Commit Graph
109 Commits
Author SHA1 Message Date
bflatastic ef6a6c49b2 Merge #1185: Make is_ancestor fail closed on deep or looping parent chains (@Silvertree2010)
# Conflicts:
#	crates/doc/src/tests.rs
2026-10-24 09:21:37 +07:00
bflatastic 82004c6e9c Merge #1187: Cap the issue list returned by Document::validate (@Silvertree2010) 2026-10-24 09:21:24 +07:00
bflatastic b5a8dcb059 Merge #1230: Honour even-odd fill rule when hit testing vectors (@Silvertree2010)
# Conflicts:
#	crates/doc/src/tests.rs
2026-10-24 09:19:18 +07:00
bflatastic 00074d0041 Merge #1186: Stop stale next_id from making pastes overwrite existing nodes (@Silvertree2010) 2026-10-24 09:18:16 +07:00
BFlat 8167f13a6a M12: Boards: a collaborative whiteboard file kind (#1229)
Board files (File > New board) with sticky notes, shapes with text, connectors that follow what they join (straight or elbow, arrowheads, labels), marker, highlighter and eraser, and stamps; a board toolbar and a contextual bar; the Design panel hidden on boards, Prototype and Dev Mode refused there. Boards are ordinary FigCraft files built from ordinary layers, so saving, undo, export, MCP and live sessions work unchanged. File tabs, recent files and Open files show a pen nib for design files and a note for boards (original icons drawn in code).
2026-10-24 04:18:55 +07:00
NetterSilverandClaude Haiku 5.5 068634b586 Honour even-odd fill rule when hit testing vectors
Found while testing crates/doc/src/geometry.rs:75 (hits_node_itself, the `_` arm, using path.winding(lp) != 0); compare VectorNetwork::fill_contains at crates/doc/src/vector.rs:321

Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 21:53:25 +02:00
NetterSilverandClaude Haiku 5.5 c857f8d0f3 Cap the issue list returned by Document::validate
Fixes #1058

Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-22 23:30:11 +02:00
NetterSilverandClaude Opus 5.5 8aa456b198 Stop stale next_id from making pastes overwrite existing nodes
Fixes #1064

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 23:23:47 +02:00
NetterSilverandClaude Haiku 5.5 5a53425f51 Make is_ancestor fail closed on deep or looping parent chains
Fixes #1066

Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-22 23:14:57 +02:00
NetterSilverandClaude Haiku 5.5 77f4271061 Fix trim_num saturating whole numbers beyond i64 range
Found while testing crates/doc/src/text.rs:64

Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-20 17:03:45 +00:00
MortenHustedandClaude Opus 5.5 be9e72f74d M3: instances follow the variable modes their main component sets
An instance copied its main's variable modes when it was made and kept
the copy as modes of its own. Switching it to another variant kept the
old variant's modes, and a mode set on the main later never reached it.

Instances now take the modes their main sets through the link
(`Document::inherited_modes`), closer than any frame around them. Modes
set on the instance itself still win and stay through variant switches.
Bindings are re-applied for the instances of a main that chose another
mode and for an instance that switched mains. Detaching keeps the modes
the instance took from its main, and the Variable modes panel shows them
as the instance's Auto value.

