Merge remote-tracking branch 'origin/main' into feat/comment-people-mentions

# Conflicts:
#	ROADMAP.md
#	crates/engine/src/cmd/comment.rs
#	crates/engine/src/comment_mentions_tests.rs
#	docs/collaboration-parity.md
#	docs/roadmap.md
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bflatastic
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Workspace lints deny `unwrap`, `expect`, `panic!` and friends in shipped code; `unsafe_code` is
forbidden. `figcraft_engine::guard` turns a panicking command into an error and rolls the document
back; the desktop app also guards each UI frame. Junk-parameter sweeps run every command with bad
back; the desktop app also guards each UI frame. The browser build can't catch a panic (wasm32 aborts), so there a panic stops the page and its panic hook keeps the files with unsaved changes in local storage for the next page. Junk-parameter sweeps run every command with bad
input.
## Revision history
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# Hardware and platform parity
> **Last reviewed:** 2026-10-10 · **Last updated:** 2026-10-30 · **Change:** minor (the portable Windows zip keeps its settings, recovery copies and plugins in `config\` beside the executable, starting with an installed copy's preferences; the window starts on other graphics when its first ones fail before the first frame: Direct3D 12 compiles with FXC and no device compiles wgpu's indirect-validation shaders, then Vulkan, OpenGL and lower requirements on the power-saving GPU (#965, #1438); large images on the canvas draw from a smaller copy, so two 16k images no longer lag (#1483); macOS: the Quit menu and ⌘Q ask about unsaved changes (#857); egui/eframe 0.37 dependency migration; hidden-window screenshot deadlines; zoom previews; hidden windows answer control requests; macOS file opening, the Windows start-up message, Linux packaging; copy and paste in the browser; Windows QA pass; Display P3: gamut warning and soft-proof (true P3 blocked upstream); several windows; pen pressure for the Pencil and brushes on Windows and from browser styluses; macOS: quitting ends the process once everything is kept, avoiding the Touch Bar teardown crash (#781); Linux and BSD clipboard: images under Wayland, reads time out; minimised windows under Wayland; window controls on Wayland without server decorations; canvas textures on device pixels; copy and paste in the browser; Windows QA pass; Display P3: gamut warning and soft-proof (true P3 blocked upstream); several windows; pen pressure for the Pencil and brushes on Windows and from browser styluses) · **Target:** Figma Design (desktop app 126.10.7)
> **Last reviewed:** 2026-10-10 · **Last updated:** 2026-10-30 · **Change:** minor (in the browser an internal error that stops the page keeps its unsaved files, which open again on reload (#1123); the portable Windows zip keeps its settings, recovery copies and plugins in `config\` beside the executable, starting with an installed copy's preferences; the window starts on other graphics when its first ones fail before the first frame: Direct3D 12 compiles with FXC and no device compiles wgpu's indirect-validation shaders, then Vulkan, OpenGL and lower requirements on the power-saving GPU (#965, #1438); large images on the canvas draw from a smaller copy, so two 16k images no longer lag (#1483); macOS: the Quit menu and ⌘Q ask about unsaved changes (#857); egui/eframe 0.37 dependency migration; hidden-window screenshot deadlines; zoom previews; hidden windows answer control requests; macOS file opening, the Windows start-up message, Linux packaging; copy and paste in the browser; Windows QA pass; Display P3: gamut warning and soft-proof (true P3 blocked upstream); several windows; pen pressure for the Pencil and brushes on Windows and from browser styluses; macOS: quitting ends the process once everything is kept, avoiding the Touch Bar teardown crash (#781); Linux and BSD clipboard: images under Wayland, reads time out; minimised windows under Wayland; window controls on Wayland without server decorations; canvas textures on device pixels; copy and paste in the browser; Windows QA pass; Display P3: gamut warning and soft-proof (true P3 blocked upstream); several windows; pen pressure for the Pencil and brushes on Windows and from browser styluses) · **Target:** Figma Design (desktop app 126.10.7)
How FigCraft uses hardware and which platforms it runs on, against Figma. Figma's desktop app is
Electron with a GPU helper process; its canvas renders on the GPU (WebGL, with WebGPU rolling out
@@ -44,13 +44,14 @@ Nothing has been timed against Figma on the same document (needs `.fig` import).
