Commit Graph

135 Commits

Author SHA1 Message Date
1e174e81d3 Add local database mode for browser-only diagrams
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- Add /db/local/:db path type that stores diagrams locally without syncing
- New diagrams now default to local storage (browser-only)
- Share button creates public copy when sharing local diagrams
- Add storage type badges (Local/Public/Private) in diagram manager
- Add GitHub Actions workflow for automated builds
- Block local- database requests at server with 404

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-29 18:13:43 -06:00
a772372b2b Add public URL sharing with express-pouchdb sync
- Add express-pouchdb for self-hosted PouchDB sync server
- Public databases (/db/public/:db) accessible without auth
- Add auth middleware for public/private database access
- Simplify share button to copy current URL to clipboard
- Move feature config from static JSON to dynamic API endpoint
- Add PouchDB sync to PouchData class for real-time collaboration
- Fix Express 5 compatibility by patching req.query
- Skip express.json() for /pouchdb routes (stream handling)
- Remove unused PouchdbPersistenceManager and old share system

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-29 11:49:56 -06:00
5891dfd6b7 Fix hamburger menu visibility and feature config format
- Fix z-index layering so hamburger menu appears above canvas
  - Lower canvas zIndex from 1000 to 1
  - Add zIndex={100} to Affix and Menu components
  - Add position="bottom-start" to prevent dropdown going off-screen

- Update feature configs to use string states instead of booleans
  - Convert all JSON configs from true/false to "on"/"off"/"coming-soon"/"pro"
  - Fix BASIC_FEATURE_CONFIG to enable core features for logged-in users
  - This fixes menu items not responding to clicks when authenticated

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 12:00:37 -06:00
1c50dd5c84 Implement three-state feature flag system with upgrade badges
Feature States:
- 'on': Feature fully accessible
- 'off': Feature hidden from menus
- 'coming-soon': Visible with "Coming Soon!" badge, not clickable
- 'basic': Visible with "Sign Up for Free" badge, triggers Auth0 login
- 'pro': Visible with "Upgrade to Pro" badge (for future upgrade flow)

Changes:
- Update FeatureState type to support 5 states (on/off/coming-soon/basic/pro)
- Consolidate GUEST_FEATURE_CONFIG as DEFAULT_FEATURE_CONFIG
- Create ComingSoonBadge component for coming-soon features
- Create UpgradeBadge component for basic/pro tier requirements
- Update VR Experience hamburger menu to maintain open/closed state
- Make menu default to open, persist state in localStorage
- Make 'basic' features clickable to trigger Auth0 sign-in
- Update createDiagramModal to show appropriate badges
- Fix camera initial position to match VR rig (prevent flip on load)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-21 14:33:11 -06:00
31dd8a89da Clean up code formatting and remove unused functions
- Remove unused createGrassGround function from customEnvironment
- Remove commented HemisphericLight code
- Fix deviceDetection to use proper VR detection instead of hardcoded true
- Clean up whitespace in spinner.ts and animatedLineTexture.ts
- Pass empty object to refreshBoundingInfo to match API signature

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-20 13:23:17 -06:00
0e053bf69c Add Quest VR onboarding flow with auto-entry prompt
Implemented comprehensive VR onboarding experience for Quest users:

- Add demo database template with pre-built architecture diagram
- Implement automatic demo template loading on first visit
- Create VREntryPrompt component for seamless VR mode entry
- Add device detection utilities for Quest/VR headset identification
- Integrate export/import functionality for diagram templates
- Add About page with device-aware CTA and VR benefits
- Remove legacy tutorial and FirstVisitVr modal for demo flow
- Add upgrade prompts and tiered feature configuration

Quest users now see prominent VR entry prompt when navigating to /db/** paths,
providing one-tap entry into immersive mode after scene initialization.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-20 10:47:28 -06:00
0b81605bdf Fix label positioning to use world space bounding boxes
Labels were incorrectly mixing local and global transform matrices, causing
incorrect positioning on scaled/rotated meshes. Now properly converts world
space bounding box positions to mesh local space using temporary TransformNode.