Instances made before this change keep their copy as modes of their
own; setting one back to Auto lets it follow its main.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 09:15:34 +02:00
Yarila b64ec66244 M7: reconcile presenter with current main 2026-10-17 16:54:16 +05:00
bflatastic 7482410753 Merge fix/667 into batch 13 2026-10-17 17:19:51 +07:00
bflatastic 313386c1ac Merge main into batch 11
# Conflicts:
#	apps/figcraft/src/services.rs
#	crates/ui-egui/src/lib.rs
#	crates/ui-egui/src/menus.rs
2026-10-17 16:15:12 +07:00
bflatastic aa90259f1c Merge fix/617 2026-10-17 14:36:06 +07:00
bflatastic 7fe0770b9d #617: point joins equal to the layer's no longer count as point styles (SVG keeps a plain stroke) 2026-10-17 13:45:16 +07:00
Ismael Trejo ce472a251c fix(doc): thin strokes take a double-click a few pixels away (#646)
A 1 px Line or stroke-only path only counted as hit within 2 screen
pixels, so a double-click slightly off it cleared the selection and
never entered vector edit mode, and Cmd/Ctrl could not bend it.
Strokes with nothing filled now reach 5 screen pixels; filled shapes
keep the plain tolerance.
2026-10-16 16:40:27 -07:00
RealtaNuaandClaude Opus 5.5 d27f45e063 fix(format): write a list's start on every line; report it in get_node (#686)
The .fig export now writes a numbered list's start on each of its lines,
so a reader that takes it per line or per list counts the same. Bullets
no longer keep a start. The field is named start_offset (it holds the
offset: 1 shows "2."). get_node reports listStartOffsets. The parity doc
lists what's still not read from .fig lists.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-17 00:58:20 +07:00
RealtaNuaandClaude Opus 5.5 60fa813eb2 fix(format): numbered lists from .fig files keep their start number (#686)
Figma stores where a numbered list starts counting on each text line
(listStartOffset; a list shown as "2." has offset 1). The import dropped
it, so every list counted from 1.

A paragraph's list settings now carry a start number (written only when
set, so older files open and save unchanged). Numbering counts on from
it where a list starts; items that go on counting ignore it. The .fig
import reads it, the .fig export writes it on a list's first line, and
plain paragraphs drop it. Toggling a list off ignores differing starts.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-17 00:27:34 +07:00
Andrii VolkovandClaude Opus 5.5 52eb736241 perf(render): look each layer up once per render
Node lookups in the document's B-tree were still a third of a render on a
900 000-layer file: a small subtree was walked for its bounds, again to
see whether it could be splatted, and again to splat it, and each child
of a drawn layer was looked up by paint_runs, by the mask check and by
draw_node.

- The render's table also keeps the layers it looked up, keyed with a
  multiply hash instead of SipHash (ids are counters), and so do the
  bounds it keeps.
- draw_children looks each child up once, works out the paint runs from
  those (Document::paint_runs_of) and draws the child it has.
- Whether a layer can be splatted is kept like its bounds: layers with
  children only, answers the nesting cap decided aren't kept, and kept
  answers are read only where their levels fit under the cap.

Ctx gets a second lifetime, for the document the kept layers come from.

Single-threaded cycles per 1440x900 render fitted to the page: 0.39 ->
0.34 G on a page of 246 204 layers, 0.26 -> 0.22 G on one of 118 358.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YQxjkNSUJhTkTfY74aNeki
2026-10-16 13:20:53 +03:00
Andrii VolkovandClaude Opus 5.5 4484c2d1b0 perf(render): work out paint bounds once per render
Culling a layer asked for its paint bounds, which walk its whole subtree,
and then did the same for each child: every layer's subtree was walked
again at each level above it, and once more in each parallel band. The
bounds worked out during a render are now kept for it (layers with
children only; bounds the 64-level cap cut short are not kept, and kept
ones are read only where their levels still fit under the cap, so culling
is exactly as before).

Every render also looked through every layer of the document for the
largest background blur, to size the overlap of its bands: 900 000 layers
on one large file, on the main thread before the bands start. The
document now works it out when first asked after a change, like whether
it has masks.

