation ring with hover feedback, and replace free XYZ rotation with a trackball interaction. Improve rotation-disc feedback, cursor behavior, snapping, and submodel transform handling.