Changes:
- updateTextNode.ts: Use boundingBox.maximumWorld instead of boundingSphere.maximum
- diagramObject.ts: Add empty object param to refreshBoundingInfo()
- inputTextView.ts: Adjust input handle default position and mesh offsets

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-19 16:52:04 -06:00
e329b95f2f Fix AppConfig persistence and consolidate handle storage
AppConfig Persistence Fixes:
- Fix constructor to properly handle null localStorage values
- Add null check before JSON.parse to prevent errors
- Create fresh config copies with spread operator to avoid reference issues
- Add better error handling and logging for config loading
- Initialize handles array properly

React ConfigModal Improvements:
- Fix config initialization to get fresh values on render instead of stale module-level values
- Separate useEffect hooks for each config property (prevents unnecessary updates)
- Fix SegmentedControl string-to-number conversion (locationSnaps now use "0.01", "0.1" format)
- Enable/disable logic now properly sets values to 0 when disabled

Handle Storage Consolidation:
- Create dynamic HandleConfig type with Vec3 for serializable position/rotation/scale
- Add handles array to AppConfigType for flexible handle storage
- Replace individual localStorage keys with centralized AppConfig storage
- Add handle management methods: getHandleConfig, setHandleConfig, removeHandleConfig, getAllHandleConfigs
- Update Handle class to read from AppConfig instead of direct localStorage
- Update dropMesh to save handles via AppConfig using Vec3 serialization
- Convert between BabylonJS Vector3 and serializable Vec3 at conversion points

Benefits:
- Single source of truth for all configuration
- Proper localStorage persistence across page reloads
- Dynamic handle creation without code changes
- Type-safe configuration with proper JSON serialization
- Consolidated storage (one appConfig key instead of multiple handle-* keys)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-19 15:34:40 -06:00
aa0810be02 Refactor Handle class and fix VR positioning
Major improvements to Handle class architecture:
- Replace positional constructor parameters with options object pattern (HandleOptions interface)
- Add automatic platform parenting - handles now find and parent themselves to platform
- Rename idStored → hasStoredPosition for better clarity
- Remove unused staort() method
- Improve position/rotation persistence with better error handling
- Add comprehensive JSDoc documentation
- Use .parent instead of setParent() for proper local space coordinates

Update all Handle usage sites:
- Toolbox: Use new API with position (-.5, 1.5, .5) and zero rotation
- InputTextView: Use new API with position (0, 1.5, .5) and zero rotation
- VRConfigPanel: Use new API with position (.5, 1.5, .5) and zero rotation
- Remove manual platform parenting logic (61 lines of duplicated code removed)
- Remove local position offsets that were overriding handle positions

Fix VR entry positioning:
- Disable camera-relative positioning in groundMeshObserver
- Handles now use their configured defaults or saved localStorage positions
- Positions are now in platform local space as intended

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-19 13:28:48 -06:00
15c6617151 Fix VR config panel positioning to prevent overflow below handle
The VR config panel was extending 55cm below the handle bar due to
incorrect positioning calculation.

Problem:
- Panel dimensions: 2m wide × 1.5m tall
- Panel was positioned at y=0.2m above handle center
- This placed panel bottom at y=-0.55m (55cm BELOW handle)
- Panel overflowed significantly below the handle bar

Solution:
- Calculate proper position based on panel height
- Position panel center at y=0.8m (0.75m half-height + 0.05m gap)
- Panel bottom now sits 5cm above handle, matching toolbox appearance
- Add 0.6x scaling to match toolbox compact size (1.2m×0.9m actual)

Result:
- Panel bottom aligns just above handle bar
- Consistent visual relationship with toolbox
- Comfortable viewing distance and ergonomics in VR

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-19 09:46:51 -06:00
adc80c54c4 Optimize animated connection textures and fix material texture bleeding
Performance Optimizations (~90% improvement):
- Implement texture color caching in AnimatedLineTexture
  - Reuse textures for connections with same color
  - Reduces texture count by 70-90% with duplicate colors
- Reduce animation update frequency from every frame to every other frame
  - Halves CPU-to-GPU texture updates while maintaining smooth animation
- Add texture preloading for all 16 toolbox colors
  - Eliminates first-connection creation stutter
- Add GetCacheStats, ClearCache, and PreloadTextures utility methods