A 1440x900 render on a 900 000-layer file, page of 118 358 layers: at
100% 13.0 -> 0.6 ms, at 25% 16.5 -> 3.4 ms, fitted to the page 56 -> 31 ms;
page of 246 204 layers: 12.6 -> 2.5 ms, 12.1 -> 2.0 ms, 69 -> 62 ms.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YQxjkNSUJhTkTfY74aNeki
2026-10-16 12:31:55 +03:00
Yarila 6d3e7aad20 M7: isolate presenter tab and device controls 2026-10-16 14:16:44 +05:00
bflatastic 55c05338a1 Merge branch 'rb-554' into batch/t6 2026-10-16 02:36:55 +07:00
bflatastic 41b08a2393 Merge branch 'rb-528' into batch/t6 2026-10-16 02:36:54 +07:00
bflatastic d60a27b675 Merge main into #554: one id map for the copy, and #562's flows, prototype and guides follow it
page.duplicate copies every layer with duplicate_all_into (navigation between
copied frames points at the copies) and builds the old-to-new list for flows
from that copy, instead of copying each layer separately.
2026-10-16 02:34:54 +07:00
bflatastic 0e1ccb55d2 Merge remote-tracking branch 'origin/main' into rb-487
# Conflicts:
#	crates/doc/src/tests.rs
2026-10-16 02:25:11 +07:00
bflatastic ec8a506353 Merge remote-tracking branch 'origin/main' into rb-528 2026-10-16 02:23:46 +07:00
bflatastic 1ef42e6504 Merge branch 'pr-491' into batch/t5 2026-10-16 01:35:23 +07:00
bflatastic d7de56f046 Merge branch 'pr-490' into batch/t5 2026-10-16 01:35:22 +07:00
bflatastic 4bc63d506c Merge branch 'pr-489' into batch/t5 2026-10-16 01:35:21 +07:00
bflatastic 567110f063 Merge branch 'pr-488' into batch/t5 2026-10-16 01:35:20 +07:00
bflatastic ffde863e92 Merge branch 'pr-486' into batch/t5 2026-10-16 01:35:19 +07:00
NetterSilverandClaude Haiku 5.5 a4f4869443 Point duplicated page navigation at the copied frames
Fixes #419

Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 17:10:00 +02:00
midasmatterhorn 6ea957ec5d doc: runs of a file that reach past the text can't overflow a text edit
StyleRun start/end are usize taken straight from a .figcraft document.json
(nothing clamps them on load; only the REST and SVG importers normalize),
so TextData::replace_range's p - removed + inserted panics in a debug or
test build and wraps to zero in release, where normalize then drops the
run and the layer silently loses its formatting.

Shift the runs with saturating arithmetic; normalize drops whatever is
left. Regression test: text_runs_past_the_text_never_overflow — panics
at crates/doc/src/text.rs:605 on main, passes with the clamp.
2026-10-15 15:36:06 +03:00
NetterSilverandClaude Haiku 5.5 7dd71bc2da Brace variable names in expression text that would not read back
Fixes #448

Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 09:45:13 +00:00
NetterSilverandClaude Haiku 5.5 ef10edfe29 Skip missing segments when starting a region loop walk
Fixes #449

Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 11:39:06 +02:00
NetterSilverandClaude Haiku 5.5 c3330c4260 Leave missing vertices out of region point queries
Fixes #451

Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 09:33:53 +00:00
NetterSilverandClaude Haiku 5.5 e4b4fb0cac Fix paint bucket leaving a face filled when its region is duplicated
Fixes #450

Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 11:32:07 +02:00
NetterSilverandClaude Haiku 5.5 4f9cbf702f Merge text runs made identical by style updates
Fixes #452

Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 11:23:44 +02:00
NetterSilverandClaude Haiku 5.5 6a2eeec928 Make empty ranges link and unlink text styles on all characters
Fixes #453

Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 11:16:00 +02:00
midasmatterhorn 245837ff27 doc: name counters stop at u64::MAX instead of overflowing
Document::next_name summed max + 1 over numbers parsed from existing layer
names, and bump_name did the same for the duplicate-rename path: a document
(or peer, or node.set) holding a layer named "Frame 18446744073709551615"
overflowed both (panic in debug, wrap to a wrong name in release). next_name
now collects the numbers it sees and, when the counter is spent, picks the
lowest free number (mirrors new_style_id); bump_name only bumps when the
number can step, else falls to its existing " 2" branch.

Tests: next_name_never_overflows (doc) and
duplicating_a_layer_named_past_the_counter_does_not_overflow (engine panel
behaviour).
2026-10-14 22:52:15 +03:00
rcoenenandClaude Opus 5.5 6267ae5638 Vector edit mode: hover, hatch, select and drag filled regions (#243)
With the Move tool, the filled area under the pointer is hatched with "/" lines in the selection colour (1.4 px), clipped by the area's own fill rule so holes stay clear. The hatch goes when the pointer is 3.5 px from a point or 2 px from a segment (screen pixels at any zoom); between those clearances and the 6 px hit radius the area wins. Bezier handles, the transform box's handles and other edited layers' parts come first. Line spacing follows octave folding: 8 px at every power-of-two zoom, growing with the zoom and stepping back at sqrt(2) * 2^n. The pattern is anchored to the vector's origin, so it stays on the shape when panning, and several selected areas share one pattern. The last area listed wins where areas overlap, and only vectors with a visible fill have areas.

