* feat(viewer-lib): WIP on the new OrientedSectionTool
* feat(viewer-lib): Added proper face pulling for the oriented section box
* feat(viewer-lib): Several updates on the oriented sectioning tool
- Implemented section planes calculation and propagation
- Unified obb computation from all gizmos
- Implemented proper setBox function
- Updated the viewer-core to work with OBB instead of AABB for it's clipping volume
- Updated the intersections to work with OBB for their intersting bounds
- Added extension methods to Box3 and OBB
* feat(viewer-lib): Better way of handling gizmo input events overlapping
* fix(viewer-lib): Updated clippingVolume occurences to OBB
* feat(viewer-lib): Section outlines now work with oriented section tool!
* feat(viewer-lib): Integrated new section tool with the frontend and API
- Defined an archtype for SectionTool which all section tools can derive from
- The old section tool is renamed to AxisAlignedSectionTool
- Replaced the old section tool with the oriented one in the frontend
* fix(viewer-lib): Fixed compile errors
* feat(viewer-lib): Some updates:
- Section tool outline, the visible box, is now rendered as before however it's correctly being RTE'd. And we can also make it thinner/thicker now
- Fixed the issue where the scale controls had 'exponential' growth. It's now linear like the translate one
* feat(viewer-lib): Implemented highlghting the box face when clicking on it to extend/retract it
* fix(viewer-lib): A bunch of fixes for the oriented section tool
* feat(viewer-lib): Some updates:
- Documented new OrientedSectionTool code
- Fixed som issues related to section box reseting
- Hid the translation and rotation gizmos that we aren't using
- Tidied up a bit
* feat(viewer-lib): Set the translate and rotate gizmos in local space so the rotation will affect them as wll
* chore(viewer-lib): Purged the old section tool
* chore(viewer-lib): Updated section box data type. Updated LegacyViewer section box data handling. Updated frontend to use new data type. Still not working doe
* fix(viewer-lib): Fixed an issue where comments with section boxes did not enable section outlines at startup
* chore(frontend): Fixed ci compiler error
* fix(viewer-lib): Fixes WEB-1593
* Improve shortcuts
* WIP
* View Mode menu
* Styling updates
* split activeControls
* Reusable Menu component
* Menu updates
* Sun menu updates
* Tidyups
* CommonAlert
* Updates
* WIP change to currentViewMode
* Serialization
* defineModel
* Tidy up emits
* Remove v-model
* Force close other panels
* Remove transition
* More robust isTypingComment
* activeControl > activePanel
* View menu shortcuts
* Explode menu definemodel
* Small changes from Benjamin
* Add colors view mode
* Fix server problem in data.ts
* Fix build
* Edge drawing render pass using both depth and normal data
* Edges are now mixed with the rest of the passes in the final pass
* Set MSAA for SS edges framebuffers to maximum number of samples
* New depth gradient extraction approach. Several improvements over the old one
* Some changes to the normal gradient extraction. Using Robert's Cross works roughly the same as the older approach with 1 less texture fetch. Also implemented Canny
* Combined static AO with edges
* Implemented SMAA and static TAA. Both toggeable in realtime for better comparisons
* Added the normal pass and fixed some issues
* The pipeline is now capable of jitter individual passes if requested
* Added TAA pass. Technically it can be used to antialias anything. Right now we've disabled MSAA and using TAA for stationary as an example
* Added a TAA pipeline on the final image. Added DPR into pipeline resize calls. Struggled a *lot* with different blending results between drawing to the backbuffer and to a framebuffer then copying to the backbuffer. There are still some differences visible
* Edges pipeline
* Edges + TAA + AO + COLOR pipeline
* ShadedView mode
* Visibility is now properly reset when coming from a visibility conditioned pass to an unconditioned one
* Added another version for 'shaded' view, inspired by blender's viewport shading
* Added pen view together with a sample paper like texture for vissual background
* A form of techincal view
* Arctic view. Separate viewport pass from matcap pass
* Cleaned up the ao shader a bit. Formalized progressive ao pass options
* WIP on BasitMode
* Added pipeline switching to the sandbox. Edge pass now has an optional texture background
* Implemented BasicMode using material overrides
* Merged with latest main
* Fix merge issues
* More merge misses
* Stating stream
* Fixed an issue that took hours to debug and it turned out to be a literal typo
* Formalized the progressive pipeline concept which removed a lot of duplicated code
* Added pipeline reseting. Added pipeline passthrough to allow features like measurements to run correctly. Added jitter to depth buffer for progressive AO for much better results!