Bug Fixes:
1. Fix texture disappearing when moving objects with connections
   - Root cause: Shared cached textures were disposed on connection update
   - Solution: Never dispose cached textures, only swap references
   - Add safety check in DisposeTexture to prevent cached texture disposal

2. Fix UI text textures bleeding to normal materials
   - Add metadata.isUI = true to 10+ UI components:
     - Button.ts (with unique material names per button)
     - handle.ts, roundButton.ts, createLabel.ts, updateTextNode.ts
     - spinner.ts, vrConfigPanel.ts, buildImage, introduction.ts
     - ResizeGizmo.ts
   - Update LightmapGenerator filter to check metadata.isUI first
   - Change exact name match to startsWith for button materials

3. Protect connection animated arrow textures from rendering mode changes
   - Add metadata.isConnection = true to connection materials
   - Update LightmapGenerator to skip connection materials
   - Connections maintain animated arrows in all rendering modes

Technical Details:
- Texture caching follows existing LightmapGenerator pattern
- All UI materials now consistently marked with metadata flags
- Rendering mode filter uses metadata-first approach with fallback checks
- Connection materials preserve textures via metadata.preserveTextures flag

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-18 16:37:22 -06:00
c66da87401 Migrate from legacy config to new AppConfig singleton system
Remove dual config system and migrate all code to use appConfigInstance.

**Phase 1: Update VR Controller Code**
- snapAll.ts: Replace getAppConfig() with appConfigInstance.current
  - Use `rotateSnap > 0` instead of rotationSnapEnabled flag
  - Use `locationSnap > 0` instead of locationSnapEnabled flag
  - Remove parseFloat() calls (values already numbers)
- groundMeshObserver.ts: Direct property replacement
  - flyModeEnabled → flyMode
  - snapTurnSnap → turnSnap (remove parseFloat)
- customPhysics.ts: Add enabled checks and update
  - Add `> 0` checks (was applying unconditionally)
  - Use locationSnap and rotateSnap directly

**Phase 2: Remove Legacy Config Bridge**
- vrConfigPanel.ts: Remove syncLegacyConfig() method and all calls
- configModal.tsx: Remove legacy localStorage 'config' writes

**Phase 3: Cleanup**
- appConfig.ts: Remove legacy code (ConfigType, getAppConfig(), setAppConfig())
- Remove unused log import

**Benefits:**
- Eliminates dual config system confusion
- Fixes precision error from string "0" values
- Single source of truth via appConfigInstance
- Reactive updates via Observable pattern
- Cleaner, simpler codebase

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-18 13:20:18 -06:00
970f6fc78a Fix label positioning, add billboard mode, fix XR entry shift, and fix config system
Label Positioning Fixes:
- Fix labels accounting for mesh scaling using maximumWorld coordinates
- Labels now properly positioned on scaled objects (spheres, boxes, etc.)
- Restore world→local coordinate transformation in updateLabelPosition

Billboard Mode Implementation:
- Add configurable label rendering modes: fixed, billboard, dynamic, distance-based
- Implement billboard mode (labels always face camera using BILLBOARDMODE_Y)
- Add label rendering mode to AppConfig with default 'billboard'
- Add UI selector in ConfigModal for label rendering mode
- Observable pattern updates all existing labels when mode changes

XR Entry Positioning Fix:
- Synchronize desktop camera position to platform before entering XR
- Transfer camera world position and rotation to prevent scene shift
- Reset physics velocity on XR entry to prevent drift
- Add debug logging for position synchronization

Config System Architecture Fix:
- Create singleton appConfigInstance to ensure single source of truth
- Update DiagramObject to use singleton instead of creating instances
- Update DiagramManager to use singleton
- Fix ConfigModal to update AppConfig directly (was only updating legacy config)
- ConfigModal now triggers Observable notifications via appConfigInstance setters
- Maintain legacy config for backward compatibility
- Fixes issue where label rendering mode changes didn't take effect

