Commit Graph
8 Commits
Author SHA1 Message Date
Andy Dixon 76c846fdce Walk and fly through the city
Adds walk and fly cameras alongside the helicopter view, switched with
1/2/3 or the city toolbar. Walking uses mouse-look with pointer lock
(or drag), WASD, Shift to run and circle-vs-footprint collision with
sub-stepping so long frames cannot tunnel through buildings; flying
follows the view pitch with Space/C for altitude and clears low roofs.
Double-clicking a street drops you there with an animated descent,
facing the longest open street. A crosshair names the building ahead
(E or click inspects it), the address bar shows the folder you are in,
and a minimap shows your heading and teleports on click.
2026-05-23 14:33:00 +01:00
Andy Dixon 3036763d08 Show blank source lines as blank
highlightSource returns a 'No preview available' placeholder for empty
input, so every empty line in the source viewer showed that text.
2026-05-10 18:11:36 +01:00
Andy Dixon ae8b0a6b80 Add City mode: codebase laid out as streets and buildings
city.js lays the directory tree out at human scale: top-level folders
become districts separated by 18 m avenues, nested folders become
blocks with narrower streets and raised pavements, and files become
buildings whose footprint follows their lines and whose height follows
their complexity. The squarified treemap moves into city.js and is
shared with the landscape.

The renderer gains a second instance layer with per-instance kind,
code-atlas rectangle and selection flag, a helicopter camera in metres,
screen-to-world rays, and geometry lookup per mode. City mode supports
orbit, pan, dolly, ray picking, focusing a building and district names.
Node tests cover layout invariants, heights, ray/box hits and the
spatial index.
2026-05-10 15:50:23 +01:00
Andy Dixon e7627c8877 Texture 3D roofs on the GPU and draw the grid in WebGL
The overlay used to clip and affine-map a code texture onto every
visible roof and punch every roof out of a 2D ground grid each frame
(about 13,600 saves and 6,800 clips per frame on a 1,676-file repo).

The existing code overview canvas already matches the world layout, so
it is uploaded once as a mipmapped texture and sampled by the roof
shader. The overlay now only draws sharper text for the few roofs close
enough to magnify that texture, and the grid is a WebGL line pass. The
vertex shader emits a real clip-space w so the texture is perspective-
correct; screen positions are unchanged. JS and canvas time per 3D
frame fell from 284 ms to 27 ms in the same profile.
2026-05-02 14:44:09 +01:00
Andy Dixon de3dbf8601 Redesign the interface
Deep blue-black theme with a violet-to-cyan accent, frosted floating
panels, self-hosted Inter, a welcome screen with a call to action, a
card-style inspector, accent tabs and toggles, animated progress, and
a restyled open dialog. In 3D the WebGL walls are now lit per side
with a darker foot so buildings read as solids, and the canvas clears
to transparent over the new background. Renamed to CodeNavigator.
2026-04-12 15:04:26 +01:00
Andy Dixon 186f99f436 Start map drags only on the canvas
The viewport's pointerdown handler captured every press inside it,
including presses on floating buttons, so the resulting click could be
retargeted to the viewport and never reach the button.
2026-04-11 13:58:36 +01:00
Andy Dixon 09b57f7afa Offer GitHub sign-in in the frontend
The load dialog shows the GitHub account state with sign-in, sign-out
and repository-selection links. A clone that needs authorisation shows
a Sign in with GitHub or Grant repository access button, and the
repository is resumed automatically on return from GitHub.
2026-03-15 09:52:44 +00:00
Andy Dixon 5816dea6b1 Add Go HTTP/SSE API server with embedded frontend
Implements the API routes (jobs, progress events, snapshots, search,
entities, source delivery with release) to net/http and serves the
static frontend from the same binary on the same origin.
2026-01-25 09:10:28 +00:00