Redesign the asset Library around projects and lineage - #249
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Rigged models (from the rigging extensions, or any GLB with clips) render frozen in bind pose today: the viewer loads the glTF but never creates an AnimationMixer, so the clips it just parsed never run. That reads as a failed rig rather than a missing feature. Create a mixer for models that carry clips, tick it from useFrame, and dispose it with the model. When a file carries more than one clip, offer a small picker so each motion can be reviewed without leaving the app. Co-Authored-By: Claude Fable 5 <[email protected]>
Asset rows now render their pre-rendered <name>.thumb.png beside the filename instead of showing bare text, falling back to the existing text-only row when no thumbnail exists. The Library panel can also be resized by dragging its edge, with the chosen width persisted across restarts.
…' into feat/desktop-ergonomics
npm ci fails on main because the committed lockfile is stale against package.json; npm install (what upstream CI itself falls back to) brings it back in sync. Committing the result so ci is usable again on this branch. Co-Authored-By: Claude Fable 5 <[email protected]>
Ctrl/Cmd with +, -, or 0 now scales the whole window like a browser, clamped to [-2, 4] and persisted to <userData>/ui-zoom.json so it survives restarts. This extends the existing before-input-event handler (where the macOS quit shortcut already lives) and calls webContents.setZoomLevel directly, deliberately not CSS zoom: a CSS transform scales the rendered pixels without telling the 3D viewport, so pointer math there (raycasting, gizmo dragging) goes wrong as soon as the page is scaled. Co-Authored-By: Claude Fable 5 <[email protected]>
The panel's resize handle was a 1px strip with no resting affordance — easy to miss entirely. Widen it to 2px with a visible resting tint plus a stronger hover/active highlight, mark it up as a proper separator (role, aria-orientation, title) matching the Library panel's handle, raise the width cap from 520 to 900 so wide parameter forms have room, and persist the chosen width to localStorage (modly-panel-width) the same way the Library panel already remembers its own width. Co-Authored-By: Claude Fable 5 <[email protected]>
- Parameter labels used a truncating 5rem column that clipped anything longer than a couple of words; widen it to 8rem and let it wrap. - The prompt textarea was a fixed 3-row, non-resizable box; make it 14 rows by default and user-resizable (resize-y, 14rem min-height). - Say plainly which Generate inputs are required vs optional: "Your sketch or photo -- required" and "Extra details -- optional". - Add a text param type (a plain input, unlike the existing string type folder picker) so free-text fields like the exporter new name, project, and tags params render as usable text boxes instead of falling through to a numeric input. - Render clickable tag-suggestion pills beneath any tags param: slugified words from that node typed name/project fields, plus a small fixed game-asset vocabulary, deduped and capped at 10. Clicking a pill toggles it in the comma-separated value; no network calls. Co-Authored-By: Claude Fable 5 <[email protected]>
The clip picker was a raw select mounted via drei Html at the model origin, recreating the whole AnimationMixer every time the clip changed (a hard cut, not a blend) and easy to lose behind the scene. Replace it with a proper bottom-left overlay component (MotionBar), matching the existing ViewerToolbar/stats-overlay idiom: - The mixer and active AnimationAction now live for as long as the model does; switching clips fades the old action out and the new one in over 0.25s instead of recreating anything. - GltfMeshModel reports its clip list up to Viewer3D (the same onStats/onObject callback pattern already used here), which owns the active index and renders MotionBar as a plain sibling of the Canvas. - Zero clips renders nothing, exactly one clip shows its name read-only, more than one gets a labelled dropdown plus a Next button that cycles with a cross-fade. All playback loops. Co-Authored-By: Claude Fable 5 <[email protected]>
The built-in exporter named every file export-<epoch-ms>.glb, so a folder of work told you nothing. Add three optional params: model_name (used to slug the file name, falling back to a dated model-YYYY-MM-DD-HHMM name), project (files land under Exports/<project-slug>/ so a game groups together instead of one long list), and tags. Output is always <slug>-<4-char-unique>.<ext> so re-exports never collide. Tags are the operator typed list plus what the file itself can tell: rigged (has skins), animated plus clip-<name> per animation, textured, and one of low-poly/mid-poly/high-poly by triangle count, plus the project slug. Tags are written both as a <file>.tags.json sidecar and embedded under the glTF asset extras (extras.modly), so they travel with the file either way. Ported from the already-working implementation at /mnt/tank/modly/app/extracted/resources/builtin-extensions/mesh-exporter on the operator machine. Co-Authored-By: Claude Fable 5 <[email protected]>