| Windows x64 / arm64 | desktop app | `.msi` and portable zip for x64, x86 and arm64 | built in CI; Windows: QA pass done 2026-10-11, findings in PR. Draws with Direct3D 12 (FXC shaders) or OpenGL; when the graphics fail before the first frame it starts again on Vulkan, then OpenGL, then the power-saving GPU with lower limits (#965) |
| Linux | none (browser only) | AppImage, `.deb`, `.rpm`, Flatpak, tarball, x86_64 and aarch64; riscv64 tarball | CI tests run here. Clipboard (also the BSDs): reads run on a helper thread that gives up after 2 s, and images copied in other apps paste under Wayland through the data-control protocol (#693). Under Wayland the app can't tell its window is minimised, so control requests that need a drawn frame may still wait there (#720). None of this run on a Linux desktop here. On a Wayland compositor without server-side decorations (GNOME) the window gets winit's Adwaita controls (#592: checked by its author in a GNOME Wayland session; KDE not run) |
| FreeBSD | none | tarball | |
| Web | primary (figma.com) | `figcraft-web` (WASM, WebGPU/WebGL2), web zip | no accessibility tree; file access through the browser; copy and paste through the system clipboard (copies written from the copy event, pastes read from the paste event; no pasting images from other apps) |
| Web | primary (figma.com) | `figcraft-web` (WASM, WebGPU/WebGL2), web zip | no accessibility tree; file access through the browser; copy and paste through the system clipboard (copies written from the copy event, pastes read from the paste event; no pasting images from other apps); an internal error stops the page (a panic can't be caught there), but its unsaved files are kept in the page's local storage (about 5 MB) and open again on reload (#1123) |
| iOS / Android | apps: view, comment, mirror prototypes | none (the web build is not touch-first) | 20–40 h for a viewer |
## Revision history
| Date | Change | Summary |
|---|---|---|
| 2026-10-30 | minor | M8, #1123: the browser can't catch a panic, so an internal error stopped the page and lost its unsaved changes. Its panic hook now keeps the files with unsaved changes in the page's local storage (as many as fit, about 5 MB) and says so on the page; reloading opens them again as unsaved files. Numbers unchanged. |
| 2026-10-30 | minor | M1, #1320: settings in portable mode. The settings folder now comes from craft-settings, the suite's rules: `FIGCRAFT_CONFIG_DIR` names a folder (set but empty: none, nothing read or written); a `portable` file next to the executable (next to the `.app` on macOS) puts the preferences, recovery copies and installed plugins in `config/` beside it; otherwise they stay in `FigCraft` in the platform folder, where every earlier version kept them, so nothing moves for an installed app. The Windows portable zip now ships the `portable` file. A portable folder without preferences yet starts with a copy of the platform folder's `state.json` (owner-only, the original left for an installed app), so a portable copy that kept its settings in `%APPDATA%` before keeps them after the update. Checked on Windows 11 with a portable copy beside an installed copy's settings: the first start took them (its name and start screen), a name changed there was kept in `config\` only, and without the marker the app read the installed settings again. Tests: `settings_dir_tests`. Numbers unchanged |
| 2026-10-30 | minor | M1, #965, #1438: "Parent device is lost" at start. Both reports lost the device while wgpu compiled its indirect-call validation shaders, which it builds with every device: on Windows Direct3D 12 took another program's `dxcompiler.dll` from the search path and failed without its `dxil.dll`; Intel Macs' Metal compiler aborts on them. Direct3D 12 now compiles with FXC (part of Windows; `WGPU_DX12_COMPILER` still chooses), and the validation shaders are left out (FigCraft draws nothing indirectly; `WGPU_VALIDATION_INDIRECT_CALL` turns them back on). When the graphics still fail before the window's first frame, the app starts itself again with the next attempt, from a fixed list: on Windows Direct3D 12/OpenGL, Vulkan, OpenGL, then the first again on the power-saving GPU with WebGL2-level device limits; on Linux and FreeBSD the defaults, OpenGL, then lower requirements; on macOS the defaults, then lower requirements. The last failure's message names what was tried; the log names the backend and GPU that drew. `WGPU_BACKEND` is still the one attempt. A restarted app waits up to 5 s for its `--control` port. Checked on Windows 11 with a local build that made the first one, two, three and then all four attempts fail: each fallback opened the window (Vulkan, OpenGL, Direct3D 12 on the integrated GPU) and four failures ended with the message. Not run on the reporters' machines or on macOS. Tests: `graphics_tests`, `startup_tests`. Numbers unchanged |
| 2026-10-29 | minor | Large images on the canvas (#1483): an image shown smaller than its pixels draws on the canvas from a copy scaled down to 4096 or 8192 px on its longer side, the smallest that holds what the screen shows (`figcraft_render::images::shown`), cached beside the image itself in the same 512 MB budget. Two 16 000 × 10 000 images took 640 MB each and evicted each other on every frame that drew both; as copies they take 80 MB together zoomed out and 336 MB at 8192. Moving one over the other went from about 2.1 s a frame to 11 ms zoomed to fit and 15 ms at 30% in the app (debug build). Closer than that, and for tiles, the canvas draws from the image itself, so 100% and closer stay sharp; a view of both at 100% still takes about 2 s a frame, and an image with shadows still decodes in full for them. Exports, thumbnails and every other render are unchanged. Tests: `large_image_tests`. Numbers unchanged |
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