* Implemented the required stencil passes used for stencil selection as new pass formats. Added them as well as the overlay pass to all pipelines. Will need to automate their addition though
* Fixed stencil selection in pen view. Decided to only show outlines because it makes more sense
* Implemented proper pass clearing values and flags. Also made sure the minimum amount of clears are made inside the frame. Fixed an issue with progressive pass frame counts and indices.
* Formalized options for all passes that had any. Tidied up some shaders and simplified where possible
* Centralized render target creation and removed a lot of render target creation in the passes that had no need for it. Fixed an issue where the matcap material would not not update it's matcap texture properly when rendering in override mode
* Matcap and Viewport passes where merged into a single Viewport pass that can take a matcap texture in it's options. Also, changed the way the viewport shader displays colors, based on three's textureless matcap shader block.
* Updated PassReader extension to work with the latest pipeline. NNowthe pass reader accepts the pass name when reading, so it can used to read any passes
* WIP on MRT
* Implemented DepthNormal MRT pass and used in a pipeline. Working fine on WebGL2.0
* Full Support for WebGL1.0
* Fix for viewport material not updating it's texture properly
* Added an extension that enables hotkeys for view modes
* Fixed jittering for orthographic projections
* Fixed the section tool integration issues with the new pipelines
* Added MRT versions of the pipelines that need it]
* Added a wrapper ViewModes extensions that defines the existing view modes and handles the required check for MRT capabilities and selects the nonMRT/MRT pipelines accordingly
* Error fixes
* Another error
* Added shadowcatcher to arctic and shaded view since it was missing by mistake. Increased the KERNEL_SIZE for arctic mode so that the AO is more smooth
* Disabled pen view background texture
* When reseting the pipeline the jitter index is also reset in order to avoid visible jittering when switching fast between dynamic and progressive mode repeteadly (like when moving the clipping box)
* Quick solution for integrating view modes with per-object operatins like selection and filtering
* View modes now have the ability of overriding the batch's default material instead of all it;s materials. This means that per object material changes like selection and filtering will work together with view modes. Handles WEB-2080, WEB-2083, WEB-2084, WEB-2081 and WEB-2082
* Fiter applies now trigger a hard reset, which is required and fixes a preexisting bug in production. Fixed an issue where the shadowcatcher would incorrectly blend in shaded view mode
* Viewport pass can now render transparency. Arctic mode now renders transparent objects as well (was originally required)
* Forcing the multipel render targets we use for MRT to use a 32 bit depth buffer for proper precision on MacOs Chromium
* Fixed an issue where incorrect visible ranges were being perpetuated when selecting hidden objects (outlines only mode)
* PROPS are not rendered twice anymore and they've been moved to the overlay pass in all pipelines
* Reorganized passes and pipelines. Deleted old passes
* Renamed all new passes. Only the interface and base pass types have a G prepended to make it 100% clear it's different than three's Pass type
* Fixed some compiling errors
* Dont change viewmodes when inputs are being used
* Pipeline gets resized whenever it's set in the renderer. Some other smaller changes
---------
Co-authored-by: Mike Tasset <mike.tasset@gmail.com>
* Update Section Box controls to include visibility
* Update reset v-if
* Update shortcut
* Added render requests so that section box updates are made visible
* Remove comments
* Exposed SectionToolEvent in the viewer
* Only show reset when change has been made to sectionbox
* gql
* Make state reactive
* Revert "Make state reactive"
This reverts commit 1697b12cd67d1da6f79658996c8822d1eb962d3b.
