* handle Plane in get_autocomplete_snippet to fix missing default plane value for offsetPlane
* adds test for offsetPlane default plane value
* cleanup test
* use XY instead of XZ for default plane
* add rust test for offsetplane autocomplete
* remove playwright test for offestPlane, as it has rust test now and there are autocomplete tests already
* First pass at consistency in modelingMachine codemods
* Add 'no kcl errors' guard instead of if check for all the existing ones
* Add more commands and improve consistency
* Add comments
* Fix test with old kcl that was showcasing the very behavior we're trying to fix
https://kittycadworkspace.slack.com/archives/C07A80B83FS/p1747231832870739?thread_ts=1747231178.515289&cid=C07A80B83FS
* Add test for sketch and helix
* Remove guard use and move hasErrors check closer to updateAst calls
* Revert "Remove guard use and move hasErrors check closer to updateAst calls"
This reverts commit 868ea4b605.
* Remove toasts from guards
* Remove some scene.settled calls
* Lint
* More shaky fixes
* Clean up and more test fixes
---------
Co-authored-by: Frank Noirot <frankjohnson1993@gmail.com>
* Add a Stop command that does a bit of cleanup in the engineStateMachine
* Major network code startup refactor; backoff reconnect; many more logs for us
* Save camera state after every user interaction in case of disconnection and restoral
* Translate basic WebSocket error numbers into useful text
* Add a RestartRequest event to the engineCommandManager
* Adjust for a rebase
* Add E2E test for stream pause behavior
* Fix snapshot test
* fmt, lint
* small issue
* Fix tests
* Fix up idle test
* One last fix
* fixes
* Remove circ dep
* fix test
* use a const for time
* TEST -> isPlaywright instead
* whoops
* fix: symbol replace text box dark mode contrast (#6827)
* fix: symbol replace text box dark mode contrast (#6827)
* correct fix for rename popup white text on white background #6827
* correct fix for rename popup white text on white background #6827
* added comments explaining the change
---------
Co-authored-by: rajgandhi1 <rajgandhi9952@gmail.com>
* Make the Reset View button do the same view_isometric behavior as load
Just copying some logic from the EngineStream code to make that button
behave the same way: old initial camera position while in Playwright,
isometric view for normal users.
* Move duplicate code into shared `resetCameraPosition` function
* Fix lints
* Keep test toast messages around for longer
* Check for at least two locators
I wasn't able to reproduce, but it's possible one stuck around from a previous test.
* Fix "include settings" setting to have an effect
I'm not sold on if we should have this setting, but this fixes it for
now. The issue is was that the new callback actor approach was using a
stale version of the settings every time it received an "update" event:
JS closure problems. Now it receives the new settings as an event
payload.
* Update src/machines/settingsMachine.ts
---------
Co-authored-by: Pierre Jacquier <pierrejacquier39@gmail.com>
* Restore the native file menu tests
* fix: saving off progress
* chore: making progress cleaning up these verbose tests and improving app logic for e2e
* chore: rewriting tests
* fix: reworking application logic for file menu in the scene and e2e scene file menu test
* chore: updating more e2e tests
* fix: updated all the tests, auto fixers
* fix: trying to improve tests within E2E, they aren't failing locally even with --repeat-each=10
* fix: application logic has a bug that you can navigate instantly but the scroll to view code will not trigger which breaks end to end tests
* fix: improving E2E tests
* fix: fixing clipboard typo
* fix: porting test() for each native file menu to a test.step to speed it up
* fix: auto fixes and console log helper function for playwright runtimes
* fix: more cleanup
* fix: trying to fix these...
* fix: got the tests working
* fix: addressing PR comments
* fix: trying to stablize the tests
* fix: auto fixes
* fix: trying to make it the command name and not arg? could be a source of race condition if the input is not written fast enough?
* fix: maybe because this close locator was running too quickly?
* fix: panic timeout, classic
* fix: these are gone
* fix: shorter waits
---------
Co-authored-by: Kevin Nadro <kevin@zoo.dev>
Co-authored-by: Kevin Nadro <nadr0@users.noreply.github.com>
Co-authored-by: Pierre Jacquier <pierrejacquier39@gmail.com>
* Display NodePath in artifact graph mermaid charts
* Update output
* Change node path display to be only comments
* Update output
* Update output after rebase
Avoid using revolve for now
When we moved to concurrent execution of KCL modules, we begun to see an
error we never fully understood, and because it was pretty hard to
trigger, we wound up never being able to fix it. Today we were able to
track it down to the `revolve` call here.
Specifically, the problem is triggered when we're doing a "Full Revolve"
(e.g., `angle = 359.999999` passes, but *not* `angle = 360` or the
default, as it is in `main`), and concurrently executing modules will
see something weird happen with `getNextAdjacentEdge`.
From all the smoke I believe this happens only when we are doing a *full
revolve*, *AND* we're executing other modules which are calling
`getNextAdjacentEdge`.
When the `revolve` is present, we can lose the race in *either*
`talk-button.kcl` OR `case.kcl`.
If I move back to single-threaded execution OR I add imports to sequence
things carefully, I can get the tests to pass. If the revolve is an
`extrude` or not a full revolve, it works fine.
My best guess is that it seems like the world got flipped upside down or
something, such that "next edge" has a different orentation for two
calls. My even further guess is that inside `revolve` we mutate
something connection-global such that it alters the intepretation of
calls made during the revolve implementation's "critical section".