The agent had no idea what was actually on screen beyond a mesh path and triangle count -- it couldn't tell you which clip was playing, what the model was named, or what game it belonged to. Extend both ends of that pipeline: - ChatPanel now mirrors the viewer's selected clip and full clip list (Viewer3D reports them into appStore alongside the existing meshStats/meshSelected pattern) into the /agent/chat context, so requests like "make the stroll slower" resolve without re-asking. - agent.py resolves the current mesh's name/project/tags from its .tags.json sidecar, falling back to the GLB's own embedded extras.modly when no sidecar exists, and renders them into the system prompt in the same style as the existing scene-context lines. Lineage: when mesh-exporter's input traces back to an existing workspace asset, record derived_from in the sidecar -- the source's workspace- relative path plus its name if it had one. The workflow runner threads a sourceAssetPath through NodeOutput/ProcessInput from wherever a mesh first resolves (the Load 3D Mesh node) down to whichever node eventually exports, so multi-step chains still carry it. Re-deriving from an already -derived asset keeps just the immediate parent plus the chain's root (read from the parent's own derived_from, if any) instead of growing an unbounded list. Surfaced in the chat context alongside name/project/tags. Also fixes an open question: the rig-and-animate extension's "Describe the movement" param sets multiline: true, a flag ParamField never checked -- it fell into the plain "string" case and rendered as a single -line input with a stray folder-browse button. ParamField now renders any multiline-flagged param as a resizable textarea (matching the existing "Extra details" box), independent of its base type. Co-Authored-By: Claude Fable 5 <[email protected]>
Search now force-expands every section that contains a match instead of requiring a manual Show click per group, and clearing the query falls straight back to whatever was collapsed before (collapsedSectionKeys is never mutated by the search itself). The listing area now flexes to fill a resizable popup instead of being capped at max-h-64 (roughly 3-4 rows) - a new bottom-edge drag handle mirrors the existing width handle, with its own clamp/persist pair so the height survives restarts the same way the width already does. Also fixes the search input rendering as an oversized box with the placeholder vertically centered in the middle of it - a known Chromium input[type=search] quirk, fixed with appearance-none like the rest of the app's inputs effectively already assume.
The panel width floor, default, and ceiling were all far too small (260/320/560) for a panel that is now full-height - a thumbnail, a readable name, its full workspace path, and its type badge could not share a row without truncating. Raised to 380/640/960 and, since the floor moved too, a panel already dragged down toward the old 280px-ish minimum on a prior run now clamps back up to something usable on the next launch instead of silently staying cramped. Selecting a Library row and then separately clicking "Open selected asset" is gone as a required two-step. A row click now selects and opens in one motion via a shared openLibraryEntry() helper; the button stays as a secondary affordance (useful to retry after an error) but is no longer the only path. Non-openable entries still just select and show their reason, same as before. Hover previews: on hover, a row with a rendered preview manifest swaps its static thumbnail for a looping WebP clip, with a small mini-select control to cycle clips when more than one exists - lazily fetched and cached per row, never fetched for rows with no manifest. This reuses the existing workspace:library:thumbnail IPC channel rather than adding a parallel one: an optional previewClip request field fetches a named clip's WebP instead of the static thumbnail, and the default (no previewClip) response now also carries the manifest's clip list when one exists. The manifest's file field is trusted only as a filename (basename-only) and re-resolved through the same normalizeWorkspaceAssetPath guard every other workspace read uses, so a malformed or stale manifest can never point outside the asset's own directory. No preview manifests exist yet (that pipeline is separate, in flight elsewhere) so today this is inert: previews stays empty and every row behaves exactly as it did before this change.
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Review first
This is the third Library pass and is intentionally stacked on #248. The new work is the single commit
2981df2; review that commit first rather than re-reviewing the #247/#248 foundation.The highest-value review points are:
electron/main/artifact-registry-service.ts: reads and validates<model>.tags.json, indexes the generatedDefault/model root, and keeps every linked path inside the workspace allowlist.src/areas/generate/assetLibraryUi.ts: builds project groups and lineage families from metadata, applies semantic filters, and keeps recent-first sorting.src/areas/generate/GeneratePage.tsx: renders 160px gallery previews, persistent named clip controls, the compact list alternative, and expandable version families.The main behavior change at the trust boundary is allowing
Default/alongsideWorkflows/andExports/. It uses the same normalization, traversal rejection, projection checks, and open-path validation as the existing roots.Operator outcome
derived_from.rootinto one version family, with Latest and Older rows on demand.On the current operator workspace this presents 117 models as 116 families. The real lineage joins the generated root to its
workflow-probesexport, and the Animated filter returns nine families.Verification
npm install && npm run buildnpm run lintnpm test(23 Python tests, 51 focused Node tests, 40 additional Node tests)npm run packageapp.asarintoresources/app/, and retainedapp.asar.orignvidia-smiand the runtime log