Effect › Distort › Glass… offered only its four built-in textures. The
reference app's Texture menu also has Load Texture, which takes an
image file as the glass surface.
The Glass dialog now has a Load Texture… button. It reads a PNG, JPEG,
GIF, WebP, TIFF, BMP, PSD or PSB file within the pixel allowance the
renderer draws images in, and the Texture menu gains Loaded Texture.
The effect stores the image's gray levels in `textureImage` as a
grayscale PNG in base64, so the document saves the texture with the
effect, and copies of the effect carry it. effect.apply and
effect.setParams take `textureImage` as {path}, {name, dataBase64} or
the stored string; any other value is an error.
The texture lies one image pixel per point at Scaling 100%, centered on
the object and repeated. Each pixel's luma is the surface's height,
from 0 for black to 1 pt for white, and a transparent pixel counts as
middle gray. A Glass without `textureImage` draws and saves as before.
Docs: docs/mcp.md (Glass textures), docs/effects-parity.md,
docs/gaps.md, docs/target-app-parity.md.
Play an action on every file in a folder or every data set, with destination
and Override Open/Save/Export. Actions panel and File › Automate › Batch…
open the dialog; new strings in pt-br.
Co-authored-by: Cursor <cursoragent@cursor.com>
VariableKind::Graph binds a graph root; dataset rows supply CSV as graph.setData.
Make Graph Dynamic, Variables dialog, capture/apply, and pt-br for the new strings.
Co-authored-by: Cursor <cursoragent@cursor.com>
Load and save variable datasets as CSV for data-merge pipelines, and
translate the new Variables panel commands in Brazilian Portuguese.
Co-authored-by: Cursor <cursoragent@cursor.com>
# Conflicts:
# docs/target-app-parity.md
Store the registration point with the symbol and place instances so that point lands on (x, y). Symbol Options exposes the same 9-point control as Transform.
Co-authored-by: Cursor <cursoragent@cursor.com>
Expose existing Warp styles, orientation and percentage controls through the shared live effect dialog while preserving preview history and effect targets. Keep ordinary Enter owned by focused non-searchable combo controls.
Co-authored-by: Codex <noreply@openai.com>
assets.export of abutting fills must leave no ghost edge (#983 / #1037); panel thumbnails use the same Art Optimized supersample. Progress docs mark the gap closed.
Keep surviving drawable runs separate when Delete or Backspace removes an open-path anchor. Preserve appearance, selection and one-step Undo.
Co-authored-by: Codex <noreply@openai.com>
Make and Edit choose the Intertwine tool: hovering highlights the overlap
area under the pointer, a click swaps which object is on top there, and a
path drawn around overlaps (Shift: a rectangle) arranges every overlap
inside it; Esc or Enter goes back to the tool chosen before. The overlap
faces move to vectorcraft-tools, shared by the tool and the command.
Clicks inside a raised area pick the member drawn on top there, the
Object menu gets the Intertwine submenu, and the new labels and the
predicate message are translated in the complete catalogs. docs/gaps.md
records what landed under G13.
The Curvature tool built its curve as a uniform Catmull-Rom: both handles of a
smooth point a sixth of the chord between its neighbours, the ends of an open
path without handles. Uneven spacing overshot or looped, a J or U from three
points bent sharply at the middle with straight legs, and the end segments
looked flat.
- `curvature_spline` (draw2.rs) makes each stretch of three points follow the
circle through them: a smooth point's tangent is that circle's
(`smooth_handles`), each handle `chord / (3 cos²(α/2))` long, α between
handle and chord capped at 90° (`arc_handle`). The ends of an open path
mirror their neighbour's tangent in their chord (`end_handle`). A turn
tighter than 30° (`TIGHT_TURN`) shortens its handles, so a narrow V comes to
a point. Degenerate points become corners. `path.curvature` and the rubber
band use it.
- `catmull_rom` is unchanged for the Pencil and Paintbrush fitting.
