Chips highlight object types to show only those in the tree; with none highlighted, everything is shown. Filtered nodes keep their original index path so selection stays stable.
Add a /pdf proxy route that forces Content-Disposition inline so PDFs render instead of downloading, and a web viewer that embeds the document in an iframe with a standalone open-in-new-tab link.
Replace the dark surface plane with a grey background and a spotlight,
size the contact shadow to the table, and scale its blur and fade with
the shadow plane. Disable depth test on the stacking curve overlay.
Wire the tabletop library into the setup detail route: seed the store
from the setup, resolve the surface mount tree, and render world and HUD
surfaces. Add serializedToPackage to convert the vite-emitted package.
Lift the trace-to-shape geometry into @tts/mesh (traceToShape/
traceToUvBounds), parameterized by scale so the web token viewer and
@tts/tabletop share one implementation. Move the CORS proxy HTTP helpers
(assetUrl, resolveAssetUrl, traceImage) into a new @tts/http package, and
make @tts/tabletop's ErrorBoundary the single source used by the web app.
This removes the duplicated ErrorBoundary, assetUrl, tabletopHttp, and
trace-to-shape code from apps/web and packages/tabletop.
Model ColorDiffuse in shared types and multiply each viewer's material color by the per-object tint, including textured faces and loaded custom models.
Model TTSObjectTransform in shared types and convert each object's position, rotation, and scale into three.js placement, with per-class base-size corrections and a lay-flat rotation for extruded meshes.
Add a /mod/:id/setup page that lays out every renderable object in a single shared scene. Export object-facing mesh wrappers from the viewers and share geometry and materials across objects via module-level caches.
Refactor `TokenMesh` to use a custom `useTrace` hook that suspends
during the alpha channel tracing process. This allows the `Bounds`
component in `Scene` to correctly fit the camera to the token's
geometry once it has been fully loaded and traced.
Cards in a deck share the deck's GUID, so GUID-based selection highlighted
every card with that GUID and rendered the first match. Key selection by the
node's unique index path instead.
Split extrudeShapeParts into front, back, and walls so each face can carry
its own material. Flip back textures left/right on the material so they are
not mirrored, and slice card faces from the deck sprite sheet via CardID.
Resolve deck config from the parent deck, which is authoritative over a
card's own CustomDeck. Add unit tests for card resolution, sprite UVs, and
the flip helper.
The compiled server runs Node's native ESM loader, where the CommonJS
namespace object nests the real exports under 'default', so
'import * as ClipperLib' left JoinType undefined and crashed with
offset. Match the existing vtracer pattern and require() the package
instead.
Trace results can now be inset (negative) or outset (positive) by a
pixel amount. Offset the outline and holes in opposite directions with
clipper-lib's miter joins, then recombine with a boolean difference so
holes grow on inset and shrink on outset. Collapsed shapes return an
empty outline; a split outline keeps the largest ring. Document the
parameter and the new dependency.
TokenViewer now traces the image's alpha channel via /trace and extrudes the silhouette with @tts/mesh, aligning the texture using the full image as the UV framing. The texture is applied to the whole mesh (top, back, and walls) instead of separate solid-white walls.
Add GET /trace which fetches an image, traces it into a vector shape, and returns the result BSON-encoded. Tracing is configurable via mode (alpha, bw, color) and format (shape, svg). The shape format parses the vtracer SVG into an outline/holes polygon matching @tts/mesh's Shape interface.
Replace the per-shape tile geometries with @tts/mesh extrusion, honoring
the tile type and stretch aspect ratio. Add extrudeShapeParts so the
caps carry the texture while the walls are solid white, matching TTS
tinting. Fix bottom-face UVs to mirror horizontally and make wall UVs
inherit the front mapping independent of z.
Detect the model format from file contents instead of the URL extension,
since TTS model URLs are often extension-less. Move the diffuse texture
hook into a child component so the hook count stays consistent across
renders.
Move useTexture calls in the tile, token, and card viewers into child
components rendered inside the Canvas. R3F hooks must run within the
Canvas store, so calling them at the viewer's top level threw a runtime
error.
Wrap the resolved viewer in an error boundary so a render failure (e.g.
WebGL context loss or a model/texture load error) is contained to the
inspector pane instead of crashing the page. The fallback shows the
error message and stack trace.
Add per-class 3D viewers for tiles, tokens, cards, and custom models
using React Three Fiber, drei, and postprocessing. Viewers are
lazy-loaded and registered through the existing viewer registry, with a
shared scene wrapper for lighting, orbit controls, and subtle effects.
Add a CORS-safe /asset proxy route so three.js loaders can fetch
Workshop-hosted textures and models, and extend TTSObject with the
CustomMesh and CustomTile/CustomToken fields the viewers read.
Replace the text class tag in the tree and inspector with one or more
MDI icons (hover shows the class name). Bundle only the used icons via
a generator script instead of the full set.
Key tree nodes by their index path instead of GUID, since TTS saves can
contain duplicate GUIDs. Skip the Parent back-reference in the default
viewer and stringify with a circular-reference guard.
Add a containment-tree sidebar with class tags and display labels, plus
an inspector pane backed by a viewer registry with a default viewer.
Custom per-class viewers can be registered later.
Add fetchModFromUrl/fetchModFileFromUrl and accept a fileUrl query param on /items routes so the frontend can download saves directly from a search result's file_url, with no key required.
Add apps/web (Vite + React Router + Tailwind v4 + Zustand) with a search page and a mod page that analyzes saves via @tts/extract. Document the frontend in the README and docs.