A click selects an area with its points; they move with it (drags, nudges, the Design panel) but keep the unselected look and show no handles. Shift adds an area or takes a selected one out (its own points go, points selected on their own or shared with another selected area stay). A press on a selected area drags everything selected, as one undo step; Escape puts it back. Drags show no hover hatch. Any other press without Shift drops the areas and the points selected only through them, and a click on an empty spot such as a hole clears them and stays in edit mode. Inside the transform box around points selected on their own, the box keeps its drag unless the area is already selected. Area indexes are dropped when the network's topology changes; moving points keeps them.

The network gets region walking, an inside test per region by its own fill rule, the region under a point, a region's points and a topology fingerprint (vector_regions.rs). The engine does hit testing and lays out and clips the hatch in screen space (vectoredit/regions.rs); the canvas only draws the lines. vector.edit.select takes regions, and vector.edit.state reports regions, regionVertices and regionHover. Tests: vector_regions_tests (doc) and regions_tests (engine), covering fill rules, overlap, curves, reversed segments, clearances at 100% and 400%, selection, drags, undo and cancel, and the hatch spacing at seven zoom levels, its direction, anchoring, coverage and clipping.

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 11:17:17 +07:00
d61ccc633a fix(doc): reject and repair layer cycles and repeated children (#205) (#233)
validate() now reports children listed twice, pages with a parent, and
nodes not reachable from a page (cycles, detached subtrees). repair()
drops repeated children, clears page parents and removes every node not
reachable from a page in one linear pass, replacing the orphan loop.

Co-authored-by: Justin John <babyjjbabyjj549@gmail.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 10:31:03 +07:00
bflatastic a399ff8934 M3: variables inside styles 2026-10-13 13:36:54 +07:00
bflatastic 5548284c65 M5: prototyping: delays on mouse triggers, manual overlay offsets 2026-10-13 13:36:54 +07:00
bflatastic a2a0f80252 M2: auto layout: wrapped-line alignment 2026-10-13 13:36:54 +07:00
bflatastic 485715f11e M1: cursors per tool and modifier, panel widths, outline options, dark pages
- Cursors: the engine names a cursor for every tool, modifier and hover
  target (rotate turned to its corner, pen states, eyedropper, comment,
  copy on Alt, not-allowed while an instance refuses the edit); the UI shows
  the system's or draws its own; guides and handles keep their cursors;
  ui.inspect reports it.
- Panels: each edge drags its panel within limits, a double-click resets,
  widths are per window and kept in the preferences (view.panelWidths); a
  small window keeps its canvas.
- Outline mode: Include hidden layers and Include object bounds
  (view.outlinesHiddenLayers, view.outlinesObjectBounds), drawn and
  clickable; light lines on a dark page; check marks in the View menu.
- A file or page made in the dark theme has a #1E1E1E page (sessions
  without an interface keep #F5F5F5); text drawn on a dark page is white.
- Tests for Enter and Escape on a selected text.
2026-10-13 00:29:41 +07:00
bflatastic 119b8c7441 M5: prototyping tail: gamepad triggers, widgets in prototypes, mode lookups
The part of gap 15 that doesn't need video, from the public documentation of prototype triggers, plugins/widgets and prototype expressions.

