![]() If a plate is hanging off of a bar (by a clip) at an odd angle, building off that plate is still "in grid" and just works. This means you can rotate a part 45 degrees and then nudge it along its new axis. In the latest code, there is a new mode where rotations and nudges for a part work _relative to its current orientation_. For example, the dentist chair from Assembly Square is murder to model in Bricksmith because it can and should be posed at non-right angles. But this strength has always been a weakness when you get off the grid. LDRAW VS BRICKSMITH CODEI am sitting on one _feature_ that I'd love to ship when we can get the code cleaned up: Bricksmith is very grid-focused - you can really rapidly build something up if it's orthogonal (think 80s style lego town models). LDRAW VS BRICKSMITH MACIf anyone else is/has played with the code and has ideas or fixes for some of the issues or experience with Mac sw development, please ping me - dealing with crazy AppKit regressions is definitely not my area of expertise. It also looks like a side-effect of the clip-zoom issues is that a bunch of things in the culling/LOD system are broken, resulting in lousy performance and sometimes entirely missing buildings - this wasn't obvious for small models but is for large ones. This is not a problem on builds from current tools, so I think I have to fix the clipping/zooming issues. ![]() Cutting a binary from my old machine that (somehow) runs on Catalina, so people can at least use the app until we can get a current compile working.Įdit: it looks like document opening is broken on Catalina (but not Mojave) when a build from legacy dev-tools is used. Getting the current code into good enough shape that a clean build off of source with the latest Apple tools with the latest Apple X-Code actually works or So my goal over the next week is to do one of either: ![]() The thing that drove me to re-examine some of this (instead of procrastinating due to the hurricane of work from my day job) is that I am upgrading my laptop, and in doing so, I will be giving away my last machine that was capable of compiling a shippable Bricksmith (by compiling on the old tool chain). I have not seen Z-thrash artifacts in my own use of the code. On the very newest X-code, code signing seems to be entirely broken and I can't even get a clean build without command-line hacking as best as I can tell the way lsynth is packed into the app package now violates some new code signing rule. This is OS specific, although there are work-arounds you can do on your machine to turn off the security squawks. Code signing/notarization issues - past versions of Bricksmith were not signed and notarized to be compliant with the increased security checks in Catalina and late Mojave. This is OS specific, not tool-chain specific as far as I can tell. Something changed in the perf of the regex thingie Allen was using I have a rewrite of this that fixes this. Very slow search times in the part browser. ![]() This happens when compiling on new tools. This is due to some change in how the scroll and clip views interact - the UI framework is literally "zooming" the GL surface instead of telling us we should draw bigger, resulting in blocky pixels. Incorrect scrolling and zooming, and blocky, pixelated bricks when zooming. No 3-d drawing at all - this can be fixed by setting a clear color to an overlay view, as (I think Travis) observed. ![]() Here's the ones I am aware of and their status: The problem we have with BrickSmith is that Apple's platform SDK is an evolving target, as are the dev tools, and at this point we've picked up some serious bugs and problems due to not keeping up. Allen has not had time to work on the project in quite a while and gave me carte blanche to maintain it, but I too have been really strapped for time. I have been totally AWOL from the LDraw community and Bricksmith dev, but I wanted to poke my head in and let people know where I was at with Bricksmith. ![]()
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