* Handles WEB-2039
* Handles WEB-2035
* Changes from call with Fabs
---------
Co-authored-by: AlexandruPopovici <alexandrupopoviciioan@gmail.com>
* feat: ensure consistent ordering of nodes to match ViewerLayoutPanel
* feat: Order rootNodes based on resourceItems
* Revert "feat: Order rootNodes based on resourceItems"
This reverts commit 5029e361e762c0a6d9245638f7b269f7beeb8f37.
* Revert "feat: ensure consistent ordering of nodes to match ViewerLayoutPanel"
This reverts commit e2f557bf319f21ab5c477929021de1d12236ade9.
* fix: change rawSpeckleData to computed. order scene explorer items.
* Fix to unnamed models after call with Fabians
* Added extension for readingfrom the depth framebuffer. So that when getting the depth for gendo the image doesn't flicker anymore
* Updated the fronetend to use the new PassReader extension
* Removed PassReader from sandbox. Catered to typescript
* Implemented selection by using the new extentions paradigm. Seems to be working fine, and it's more straightforward
* Implemented the camera controller core extension. Still WIP but it's working
* Fixed some issues in the progressive pipeline triggering caused by removing all camera controls from the renderer
* Renamed ICameraController to ICameraProvider. Simplified a bit the camera controller extension
* Implemented the concept of Providers and simple dependancy injection for extensions which need functionality defined inside other extensions.
* Added events to the ICameraProvider which replace the old camera events delegate. SectionTool is now an extension which replaces the old section box. Still WIP
* Input now emits input related events which can be used by extensions, core or clients directly. SectionTool extension is mostly working,including all it's gizmos and default behaviours. What's left is the interaction with core regarding clipping planes updates
* Removed legacy sources and code
* Finished with the section tool extension. Finished with the section tool outlines built as another extension which requires the section tool extension as a provider
* Added optional forge style mouse hover effect on objects. Included it in the selection extension
* Ignore null draw range id when removing
* WIP on allowing more flexibility for material configuration in the core
* Added rendering stats collection for better profiling of the current draw group managements
* Shuffling IBOs for maximum draw call efficency now works correctly for our new draw group management approach. Also this process is now automatic and it happens when the draw group getsfragmented above a configurable point
* Fix some monstrous bugs with index buffer shuffling now that we've changed our approach a bit.~
* Finished with the new material management approach for mesh batches. SelectionExtension now uses this approach and also considers existing material opacities when setting select and hover materials
* Updated LineBatch to work with the new material management approach
* Implemented the required draw range related changes to the point batch
* Text batche now work with the new material management
* SpeckleLineMaterial and SpecklePointsMaterial are now SpeckleMaterial as well. Had to rename two properties of SpeckleMaterial due to some typescript named property clash thing, but nothing really changed
* Removed eslint-disable clauses in materials where they were no longer needed. Removed unused imports and overrides
* Added the RTE define for some materials by default. It can still be overriden if users want to
* Stencil outlines is now an toggle-able option for any SpeckleMaterial. Restricted to meshes
* Implemented setting desired material for all geometry types via RenderMaterial and DisplayStyle data. SpeckleRenderer now has three overloaded setMaterial function. One for a material instance, one for a filer material and one for RenderData&DisplayStyle. Moved material hash related functionality from NodeRendeView into Materials
* Added MaterialOptions which can be used when setting materials based on RenderMaterial/DisplayStyle to toggle various material features like stencilOutlines, pointSize. SelectionExtension now uses data material to set materials, and things are so much more simpler and nicer
* Added public method for setting seletion extension options
* After some profiling, realized three.js was doing a lot of pointless work each frame so now we're caching materials created from RenderMaterial/DisplayStyle to avoid this. Perf is nice and sharp now
* addRenderTreeAsync is now a generator. Handled automatic zooming on viewer loading. Disabled section tool by default
* Centralized RTE and shadow RTE buffer in an extended webglrenderer. This avoids re-computing rte data for each material over and over. Also, rte data is now centralized and available to materials
* SpeckleMeshes now use a cached material clone as their batch material like any other material they use
* Cleaned up Materils. Updated the debug show batches function use the new material manipulation system. So much easier now