- **Controller buttons on key/gamepad triggers.** A key trigger's key can be a controller button: `Gamepad A` ... `Gamepad Home`, the standard gamepad layout's 17 buttons (face buttons by position, shoulders, triggers, View/Menu, stick presses, d-pad, Home). The engine keeps its input-agnostic model (a key trigger with a key name; `figcraft_doc::proto::GAMEPAD_BUTTONS`, `gamepad_button`, `is_gamepad_button`, `uses_gamepad`). The interaction editor gets a Controller menu beside the key field; the trigger list shows the button's own name.
- **Reading controllers.** A new `Services::gamepad_held()` (bitmask of held buttons; default none). The player polls it only while the presented prototype has a controller trigger and the window has the focus (about 30 times a second), plays each press once (held buttons don't repeat), and fires the first matching key/gamepad trigger on the screen like a key.
  - Desktop, Windows: Windows.Gaming.Input (Xbox-compatible controllers) through the `windows` crate the app already depends on (one more feature flag, `Gaming_Input`; no new crate).
  - Browser: the Gamepad API through `web-sys` (features `Gamepad`, `GamepadButton`, `GamepadMappingType`; standard-mapped controllers only).
  - macOS, Linux, FreeBSD: no controllers yet (documented gap).
  - Control channel: `ui.input {events: [{gamepad: "A" | "Gamepad A" | 0}]}` presses a button in the prototype playing (presenter, else preview pane); an error when nothing plays.
- **REST import** maps controller triggers (`device` other than `KEYBOARD`) to the button at the code's standard-layout index instead of skipping them; two buttons at once or an unknown code is skipped with a warning (`.fig` goes through the same path).
- **Widgets react to clicks in a presented prototype.** A click on a widget's clickable part in the presenter or the preview pane (when no interaction on the layer takes it) calls the plugin back through the canvas's own callback with the same sandbox limits, on the player's copy of the file (`widgets::click_on`, a scratch session holding the copy and the installed plugins): the widget changes in the prototype only, the file and its undo history stay untouched, restarting starts the widget over. Failures (plugin missing or failing) toast; toasts now also show over the full-window presenter.
- **Variable mode lookups.** Lookups (`accent[Dark]`, `mode(Theme)`), set-variable-mode affecting later expressions in the same interaction, and every operator the documentation lists already held; they are now behaviour cases. New `proto.evaluate {expression | expr, id?}` (MCP and agents) computes an expression where a layer's interaction would run, without changing anything. No other cheap expression gap found: every documented operator (numbers, text join, booleans, comparisons, negation, mode lookup) already existed.
- Docs: prototyping-parity (new rule rows, features, revision), target-app-parity area 13 and totals, ROADMAP, gaps.md gap 15, roadmap.md M5, mcp.md, plugins.md, control-protocol.md.

Dependencies: none added. Windows uses the existing `windows` 0.62 dependency with the `Gaming_Input` feature; the browser uses the existing `web-sys` with three more features. The usual Rust controller library (gilrs) was not taken: its Linux backend links the system's libudev (a C library, needing headers on CI and the FreeBSD job), which breaks the pure-Rust rule.
2026-10-12 05:28:53 +07:00
bflatastic 626a9eac08 M1: layers and assets panels behaviour suite and fixes
A behaviour suite for the layers panel and the Assets panel written from the public documentation
(table rows with one-line derivations; rows the documentation is silent on say so and pin today's
behaviour), and the fixes it found.

- Engine suite `crates/engine/src/panels_behaviour_tests.rs` (6 tests, about 50 rows): reordering
  and moving layers into frames, groups and auto layout, refused drops, renaming several layers,
  show/hide and lock rules, pages and dividers, Assets folders, hidden-from-publishing names, drops.
- Panel suite `crates/ui-egui/src/layers_behaviour_tests.rs` (5 tests, driven through egui
  headless): click / Shift range / Cmd-Ctrl toggle, Alt-click expand, Collapse layers, sweeping
  across eyes and padlocks, the Rename layers dialog, dragging pages, dividers.