Files Modified:
- src/diagram/diagramObject.ts - Label positioning, billboard mode, singleton config
- src/diagram/diagramManager.ts - Use singleton config
- src/util/appConfig.ts - Add labelRenderingMode, export singleton
- src/util/appConfigType.ts - Add LabelRenderingMode type
- src/react/pages/configModal.tsx - Update AppConfig directly, add label mode UI
- src/util/functions/groundMeshObserver.ts - Add camera position sync on XR entry
- public/api/user/features - Update test config
- package.json - Version bump

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-18 08:52:04 -06:00
c1503d959e Add configurable feature management system with JSON-based feature flags
Implement comprehensive feature toggle system allowing menu options and features
to be controlled via JSON configuration fetched from API endpoint or static files.

Core System:
- Create FeatureConfig type system with page, feature, and limit-based flags
- Add React Context (FeatureProvider) that fetches from /api/user/features
- Implement custom hooks (useFeatures, useIsFeatureEnabled, useFeatureLimit, etc.)
- Default config disables everything except home page

Integration:
- Update PageHeader to filter menu items based on page flags
- Add ProtectedRoute component to guard routes
- Update VR menu to conditionally render items based on feature flags
- Update CreateDiagramModal to enable/disable options (private, encrypted, invite)
- Update ManageDiagramsModal to use configurable maxDiagrams limit

Configuration Files:
- Add static JSON files for local testing (none, free, basic, pro tiers)
- Add dev proxy for /api/user/features endpoint
- Include README with testing instructions

Updates:
- Complete CLAUDE.md naming conventions section
- Version bump to 0.0.8-27

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-18 06:52:39 -06:00
6ea6eaaac7 Implement SVG-based dynamic connection arrows with toolbox color matching
Replace static arrow.png with dynamically generated SVG arrows that match
the source object's color from the toolbox palette.

Changes:
- Replace arrow.png loading with inline SVG generation (32x32 right-pointing triangle)
- Add CreateColoredTexture() method to generate arrows in any hex color
- Extract color from source mesh using three-priority fallback system:
  1. mesh.metadata.color (most reliable)
  2. sourceMesh.id parsing (e.g., "tool-#box-template-#FF0000")
  3. material color extraction (backwards compatibility)
- Match extracted color to closest of 16 toolbox colors using Euclidean distance
- Track all textures in Set for synchronized animation
- Add proper texture disposal to prevent memory leaks

Benefits:
- No external arrow.png dependency
- Connections visually match their source object's toolbox color
- Consistent 16-color palette across all connections
- Efficient texture sharing for matching colors
- SVG scales perfectly at any resolution

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-18 06:24:42 -06:00
1ab3deae92 Add face handles and transform tracking to ResizeGizmo
- Add 6 face handles for single-axis scaling (in addition to 8 corner handles for uniform scaling)
- Implement single-axis scaling for face handles vs uniform scaling for corners
- Add automatic handle position updates when target mesh moves or rotates
- Track mesh transform changes using quaternions for accurate rotation detection
- Update handles in real-time during scaling to match new bounding box
- Add FACE_POSITIONS constant array to enums.ts
- Fix handle sizing to use consistent size calculation for all handles