* Real time measurement exist now as a separate extension. Existing functionality preserved, besides one or two small additions. Renamed the MEASUREMENTS object layer to OVERLAY for a more generic usage. SelectionExtension can now be enabled/disabled. Added an additional overload to the setCameraView method in ICameraController which takes a box3 as target to focus the camera on
* Removed viewer related events from input and replaced them everywhere with the proper input event types where required
* Fixed two issues with the shadowcatcher. One was a regression introduced after we centralized the RTE data. The other was a super old one one and was essentially causing the shadowcatcher to generate the contact shadows incorrectly because the correct transform textures were not bound (this is three.js being a pain)
* WIP on the filtering extension
* FilteringExtension is done. Kept the same implementation
* Added filter reset function
* Removed uniform texture and batch count binding from each material's OnBeforeRender function. Additionallit our material override function from SpeckleMesh now uses our fast copy instead of three's copy function for materials. This decreased CPU overhead each frame by 20+% and also eliminated the ugly call to SpeckleMesh's function for updating the material with the transform texture and batch object count from each material's render callback which was not supposed to be there
* Update RenderingStats to measure CPU render time per frame.
* Added early and late update functions for extensions. First gets called before the core's update, and the latter afterwards
* All speckle materials now use the centralized RTE data. Updated the fasts copy method to copy userdata defined uniforms where needed
* Added explosion extension. Additional cleanup
* Dirty transforms are marked on a per batch object basis, whenever their transforms gets changed. This automates the transform texture update execution, so we no longer need to manually mark entire batches as dirty
* Added getObjects which returns all batch objects in the scene and getObjects which takes an rv an returns only the batch object associated with that rv. Both of these methods are availale on the renderer
* Added setters for position, rotiation and scale in batch object
* Diff extension is complete. We stuck with creating material instances and using those for coloring since it ensures maximum draw call efficiency. Fixed an issue in MeshBatch where transparent draw groups were not always sorted at the end of the group list leading to incorect opauque object selection during the depth pass
* RV batch materials are obtained via the viewer-core API based on the RV itslef. This removed the need to get all batch materials for the differ
* Small cleanup
* Removed all circular dependencies besides one, like I predicted. The final one will dissapaear on it's own in the near future when we'll gracefull make DataTree obsolete. As a note, the circular dependencies were very shallow, reffering to enums/interfaces/statics declared in specific files. There was no real circular dependency on a class level
* Removed last circular dependency just for the sake of completion
* SpeckleRendere now has a clipping volume which is used internally to reject picks outside of it, and it's also exposed to the outside world to be used however
* Implemented the SpeckleLoader along with it's abstract supertype. Data loading is now done through this loader which handles tree population with raw data as well as render view data.
* Working minimal obj loader
* Added total node counting and displaying
* Viewer's load object now takes a loader of any speckle loader base class and uses that to load, instead of taking urls and tokens. This allows for any kind of loader to work with the vieweer's load function. Moved indexing of obj geometry to the obj geometry convertor. Loaders now take the target world tree instance instead of a viewer instance
* Loaders can now load from string and array buffer data where implemented. ObjLoader can now load from a string payload. Sandbox can now load obj files from the UI using a file picker
* alex/API2.0-core
* Started on #1673. Fixed an issue with walkAsync where the recursive generator would waste too much time idle.
* Solution for #1673. Replaced the old async pausing approach with a better version that has true variable wait time, and does not add additional dead wait time. Render tree building is now several times faster
* Cut down some more on load time by using a lookup table for determined speckle types. For a very large number of objects, getting the actual speckle type was quite slow. For our reference stream with 1kk objects we cut down around 2 seconds of load time
* BoxFromObjects now returns the correctly transformed aabb
* Implemented optimisations for batch building step from the loading process. Reduced the step's time by around 50%
* Implemented a NodeMap which allows us to search for nodes very very fast.