Fixes:
- Several layers dropped together in the layers panel land together at the drop point (layers
  from apart split around it before).
- Collapse layers (Alt+L) keeps the rows leading to the selection open (it closed everything).
- The eye and padlock no longer vanish when the pointer reaches them (the row lost its hover to
  them, so clicks could miss); dragging across eyes or padlocks sets every row passed in one undo
  step. Layers inside a locked frame show a faint padlock.
- Several layers selected + Cmd/Ctrl+R / F2 / Rename open a Rename layers dialog (Match, Rename to,
  Current name / Number up / Number down buttons, start value, preview) instead of renaming the top
  row only.
- `object.batchRename`: `$n` counts up and `$N` down (they were swapped), `$nnn` pads, `start`
  sets where numbers start/stop, `regex: true` matches a regular expression with `$1`..`$9`,
  `` $` `` and `$'`, and codes work in the replacement too. Returns the new names.
- Pages: dragged up and down the list to reorder; a blank page named with a leading hyphen is a
  divider (drawn as a line, never opened, holds no layers); duplicates are named "Copy of ...";
  the last page that isn't a divider can't be deleted. `page.list` reports `divider`.
- Assets panel: components filed in folders by page, the frames holding them and the slash parts
  of their names (folders fold away; open while searching), tiles show the last name part;
  `component.list` gives each component's `folder` and `label` for agents.
- Publishing: a leading `.` or `_` keeps a component (style, collection) out of a library even
  after it was published, and removing the prefix brings it back (the previous publish's choice
  won before).

The engine gains the `regex` crate (already in the lock file through env_logger) for the
documented regular-expression matching.
2026-10-12 03:47:34 +07:00
bflatastic a5a706674c M4: vector multi-edit and edit tail
Vector edit mode can now edit several vector layers at once, and the rest of the vector edit tail
from the public documentation landed. A behaviour suite came first
(`crates/engine/src/vector_multi_behaviour_tests.rs`, 5 behaviour tests with about 30 table rows and
steps, plus a junk-parameter sweep of every `vector.*` command run in multi-edit mode).

- **Multi-edit.** Enter, a double-click or `vector.edit.begin {ids}` with several shapes selected
  puts them all in edit mode, converting them in one undo step. The clicked or first one is the
  active layer. Pressing another layer's point, handle or segment makes that layer active. Shift-click,
  marquee and lasso select points in any layer. Dragging a selected point, the arrows, Delete,
  delete and heal, mirroring, smoothing, corner radius and the new cap and join commands reach every
  layer's selected points in one undo step. The pen, bend, paint bucket, cut, eraser, join and
  position work in the active layer. A click away from every edited layer leaves edit mode.
  `vector.edit.state` now reports `layers`, `others` and `handles`.
- **Several handles.** Shift-click Bezier handles to select more than one. Dragging one moves the
  others by the same amount. Also available as `vector.edit.select {handles}` and
  `vector.edit.moveHandles`. Selected handles are drawn filled.
- **Rounding next to curves.** A sharp point with a corner radius rounds even when one of its
  segments is curved. The curve is cut where the arc meets it and keeps the rest of its shape, and
  the arc meets each side smoothly (`VectorNetwork::rounded`).
- **A cap and a join per point.** `Vertex` gets optional `cap` and `join` values. When unset, the
  layer's apply. The commands are `vector.edit.strokeCap` and `vector.edit.strokeJoin` (`null`
  clears). The Design panel's Point section gets End point and Join dropdowns, each with a "Same as
  layer" option. The stroke is drawn run by run and each point's own join is drawn over the break
  (`figcraft_pathops::stroke_outline_of`, new `points.rs`). This applies to the canvas, PNG and PDF,
  and to SVG as outlines. Outline stroke follows it, render bounds count arrowheads from points, and
  the stroke cache key includes the points' styles.
- **Pen outside edit mode.** Clicking one of the path's own points (other than the first or last)
  connects there and ends the path, as a vector network. With an open vector selected, clicking one
  of its end points continues that path in edit mode.
- MCP: headless `key` Enter on shapes now enters vector edit mode, as in the desktop app. The new
  commands have Spanish labels, and the new UI string has en and es entries.
- Docs: target-app-parity (area 4: 98%/72% to 99%/73%, 2-4 h to 1-3 h; area 20: 80%/55% to
  88%/60%, 2-5 h to 1-3 h), ROADMAP, gaps (gap 9 is down to tablet pressure on macOS and Linux; the
  gap 13 note is updated), ui-parity and mcp.md. Totals are recomputed by the doc's method, because
  rows added since the last recompute had left them stale. Feature breadth is now ~83% and ready for
  real work ~52%. Mainstream stays at ~49% (49.7%, rounded down). Full parity goes from
  ~306-595 h to ~294-572 h.
2026-10-12 02:52:18 +07:00