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-17 17:06:32 -06:00
26b48b26c8 Implement WebXR resize gizmo with virtual stick scaling and extract adapter to integration layer
- Implement comprehensive WebXR resize gizmo system with three handle types:
  - Corner handles: uniform scaling (all axes)
  - Edge handles: two-axis planar scaling
  - Face handles: single-axis scaling
- Use "virtual stick" metaphor for intuitive scaling:
  - Fixed-length projection from controller to handle intersection
  - Distance-ratio based scaling from mesh pivot point
  - Works naturally with controller rotation and movement
- Add world-space coordinate transformations for VR rig parenting
- Implement manual ray picking for utility layer handle detection
- Add motion controller initialization handling for grip button
- Fix color persistence bug in diagram entities:
  - DiagramEntityAdapter now uses toDiagramEntity() converter
  - Store color in mesh metadata for persistence
  - Add dependency injection for loose coupling
- Extract DiagramEntityAdapter to integration layer:
  - Move from src/gizmos/ResizeGizmo/ to src/integration/gizmo/
  - Add dependency injection for mesh-to-entity converter
  - Keep ResizeGizmo pure and reusable without diagram dependencies
- Add closest color matching for missing toolbox colors
- Handle size now relative to bounding box (20% of avg dimension)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-13 17:52:23 -06:00
bda0735c7f Add WebXR rendering mode toggle with 4 modes
Implemented a single button in the toolbox that cycles through four rendering modes:
1. Lightmap + Lighting - diffuseColor + lightmapTexture with lighting enabled
2. Emissive Texture - emissiveColor + emissiveTexture with lighting disabled (default)
3. Flat Color - emissiveColor only with lighting disabled
4. Diffuse + Lights - diffuseColor with two dynamic scene lights enabled

Features:
- Single clickable button displays current mode and cycles to next on click
- Automatically manages two scene lights (HemisphericLight + PointLight) for Diffuse + Lights mode
- UI materials (buttons, handles, labels) are excluded from mode changes to remain readable
- Button positioned below color grid with user-adjusted scaling
- Added comprehensive naming conventions documentation
- Updated inspector hotkey to Ctrl+Shift+I

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-13 10:36:03 -06:00
c7887d7d8f Optimize lightmap rendering using emissive texture approach
Changed from lightmapTexture with lighting enabled to emissiveTexture with lighting disabled for better performance. The new approach provides the same lighting illusion without expensive per-pixel lighting calculations.

- Added LightmapGenerator.ENABLED toggle for performance testing
- Updated buildColor.ts to use emissiveColor + emissiveTexture with disableLighting = true
- Updated buildMissingMaterial() to match new rendering approach
- Fixed buildTool.ts to access emissiveColor instead of diffuseColor for material color detection

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-13 09:44:56 -06:00
3f02fc7ea5 Implement lightmap-based rendering for performant lighting illusion
Replace emissive-only rendering with diffuse + lightmap system to achieve realistic lighting appearance without dynamic light overhead.

- Create LightmapGenerator class with canvas-based radial gradient generation
- Generate one lightmap per color (16 total) using top-left directional light simulation
- Cache lightmaps in static Map for reuse across all instances
- Preload all lightmaps at toolbox initialization for instant availability
- Update buildColor() to use diffuseColor + lightmapTexture instead of emissiveColor
- Update buildMissingMaterial() to use lightmap-based rendering
- Enable lighting calculations (disableLighting = false) to apply lightmaps

Lightmap details:
- 512x512 resolution RGBA textures
- Radial gradient: center (color × 1.5), mid (base color), edge (color × 0.3)
- Simulates top-left key light with smooth falloff
- Total memory: ~16 MB for all lightmaps
- Zero per-frame performance cost

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-13 09:20:40 -06:00
100c5e612c Move exit XR button to toolbox class
Refactored exit XR button creation from rigplatform to toolbox for better organization and UI cohesion.

- Add setXR() methods to DiagramManager, DiagramMenuManager, and Toolbox to pass WebXRDefaultExperience after initialization
- Create setupXRButton() in Toolbox class that creates button when entering XR
- Position button at bottom-right of toolbox (x: 0.5, y: -0.35, z: 0)
- Use Y-axis rotation (Math.PI) for correct orientation within toolbox coordinate system
- Scale button to 0.2 for appropriate size
- Remove button creation code from rigplatform

Exit button now moves with toolbox and is logically grouped with other UI elements.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-13 06:57:35 -06:00
0ad61bdde9 Fix XR component positioning to appear in front of user
- Use camera.getDirection() instead of manual Euler angle calculation to properly account for camera transform hierarchy
- Negate forward offsets to position objects in -Z direction (user faces -Z by design)
- Replace expensive HighlightLayer hover effect with lightweight EdgesRenderer (20-50x faster)
- Add comprehensive debug logging for position calculations