* Added a dynamic pause in the loader which stops the converter from blocking. Paramater object types are not added as nodes anymore. Callback from converter is not without arguments
* Replaced some internal walks with the newer and much faster id finding approach
* Disable object shallow cloning acrss the speckle converter
* Fixed the issues with block instances and revit instances caused by not duplicating speckle objects in the converter
* getObjectPropertis is now async and slightly improved the execution time of the flatten function which it uses
* Set caching to true by default
* Fix for display style hashing
* Implemented legacy viewer as a wrapper around the old viewer API
* Started testing FE1 with API 2.0. Fixed some legacy issues. Also the camera controller extension now exposes it's underlying controls object for the sake of not messing around with unwatend changes in FE1
* Updated FE1 with API2.0 selection changes
* Fixing selection bugs
* The viewer now ignores duplicate id nodes
* Fixes to object properties population, camera zooming and adding subtrees in core
* Fixed some filtering issues. Added UpdateFlags to the viewer's requestRender function
* Fixed an issue where section boxes were incorrectly added to the URL
* Objects with no id are not given nodes into the tree
* Updates to FE2 for API2.0. Also fixed a really really obscure bug in viewer-core where a material an incorrect material was set when reseting the batch to the default material
* We now store separate node maps for each model loaded. Each node now holds it's subtree id (as a small number for memory considerations)
* Render request after updating the visual diff
* Fixed some missing update calls on shadows
* Reverted FE1 changes and pinned the viewer library to a specific (latest) version pre-API2.0
* We're adding a viewer node for loaded models as subtree parent. This is because we're no longer spoofing ids and the model parent id needs to be preserved
* Fixed an issue where clicking on a comment bubble made the pipeline use accumulation improperly, leading to dark blight
* Null check for setMaterial. Fixed another case of dark blight. Hack required by frontend
* Fixed the issue with filtering state not propagating in the FE
* Updated selection event changes
* Fixed an issue where an undefined subtree id would yield an incorrect render tree upon requesting it
* Fixed an issue where undefined nodes were returned as valid when searching of ids
* NodeRenderView now holds it's subtree id along the speckle id. This allows for precise node matching when looking for specific nodes
* Fixed an issue with BlockInstances not instancing underlying meshes from breps
* Some fixes to diffing. Some older than API2.0, some new. Render views now have guid composed of their id and subtreeid.
* Update node render view id with guid where needed
* Unload function now checks for requested resource to unload before trying to unload it
* Check for the existence of a batch before applying draw ranges. Inthe FE, extension can temporarily keep dead rvs in their state when switching between streams leading to errors
* Fixed an issue for filtering where subtree roots would cause incorrect rv additions to the ghosted rv lists
* Unified block instance and revit instance conversion implementation
* Separted instanced from non-instanced rvs. Working on InstancedMeshBatch
* WIP on instanced types
* Implemented visual for box draging
* BoxSelection extension beautified and documented along with some small but welcomed changes to the viewer-core
* Viewer's getExtension now looks in the prototype chain before returning an undefined extension
* Added the extended Selection extension here for possible later use
* First iteration on instancing. General idea works. Still WIP on several fronts
* Fixed issues related to incorrect transform being calculated for instanced geometry. Fixed an issue with incorrect bounds being calculated
* Fixed a few issues with instanced vs non instanced render view gathering
* Disabled box selection extension
* Fixed some linter errors
* Disabled a lint 'error'
* Fixed issues with depth rendering and instanced objects and fixed draw range visibility for instanced batches in a minimalistic way
* Updated the measurements extension with the visiblity option
* Restructed a bit our implementation for the acceleration structure because now the BLAS needs to aggregate an instance of three-mesh-bvh not extend it. So that instanced batch objects can share a single bvh instance -> no redundancy
* WIP
* Revert "WIP"
This reverts commit 20d4bbf6210b0d37b956cc5b41fdb06f29845b4f.
