- Robot arm (category Industry): picks goods off the end of the nearest conveyor within its reach
and puts them on the start of another conveyor within reach, or on a pallet a quarter turn on
(pick / put: auto or a side). One move per item coming in (cycle 0) or a set cycle; waits while
the line before it stands. The belt it feeds carries its goods at its pace and starts its loop
when they land (feeds carry a time offset `ph`), so arm and belts stay in step.
- Drawn as a 16-pose flipbook: two-link inverse kinematics per pose, each pose shown for a
sixteenth of the cycle by a stepped CSS animation (iso-flip; pose 0 alone when unanimated).
Poses pointing away from the viewer are drawn before the base, the others after it.
- New sprite method beam(a, b, n, w, mat): a square bar between two 3D points, six faces culled
and shaded like face(). Native, so the factory demo renders in 4.7 ms instead of 18.8 ms.
- Factory demo: a palletiser at the end of the carton line, a loading robot passing drums from the
incline onto the loading belt into the truck. MCP instructions on robot arms.
Checks: 70 Rust tests (arms and belts in step, waiting arm, beam faces from every side),
Studio 109/109, web 90/90.
- Producer (category Industry): a press making cartons, crates, drums, sacks or parts at a set
rate per minute; its ram goes down once per item, a green / red light shows running / stopped.
- Conveyor: drawn the way it runs (new prefab meta `directed`: the Studio turns the piece from
where the drag starts), belt width, height, rise (inclines), speed, goods and spacing; legs,
rails and a drive motor. Corners join without overlap (the receiving belt runs through, the
feeding one stops at its side).
- A conveyor starting on a producer's output side carries its goods at its rate; one starting at
another's end carries on with what that one carries. The gap is speed / rate. A stopped press or
belt stops the goods after it. Tooltips show speed, rate and source.
- The goods ride a group moving one gap per loop (no reordering), first fading in, last out.
- Script API: world_of(o, u, v), info_row(key, value); objects_on falls back to half of p.d.
- Theme: industry colours, LED colours (the marker's LED had none).
- examples/factory + Factory demo in the web Studio; MCP instructions on production lines.
Checks: 68 Rust tests (conveyor joints, feed and spacing, every view of the factory demo),
Studio 108/108 (draw direction, feed from a producer, rate change), web 89/89.
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.
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.