- `bend_last` (from: smooth), `curvature_move` on a smooth point, the point
`curvature_insert` adds on a straight segment, and `path.convertAnchor` to
smooth without x/y (`curvature_smooth`) use the same rule.
- `curvature_extend` gives the new end its end handle unless Alt-clicked
(`corner` param on `path.curvatureEdit`).
- Neighbours of a point dragged on an existing path keep their tangents (a
Pen-drawn shape isn't reshaped); the path being drawn re-curves throughout.
Effect › Blur › Smart Blur had only its Normal mode: the dialog and
blur.smart took Radius, Threshold and Quality and drew the blur.
Smart Blur now takes a `blurMode` param ("normal", "edgeOnly" or
"overlayEdge"; "normal" by default), which its dialog shows as a Mode
menu. Edge Only draws the edges in white on black, and Overlay Edge
draws them in white over the Normal blur. A pixel is on an edge when
one of its four nearest pixels differs from it by more than the
threshold in a channel and its channels, alpha included, add up to at
least that pixel's. The white and the black keep each pixel's
coverage. Normal draws the same pixels as before, and an effect saved
without `blurMode` draws as Normal.
Docs: docs/effects-parity.md, docs/gaps.md, docs/target-app-parity.md.
The renderer kept the shapes it drew for plug-in effects while the
object stayed the same. When a plug-in was installed for the first
time, installed again or removed, a renderer that had drawn the object
went on drawing the shapes from before the change.
When the plug-in registry's revision changes, the renderer now drops
the effect geometry and the effect art of objects with a plug-in
effect, and the cull bounds of every object that is or holds a symbol
instance or an object with a plug-in effect. Each thread then drops the
pattern tiles whose art has a plug-in effect or shows symbols or
patterns. The renderer adds the revision to the inputs of a raster
when its content has a plug-in effect, or shows symbols or patterns
while the document's symbol or pattern art has one, and to the key of
a live object's evaluation when the object, or an object it shows, has
a plug-in effect.
With other builds running, a temporary release test timed that key for
the 400 live objects in each of three documents at 11 to 609
microseconds a frame, against 9 to 433 before.
Docs: docs/target-app-parity.md, docs/gaps.md.
#2227 renamed them Flip Horizontal and Flip Vertical; what they do is unchanged. The reference app's Properties panel calls them Flip Along Horizontal Axis and Flip Along Vertical Axis (the Transform panel's menu keeps Flip Horizontal and Flip Vertical), so the labels and their catalog rows come back.
Transform Each had Reflect X and Reflect Y swapped relative to Effect › Distort ›
Transform and the Transform panel. Properties flip buttons also used inverted
tooltips. Align them so Horizontal is left-right and Vertical is top-bottom.
Co-authored-by: Cursor <cursoragent@cursor.com>
The Legacy .ai Options dialog gains Hidden Objects (Hidden Layer, Omit, Make Visible) and Text
(Editable, Outlines), translated in every catalog. Docs: type and hidden objects in the legacy
.ai paragraphs, the restored revision rows and roadmap row.
Use automatic vector smooth shading without a separate control.
Enable Cap by default and keep continuous rim curves and bounded seam joins.
Integrate the shared dialog with the other three 3D effects.
The "Performance unverified" bullet in docs/target-app-parity.md said
that the budgets had not been run on an idle machine since 2026-10-01,
that the last loaded run missed the 16 ms frame budget at 50k paths,
and that no user had reported slowness in mainstream work beyond #575
and #758. On 2026-10-11 #1155 recorded idle-machine runs, made before
#1173 merged, and runs of #1173's change met every budget at 50k paths
(load average 4 to 7) and at 25k paths. #1097 (zoom and pan in 0.9.0)
and #1731 (a drag that stutters as it starts) are open. G15 in
docs/gaps.md called the 25k-path run the last one, but on 2026-10-13 a
comment on #1172 reported runs of 0.10.0 on Linux with 4 logical CPUs
that missed all three render budgets at 20k paths.
The bullet now gives the 25k-path run and the runs in #1172, and lists
#1097 and #1731 with #575 and #758 as open user reports of slowness.