* More WIP on trying to make instanced geometry TAS and BAS work properly
* Both Tas and Bas intersection testing seem to working fine. Now we need to implemented draw grouping for instanced mesh batches
* Added draw group management to InstancedMeshBatch. It works in the same manner as for non instanced batches, but the offset value refers to instances not triangles. I believe it could be simplified, but I'd like to get it up and working first
* Draw groups need to hold the index and count from the instanced buffer attribute
* Added array shuffling to the instanced mesh batch using the same approach we used for the non instanced one.
* Instanced batches now dynamically add InstancedMesh objects based on draw groups and a computed transform buffer
* Applying draw range updates for instanced batches now works. Still some issues to handle. It aint much, but it's honest work
* Disabled some more RTE until setting visibility for draw ranges is finished
* Moved getting opaque, transparent and stencil draw ranges out from Batcher and on to a per-batch basis. Now instanced batches correctly apply draw ranges and get their opaque, transparent and stecil ranges
* Fixed an issue with setting the visibility ranges for instanced mesh batches
* Instanced attributes for instanced meshes now no longer allocate
* Shadow depth material for instances is now set in the speckle renderer
* R-enabled RTE globally. Made instancing work with RTE. Made instancing work with both RTE and shadowmapping.
* Fixed an issue with materials building up in the mesh batch's cache incorrectly
* Implemented gradient indexs attributes for instanced batches. Thismeans, any color ramp based material like the ones we use for filtering now works
* Changed the way compound ids are created for instances, so that less memory is required. i.e chrome is not crashing anymore on particular streams
* Implemented reseting the draw ranges for instanced mesh batches. We no longer double buffer the gradient index buffer. We just create a new one when shuffling, populate it, then copy it over at the end. We're still double buffering the transforms buffer since that one is larger and we might not want to allocate it each time we shuffle
* Removed references of draw groups with ids since we're not doing that anymore. Fixed an issue with mesh batches where the material cache would keep piling materials incorrectly
* Several issues with selective transformations on instanced batches fixed.
* Added default null materials for instanced meshes both with and without vertex colors
* Got rid of the patched InstancedMesh because it was ridiculously slow. Instead we're now computing the scene box using our acceleration structures where available and three.s boundingbox where not available
* Minor, yet big regression fix
* Fixed regression
* Exported some extra types
* WIP on instanced balancing
* Instanced objects under a certain threshold now get batched together as regular mesh batches
* Forgot to update the rvs aabb
* Unified instanced and non instanced batch creation. Instances which do not qualify for instanced batching anre now mixed together with the rest of the non instanced batched objects
* Added some timing information to instanced batches
* Fixed an issue with zooming in on objects not working in the selection extension. Fixed an issue with object picking failing due to fp precision for objects right at the edge of the clipping volume.
* Removed logs
* Update stream moving via UI
* Removed the priority argument from loadObject since it's not needed anymore
* Updated LegacyViewer
* Fixed an issue with API 2.0 where the legacy form of transforms with only an array of values as the matrix would not work
* Updated FE1 viewer package to latest before API 2.0
* Disabled selection when measurement mode is on
* Updated ibl params updating
* Fixed an issue with measurement text not showing up
* Logs
* lockfile
* RadioGroup & Initial UI for Measure
* Add option to Panel to allow actions to move to bottom
* Typo
* Add count to precision
* Add enable, snap and type api integrations
* Update Units WIP
* Add precision update
* Update v-tippy name
* Updates
* New design
* Better darkmode radio. Keystrokes.
