Build your own house: walls, windows, doors, floors, roof, stairs, furniture
Deploy web Studio / deploy (push) Successful in 3m27s
Deploy web Studio / deploy (push) Successful in 3m27s
House parts (stdlib isokit/house): house_wall drawn along a line, with ends that adapt at corners, T-junctions and straight runs so no two walls overlap; window and door that sit on a wall and cut its opening (door styles panel, glass, double, sliding, opening; swing and hinge by rotation); floor (boards, tiles, carpet, stone); roof (hip, gable, flat, optional solar); stairs. Furniture (stdlib isokit/furniture): chair, sofa / armchair, table with chairs, desk with monitor and chair, TV, bed, cupboard, bookshelf, kitchen run, bathtub, shower, toilet, washbasin, plant, rug, floor lamp. Cut-open levels: on gf / 1f the walls in front of a room are cut low (rooms are found by their floors), the roof becomes an outline on the floor, and storeys above are left out. A part's storey comes from z (storey_h, default 3 m). Scripting: objects_of, objects_at, objects_on, mount_of, mounted, frame, to_world, to_local, local_of. Prefab meta: shape (line / rect), mount, storey. Studio: drag to draw lines and rectangles (walls, roads, fences, hedges, floors, areas, buildings, roofs). The Room tool draws a floor plus walls, without doubling walls that already stand on an edge. Windows and doors snap onto walls with a hover preview, and they move, turn, copy and delete with their wall in one undo step. New parts land on the storey the view shows. Palette categories collapse, and the palette scrolls apart from the object list. The MCP instructions explain house building, and list_prefabs shows sits_on. examples/house is a furnished bungalow; the web Studio gets a House demo button. Tests: wall corners and junctions, zero depth-sort cycles in every view, cut levels, and the house demo in every view; check_studio covers the room / window / door / storey flow, check_web the House demo.
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@@ -49,10 +49,41 @@ Each phase ends with tests, a Studio/viewer check in Edge, commit and push.
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- [ ] Keep the conversation per project across reloads; attach a rendered view (PNG, Phase 4)
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for vision models
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## Build your own house (done)
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- [x] House parts: `house_wall` (drawn along a line, ends adapt at corners, T-junctions and
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straight runs), `window` and `door` that sit on a wall and cut its opening (door styles:
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panel, glass, double, sliding, opening; open / closed, hinge and swing by rotation),
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`floor` (boards / tiles / carpet / stone), `roof` (hip, gable, flat, solar), `stairs`
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- [x] Furniture: chair, sofa / armchair, table with chairs, desk with monitor and chair, TV,
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bed with nightstands, cupboard, bookshelf, kitchen run (sink, hob, wall cabinets, fridge),
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bathtub, shower, toilet, washbasin, plant, rug, floor lamp
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- [x] Cut-open levels for houses: walls in front of rooms cut low (rooms found by their floors),
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roof as an outline, storeys from z (`storey_h`), upper storeys left out
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- [x] Scripting: `objects_of`, `objects_at`, `objects_on`, `mount_of`, `mounted`, `frame`,
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`to_world`, `to_local`, `local_of`; prefab meta `shape` (line / rect), `mount`, `storey`
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- [x] Studio: drag to draw lines and rectangles (walls, roads, fences, floors, areas, buildings),
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Room tool (floor + walls, shared walls not doubled), windows and doors snap onto walls
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(hover preview) and move, turn, copy and delete with them, new parts land on the storey
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shown, collapsible palette that scrolls on its own
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- [x] `examples/house` (a furnished house built from parts), House demo in the web Studio
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- [ ] Openings across two walls; diagonal walls; floor openings for stairs
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## Backlog (2026-10)
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1. Web performance: the web build runs smoothly on low-power machines
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2. Conveyors: placeable conveyors
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3. Producers with adjustable production speed
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4. Robotic arms
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5. Rounded streets: curved road segments
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6. Sidewalks along streets
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7. Roundabouts
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8. Waypoint animation: a person or car moving along a path of waypoints
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9. ~~Build your own house~~ (done, see above)
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## Phase 2: richer editing
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- [ ] Interior prefabs (desk, table with chairs, shelf, machine, bed, sofa, partition walls) and a
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building `rooms` prop, so the GF/1F levels show something
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- [x] Interior prefabs (see Build your own house); a building `rooms` prop is still open
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- [ ] Path objects in the Studio: click points for areas, roads (polyline with width), fences, walls,
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pipe runs; vertex handles
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- [ ] Multi-select (box select, Shift-click), group move, align/distribute
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