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Preview: don't pin a point before an image is shown - #274
Follow-up to #273, from CodeRabbit's review there. Switching the mode or turning Top on or off clears last, so no image is shown until the next render arrives. During that gap, a click on the input overlay went through toImage with a 1×1 fallback and toWorld with a 0×0 image, and pinned a point near the camera instead of where you clicked. Click-to-lock now waits until an image is shown.
The branch carries a no-op merge of its earlier, already-merged history, so it could be pushed without rewriting history. The diff against main is the one line.
…s coarse first
Zooming or panning a slow preview (a vanilla-sized density function, say)
showed nothing until the pointer stopped, then several seconds more:
- The viewer sends a render every frame of a drag, and the worker started
each one, rebuilding its sampler (and re-registering every vanilla bundle)
before finding it stale. It now lets queued requests arrive first and
starts only the newest, skips re-registering when nothing changed, and
keeps the last built noise, density function or random state.
- The image on screen now follows the camera with a CSS transform (and its
grid with it) until the new render replaces it. Hover readouts, the pinned
point and clicks map through that transform to the image's own pixels.
Pointer input moved to a layer over the whole box, so a drag can start
where the moved image left a gap.
- Noise, density and biome maps that will take over 200 ms render a quarter
resolution pass first (and a half one when over 1.5 s), sent as partial
frames with a step the viewer scales by.
On a density function of overworld/sloped_cheese in headless Chromium, the
first image after releasing a drag went from about 6 s to 0.2 s.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AX3Tsz7uWdGNhKdk7UdNga
Right after a mode or top-down switch clears the image, a click mapped
through a 1x1 fallback and pinned a point near the camera.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AX3Tsz7uWdGNhKdk7UdNga
MinecraftMetascript/mms#273: Changes pointer mapping and image display behavior in the preview, which also affects how clicks can pin a point.
Suggested reviewers: claude
Merge Risk: Low · previous review 4c468
The change prevents pinning a point before an image is shown. In a narrow timing window after a mode or Top change, a late response from the previous view can still allow a click to pin a point. Impact is minor, and a one-line fix covers it.
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Title check
The title "Preview: don't pin a point before an image is shown" matches the change. The diff gates the pointer-up click handler so it sets or toggles the sampled-point lock only when a rendered result…
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Explanation
The title "Preview: don't pin a point before an image is shown" matches the change. The diff gates the pointer-up click handler so it sets or toggles the sampled-point lock only when a rendered result (last) exists. The PR objectives describe the same goal: a click during the gap before the next render could pin a point using fallback dimensions. The title names the main behavior change and is specific enough for a teammate scanning history.
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A rabbit taps the preview screen, It waits until a frame is seen. Then locks the sampled point in place, With careful paws and measured grace. The rendered image leads the way, And guides the click to lock today.
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Actionable comments posted: 1
Fix comments: Fix CodeRabbit comments on this PR
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Inline comments:
Review comments at @packages/preview/src/preview/Preview.svelte:
- Line 984: Update setMode and setDown to increment seq synchronously whenever
they clear last, before scheduling the next render request, so responses from
the previous view are invalidated and cannot restore stale render state used by
the pointerup guard.
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A 3D image can still be on screen just after switching to a 2D mode; its
isometric view isn't a 2D mapping.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AX3Tsz7uWdGNhKdk7UdNga
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Requested by Brian · project thread
Follow-up to #273, from CodeRabbit's review there. Switching the mode or turning Top on or off clears
last, so no image is shown until the next render arrives. During that gap, a click on the input overlay went throughtoImagewith a 1×1 fallback andtoWorldwith a 0×0 image, and pinned a point near the camera instead of where you clicked. Click-to-lock now waits until an image is shown.The branch carries a no-op merge of its earlier, already-merged history, so it could be pushed without rewriting history. The diff against main is the one line.
Generated by Claude Code
Summary by CodeRabbit