* Styling fixes. Fix select mount-menu-on-body
* Fix ts bug
* Show label in Select for units
* Update shortcut to D
* Small design changes
* Small tidy ups
* WIP New Measurements Helper State
* Fix build erros
* Remove viewer import from shared
* Delete WIP
* Fix delete
* Fix close button on measure mode
* Measurement nullable
* Updates from PR
* Seperate measurements into measurementsEnabled & measurementOptions
* Update state.ts
* Update ts bugs
* Updates to RadioGroup
* Use ctx.updateArgs
* Replace RadioGroup with Radio - More consistent with existing inputs
* Update FE2 to use new Radio
* Fix circleci fail
* Fix build
* Fix wrong initial state for vertexSnap
* Adjust type to measurement
* Use Lodash isEqual
* Fix bug where units don't update
* Remove double input
* Fix server error in data.ts
* Revert change around useEqual
* fix(server): viewerState sometimes reporting wrong isOrthoProjection value
* feat: more resilient viewerState read/write
* feat: more resilient viewerState read/write
* fix(fe2): dashboard not showing empty state properly
* fix(fe2): weird thread opening/closing behaviour
* feat(cli): specifying token for commit download
* fix(fe2): selection not being set for opened threads
* Fixed an issue with curves doubling up on geometry and also not being selectable after the last filtering changes. Added the options to make lines transparent. Added lines to diffing
* Points now are diff-able and support proper visual diff-ing. Visual diff filters are now chosen internally by the Differ. Fixed an issue with LineBatch and transparency
* Implemented PLAIN visual diff mode, where all objects keep their original materil, but opacity is manipulated via the diff time. Added API member function to switch between the PLAIN and COLORED visual diff modes
* feat(fe2): diffs wip
* Diffing fixes for instances and blocks. Things seem to be working fine, but there are some caveats. Additionally, some older issues were fixed and diffing now works better on all the rest of the streams
* feat(fe2): de-dupes diff results
* feat(fe2): wip diffs
* feat(fe2): diff transparency goes from 0 to 1
* feat(fe2): diff results display work
* feat(fe2): diff results display work
* feat(fe2): diff panel work
* feat(fe2): diff work: various display changes, coloring toggle, selection logic, selection object display wip
* feat(fe2): diff work: cleaned up old/new version, fixed minor bug in viewer diff time when swapping color mode
* feat(fe2): diff work: implements custom selection logic and selection display for modified objects (they come in pairs now)
* feat(fe2): diff minor fix in selected object display
* feat(fe2): wip; trying to fix diff order to be consistent (ordered by date)
* feat(fe2): wip, broken state right now
* feat(fe2): fixes scrollbars in viewer
* feat(fe2): fixes slider sync with diff time
* feat(fe2): WIP syncs of diffs (threads, refreshes, etc.)
* feat(fe2): diffing polish
* speckle shared fix
* speckle shared fix
* more bugfixes
* linter fixess
* more CI fixes
* fix viewerState serialization
* more linting fixess
* template fixes
* moving tailwind classes to theme package
* migrated away from diffString + simplified postSetup
* moved diff new/old version resolution to use state.resources
* cleanup
* updating url threadId & diff command correctly
* minor improvements to diff state
---------
Co-authored-by: AlexandruPopovici <alexandrupopoviciioan@gmail.com>
Co-authored-by: Kristaps Fabians Geikins <fabis94@live.com>
* fix(fe2): unfollow on camera move
* WIP new state hydration function
* WIP sync state
* minor cleanup
* fix coloring not being tracked
* fix for post thread close camera pos restore
* supporting duplicate users
* preventing guest commenting + state reset fixes
* fixed guests not receiving viewer comment updates
* post-thread creation opens new thread
* removing gap between 'X is typing' and bubble appearing
* reset filters will also reset colors now
* fixed thread full context
* camera reset fix
* thread reset fix
* fixed router concurrency issues
* followed user avatar fix
* TONS OF DEBUGGING FOR ROUTER QUEUING
* removing queued routing debugging stuff + disabling spotlight cancelation
* WIP async URL updates
* missing authLogger fixed
* fix for broken projection
* fix for bubbles positions not updating correctly
* queued routing cleanup
* fixed spotlight mode disabling unnecessarily
* added back stoplight stop on ctrl
* undid spotlight debugging