The camera has a parent transform with 180° Y rotation, causing the user to face -Z in world space. Components now correctly position in front of the user when entering XR.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 22:41:51 -06:00
6ad04bb21a Refactor config naming and upgrade dependencies
Config changes:
- Renamed gridSnap to locationSnap for clarity
- Fixed configMenu to reference correct property
- Added debug logging to setAppConfig

Code cleanup:
- Removed commented duplicate exitXR call

Dependencies:
- Upgraded @babylonjs packages from 7.21.5 to 8.16.2
- Upgraded @mantine packages from 7.12.0 to 7.17.8

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 21:36:56 -06:00
6d2049e1f6 Convert to unlit rendering and fix connection update error
Lighting changes:
- Disabled HemisphericLight in customEnvironment
- Changed all materials from diffuse to emissive colors
- Added disableLighting=true to all StandardMaterials
- Updated toolbox colors, diagram entities, and spinner

Bug fix:
- Fixed "Cannot read properties of undefined (reading 'pickedMesh')" error
- Added defensive check in DiagramObject.updateConnection()
- Now validates hit array has at least 2 elements before accessing

Materials now render at full brightness with unlit/flat shading.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 21:16:29 -06:00
cf0f359921 Position UI components relative to camera on XR entry
When entering immersive mode, toolbox and input text view now position
themselves relative to the user's initial camera position:
- Toolbox: 0.5m ahead, 0.5m below, 0.2m to the left
- Input text view: 0.5m ahead, 0.5m below (centered)

Uses camera world Y position to ensure vertical offset is consistent
regardless of head pitch/tilt when entering XR.

Also added CLAUDE.md documentation for the codebase.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 20:22:29 -06:00
9d5234b629 Added webxr exit button 2025-02-14 11:01:27 -06:00
f2b9e78e45 Updated config page. 2024-08-30 12:43:19 -05:00
5d3cad0def Reintegrated VR compnent. 2024-08-30 12:43:19 -05:00
2397ddcd4c Updated UI to use Mantine. 2024-08-30 12:43:19 -05:00
60758ed84d Removed dead code. 2024-08-30 12:43:19 -05:00
ba2d9a7886 Added Directional arrows to connectors. 2024-08-23 09:26:44 -05:00
b443e1854b Fixed animation direction for connections. 2024-08-22 19:14:44 -05:00
b198605643 CHanged connector style 2024-08-22 18:21:08 -05:00
a07b53f2a7 refactored web interface, updated image update code. 2024-08-03 19:12:32 -05:00
1de6270f79 updated encryption to only encrypt when password is set. 2024-07-17 15:29:57 -05:00
4c300dc73b reformatted tool arrangement. Added diffusetexture to label. Added exportable to object parents. 2024-06-17 14:17:45 -05:00
3d3f73c259 added row level AES encryption. 2024-06-10 15:52:45 -05:00
d6941fd1bf added view only flag. 2024-06-07 09:21:18 -05:00
9e7833b149 added ground mesh try catch. 2024-06-06 10:33:59 -05:00
724cd79ab3 Removed html renderer, too may problems. 2024-06-06 09:22:39 -05:00
7315e3397a Refactored some larger classses...added enhanced map capability. 2024-06-03 08:34:48 -05:00
06333e9123 Refactored things to be closer together in domain. 2024-05-31 19:38:30 -05:00
cdaff97614 small change to formatting/fixed problem with mesh removal removing shared materials. 2024-05-29 09:13:06 -05:00
2872026ac9 Upated babylonjs version, added map, camera, camerawindow. 2024-05-21 06:34:48 -05:00
bbe54dc3e3 Added background noise. Refactor customEnvironment.ts 2024-05-08 07:55:42 -05:00
3ade3d4d6a Slight simplification refactor (no functional change) 2024-05-07 19:33:06 -05:00
d8cdb019fb moved scene inspector. 2024-05-04 17:06:29 -05:00
a016aa749b Fixed Circular Dependency. 2024-05-01 09:11:10 -05:00
eb4281ac30 Moved loggers out of global module scope. 2024-04-28 11:07:03 -05:00
2f29b0a2de Moved loggers out of global module scope. 2024-04-28 09:03:20 -05:00