With Windows "Animation effects" off, browsers report prefers-reduced-motion, and the viewer
turned every animation off and hid the animation button, so presses, belts and robot arms
stood still in Brave and Firefox with no way to start them. Now that preference only picks
the starting mode ("off"); the button stays (its tooltip says why it is off) and the
viewer's choice wins and is remembered. The CSS still-picture rules apply only until the
viewer turns animation on (.iso-anim-on).
Also: switching light -> off -> smooth redraws the scene so the animations paused by script
run again (they ignore CSS play states).
Checks: web 93/93 (reduced motion: starts still, one click runs it, kept after reload),
Studio 109/109, 70 Rust tests. Tried in real Brave (system setting) and Firefox.
Measured with the new tools/bench_web.py on the web Studio's house demo, CPU slowed 6x:
- Idle: running CSS animations repainted the whole drawing every frame (99% of the main
thread in a window). Animations now step on about ten times a second by default
("light", 5% idle); the new toolbar button switches light / smooth / off and the browser
remembers it; [build] animation sets the default for built pages; view.animation().
Pan and zoom gestures pause them. Status LEDs pause off-screen and with the rest now.
- Pan 28 -> 10 ms, zoom 69 -> 11 ms per step: gestures move the drawing as one compositor
layer (transform) and set the viewBox once they end; --iso-k is set on the tags group
only and only when it changes; the stage box is read once per frame.
- Hover 22 -> 15 ms per move: the tooltip is placed once per frame on its own layer and
measured only when its text changes; the Studio's x/y readout updates ten times a second
in a contained box; hover work in the Studio runs once per frame.
- Long object lists skip layout of rows out of sight (content-visibility).
- WASM built with opt-level 3: engine render 11.7 -> 9.4 ms for 10% more download.
Checks: Studio 102/102 (animation modes, pan as a layer, contained readout), web 87/87.
Selection: S.sel stays the object picked last; S.selIds holds everything
selected.
- In the object list, Ctrl+click adds or removes an object and
Shift+click selects a range.
- On the map, Ctrl/Shift+click toggles an object and Shift+drag draws a
box that selects what lies wholly inside it (locked and hidden objects
are left out).
- Ctrl+A selects everything that is not locked; Esc selects nothing.
- Clicking a wall or fence a second time selects every piece of the same
type joined to it; another click goes back to that one piece.
- Dragging one selected object moves them all, together with the windows
and doors on them, as one undo step. Arrow keys, R (turns the group
about its middle), Ctrl+D, Delete, Lock and Hide all work on the whole
selection.
- When all selected objects share a type, the property form edits them
all; fields where they differ show "mixed".
- The agent's system prompt lists the selected objects.
The viewer outlines several objects with selectObj([ids]) and passes the
click event to onPick. A batch op now answers `ids`, one per operation,
so the copies from a group duplicate get selected.
Pond (Nature): natural, round or square, with a stone or grass edge,
fish, lily pads, spreading ripples and reed clumps. The fish come from a
new Swim primitive (script: s.swim). One matrix maps the object's frame
to the screen. Each fish turns round its ellipse with a CSS rotation,
so off-screen pausing and reduced motion apply as for the other
animations. The house demo gets a koi pond in the back garden.
Tests: ponds in every shape and rotation have the right number of fish,
no NaN and no depth-sort cycles, and stay inside their rectangle.
check_studio covers list and map multi-select, a group drag undone in
one step, joined-fence selection, a mixed-value form applied to all, box
select, delete and undo, Ctrl+A, Esc, and a new pond's fish.
Joints: line_joint (util.rhai) applies the house-wall rules to fences and
site walls, so pieces never overlap and the depth sort stays clean.
- A corner is closed: the thicker piece (or, if equal, the one along
world x) runs through, and the other stops at its face.
- On a straight run, two pieces share one post.
- At a T, the stem stops at the other piece's face without a post of its
own.
- A fence that ends at a site or house wall stops at the wall's face.
Fence designs (prop style): mesh, wooden boards, steel bars, mesh on a
stone base, cobble wall, and brick wall with pillars. Board, stone and
brick joints are drawn on the face turned to the viewer. Brick pillars
are separate sprites.
Studio: line prefabs (walls, fences, hedges, roads) can be drawn as a
run by clicking corner after corner. Double-click or Enter ends the run,
clicking the first corner closes it, and Backspace drops the last
corner. A run is one undo step. A drag still draws one piece. Corners
and ends snap onto the ends and lines of the pieces they meet, and a
marker shows where the next corner will snap.
The house demo gets a brick front wall with gate pillars and wooden side
fences in place of the old east fence, which ran over the road. Tests
cover every design's corners, Ts, straight runs and wall stops, with no
depth-sort cycles in any rotation, plus site walls. check_studio draws
and closes a fence run, undoes it in one step, snaps a dragged spur,
and picks a design.
A press with the middle (or any other non-left) mouse button never reaches
the Studio's drag, place or select handlers: dragging pans the view even
on a selected object or while placing, and a click selects nothing. A
middle click no longer starts the browser's autoscroll.
check_studio covers a middle-drag on the selected truck (it stays put,
the view moves), a middle click on another object (the selection is
kept), and a middle-drag while placing (nothing is placed).