G15 no longer calls the 25k-path run the last one and adds the runs in
#1172.
The public 3D and Materials panel options give the Light Settings as
Intensity (0–100 %), Rotation (-180° to 180°), Height (0° to 90°),
Softness (0–100 %) and Ambient Light (0–200 %), with the light moved to
the back or the front of the object. The 3D effects (Revolve included)
had Direction and Elevation (an azimuth and elevation), Intensity and
Ambient (0–100 %).
- Rotation turns the light round the object on the page (our reading:
0° on its right, counterclockwise); Height raises it from beside the
object (0°) to straight in front (90°); Light behind the object puts
it at the back. The light gizmo's ring and line are Rotation and
Height.
- Softness wraps the light round the object: at 0 % it falls off with
the angle as before, at 100 % it reaches nothing only straight away.
- Ambient Light runs to 200 %; faces stay no brighter than the art.
- lightRotation, lightHeight, lightBehind and lightSoftness replace
lightAzimuth and lightElevation. An earlier light is read as the same
direction, so it shades exactly as before (old and new code give the
same colours for the four effects and five lights); effect.setParams
turns a stored one into the new form before applying new values, and
the parameter description names lightAzimuth and lightElevation as the
earlier form, so effect.apply and effect.setParams still take them. The
default light is the earlier default's: Rotation 125.26°, Height 30°.
- The dialog's Lighting tab shows the settings in the documented order;
Softness, Ambient Light and Light behind the object are in every
catalog, and the unused Direction, Elevation and Ambient are gone.
Light colour, presets, several lights and shadows are not built.
The renderer kept the evaluation of each blend, envelope and repeat
while the object and a hash stayed the same: the addresses of the art of
the symbols the object showed and of the patterns it painted with, and
the patterns' tile bounds. When anything else the evaluation reads
changed, such as a pattern's tile type, symbols in symbol art, the
fonts or the color settings, a renderer that had drawn the object went
on drawing the old evaluation. The quads of a gradient mesh were kept
the same way after a change to the color settings, and the art drawn
for a live object with an effect of its own was kept by the object's
address alone.
resources_key now also walks the opacity-mask, symbol and pattern art
it finds. It hashes what it finds, the font generation when it finds
type or a placed document, and the color settings. Mesh quads are made
again when the color settings change. The art drawn for an object's
effects is made again when the hash changes, if it was made from
evaluated live objects.
With other builds running, a temporary release test timed the hash for
400 live objects at 17 to 506 microseconds a frame, against 10 to 16
before.
Docs: docs/target-app-parity.md, docs/gaps.md.
Fix#1726 with idle, absolute line and reply-write deadlines and connection-slot guards. Add real-loopback regressions and document reconnect behavior.
Validated with cargo xtask ci: all seven gates passed; 6156 tests passed, zero failed, seven existing ignored.
The three 3D types besides Revolve, as live effects in the three-d crate,
drawn as shaded vector faces by the canvas, SVG/PDF export and Expand
Appearance alike, from the public 3D and Materials documentation:
- Extrude & Bevel: depth (0-2000 pt), twist, taper, solid or hollow caps,
and bevels in six original cross-sections (classic, rounded, cove, step,
ogee) with width, height, repeat, spacing, inside and both sides.
- Inflate: the shape as a membrane under pressure (a Poisson solve held at
zero along the outline and holes), so it rises vertically from the edge
and rounds without creases; volume, depth and both sides. Steep cells
near the outline are refined without cracks.
- Rotate: every fill and stroke turned in 3D and shaded as one plane.
All three share Revolve's view and lighting parameters, the rotation and
light gizmos (turning about the art's centre) and a dialog with Object,
Rotation and Lighting tabs, with Position presets (Front ... Isometric
Bottom, our own values). An object takes one 3D effect. Inflate cuts the
grid cells that straddle a hole's edge with pathops, hence the new
pathops -> three-d layer order.
Docs: docs/three-d.md, mcp.md, and the 3D rows of the parity docs.