[33-editor-ui] toolbar order, Interact cell, edit-in-game moves stay, FPS + draw calls - #258
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…counter, VR select-then-grip (WIP, proofs running) - E1: default bar = move/rotate/scale, Interact, Play, object list, node editor, Explorer, Animation; a stored record that is still a shipped default migrates (keeps posX/collapsed), a customized bar wins as saved and does not gain Animation (PROMOTED_DEFAULTS) - E2: the Interact <button> cell drops classActive's click-focus ring (focus-visible only) - E3: the play well's hover halves answer `*:hover`, not `p:hover` (the Interact button left two pill-coloured corners beside Play) - Q1: Settings > Interface > Viewport "Show FPS + draw calls" (+ VR settings row): the one FpsCounter in any mode, calls amber > 120 / red > 150 (fpsMeter.callsTier); vrPerfStrip.js head-locked strip in a headset; sceneBudget.noteExternalFrame so XR frames drive the draw-call sampler (the window rAF stops in a session) - E4 (VR half): a SELECTED scenery object (>= 4 m / around the head) is grip-held in Edit; unselected scenery still moves the world; one-time headset hint - tests: vitest fpsMeter + vrGrip; e2e editor-ui-33 (new), controls-roster + vr-grips-by-mode updated — the e2e proofs were still running at this commit (see the lane handover) Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
…(E4) + suite fixes - physics.js: in EDIT, in a GAME scene (state-bound HUD screen or play.simOnPlay), releaseBody PARKS the body (hold 'edit': kinematic at its object pose, skipped by the deviation detector) instead of handing it back to the sim with a throw; leaving Edit (Interact or Play) releases every parked body at rest. A plain physics playground keeps the P-A editor throw. Measured before: Towers 10/44 pieces flung ~47 m, Stars Room 26/49 drifting, the football rolling away once a game ran and the editor went back to Edit. - new suite edit-move-games: the seven games, every object (cap 60) dragged through the gizmo events, fresh AND game-running; parked bodies released on leaving Edit; Interact release not parked (counterfactual). Waves' walking enemies are module-positioned mid-wave (noted, F5). - editor-ui-33: E3 corner pixels chosen outside the FAB and sampled un-hovered; Q1 toggle pressed as an element click. controls-roster: the walk needs a third press past Interact. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
…honestly - FpsCounter: the detail parts are joined by " · " (svelte trimmed the whitespace: "251.2 ms·14 calls") - editor-ui-33: E2 measures the ring where it is DRAWN (an outer box-shadow over the neighbour; layers parsed by colour + size); E3 corner pixels >= 1 px outside the FAB; Q1 tier reads set+read in one page task on microtasks (the live meter republishes per rAF) - edit-move-games: an object a flow/module effect animates (Waves' Goal core) is judged by its BASE pose (suspendAnimation/read/resumeAnimation), and a fresh-load failure names dx/dy Counterfactuals (lanes-30/after-33/33-editor-ui/counterfactual*): with `p:hover` restored the well corners stay pill-grey beside a hovered Interact (E3.1/E3.2 RED); with classActive back on the toggle a rgb(255,213,204) 4px ring paints the neighbour (E2.1/E2.2 RED). The park: the game-running probe before c561f24 measured Towers 10/44, Stars Room 26/49, football 1/60 moved objects not staying (run1/run3.log). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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Roadmap 33, lane
33-editor-ui— items E1 E2 E3 E4 Q1 ofcloud plans/core/lanes/33/user-feedback-2026-10-01b.md.What changed
Controls.svelte:LEGACY_DEFAULT_ROWS,PROMOTED_DEFAULTS).<button>took focus on click and woreclassActive'sfocus:ring-4; its ring is now keyboard-only (focus-visible), so a click looks like every other cell.p:hover; the Interact toggle is a<button>, so they never painted beside it. Now*:hover.physics.js, hold'edit'); leaving Edit releases every parked body at rest. A plain physics playground keeps the editor throw. VR: scenery (>= 4 m, or around your head) was never grip-holdable; a selected wall/floor is now held in Edit (vrGrip.pickGripTarget), unselected scenery still moves the world, and a one-time headset banner says so.FpsCounter(the game shell's); VR:vrPerfStrip.js, a head-locked strip. Draw calls amber > 120, red > 150 (fpsMeter.callsTier). XR frames now drive the draw-call sampler (sceneBudget.noteExternalFrame), which froze in a headset because the window rAF stops.Proof
fpsMeter, extendedvrGrip).p:hoverrestored -> E3.1/E3.2 red;classActiveback on the toggle -> E2.1/E2.2 red (a 4 px ring over the neighbour); the pre-park game-running probe is the E4 "before". Logs:/home/deck/.code/lanes-30/after-33/33-editor-ui/.Not done / owed
move(external hold, then physics) — not parked; would need an additive wire field (F4).🤖 Generated with Claude Code