Jul 5, 2026 · 16:40
[Jul 3] Viewport feel + the hull family grows. Camera auto-depth: pan/zoom now reference the depth of the geometry UNDER THE CURSOR (one occlude_ray_nearest BVH ray per gesture), so small geometry pans and zooms as controllably as large — zoom is log-symmetric about that surface (converges in, escapes out). Zoom floor dropped 5→0.1 with a dynamic near plane. The depth-gradient wireframe went adaptive: front/back colors re-spread over the P2–P98 camera distances of the verts actually in the viewport — a depth "spotlight" that damps over ~¼s so verts entering/leaving frame don't pump the colors. Proportional-edit falloff is now computed per connected component (radius no longer bleeds across separate objects). New op — Thicken/solidify (Shift+T): shell's sheet→slab sibling in the hull family — the surface grows an even-thickness slab OUT along its normal like extrude (the offset copy is the new outer face + rim quads, the selected faces flip to cap the back; nothing deleted; positive is "out", drag either way, negative pushes through to the other side). Dimension (D) gained a uniform mode (no axis = set the largest extent, proportions kept), and .vmk grew a camera section (v5) so a file reopens to the view it was saved at.
- claude