Release planning

CadCraft 1.0 impact map

Every fix and feature lined up for 1.0, and what each one touches: which apps, and which layers of the stack.

ProjectCadCraft
Sheet0.10 impact
Items110
Date2026-11-09
51Fix
22Feature
0Spike
28Platform
0Site ops
8Sanity check
1Decision
≈ 319days in the written 0.10 plans
  • Planned 101 on the plan for the release it is filed under
  • Built 0 built and working in /lab (the dev builds). Whether the public has it is its reach: "in the lab", "Live" (the last gate) or "switched off"; see docs/REACH-LIVE.md
  • Partly built 1 part of it is built in /lab; the rest waits (see "Waits on")
  • Promised 0 the live site already says it is coming
  • Moved 0 moved here from an earlier release or wishlist
  • Found 0 bug found after a release shipped; fixed in a point release or the next one
  • Candidate 3 recommended in a spike or session log; owner to choose
  • Community please test 0 built and in /use; a Discord post gives the steps and the expected result and asks people to try it on their own devices, files or know-how
  • Decision Time 5 a decision, check, file, key, flag or go only you can give; folds into the list once answered

Built means built and working in the lab. Live means the public can use it, and is the last gate: 0 Built · Live, 0 Built · in the lab.

Sheet 1 · impact areas

Where 0.10 lands

How many items touch each app and each layer, by kind. One item can touch several areas, so the rows add up to more than the item count. Pick a row to filter the schedule below.

Impact areaFixFeatureSpikePlatformSite opsSanity checkDecisionAll
Apps
CadCraft 20 17 – 10 – 3 1 51
BimCraft 18 20 – 9 – 4 1 52
ModelCraft 19 20 – 10 – 3 1 53
MarkupCraft 12 16 – 9 – 3 1 41
TakeoffCraft 14 16 – 9 – 3 1 43
CivilCraft 21 18 – 10 – 4 1 54
DetailCraft 15 17 – 9 – 4 1 46
PartCraft 15 17 – 9 – 3 1 45
Studio – 1 – – – – – 1
SuperCad Studio – 6 – 6 – 1 1 14
Layers
Site and services 13 3 – 8 – 1 – 25
Desktop host – 1 – 1 – – – 2
App shell 5 15 – 8 – 2 1 31
App code 23 4 – 3 – – – 30
Our engines 8 – – 1 – 1 – 10
Vendor engines – – – – – – – 0
Drawing surface 3 – – – – – – 3
Help and words 2 1 – – – 1 – 4
Tests and tooling 2 1 – 2 – 3 – 8

Sheet 2 · schedule

Every fix and feature

Grouped by track. App chips carry each app’s layer colour; Studio is in ink. "Waits on" names what has to happen first; the small lines under it say who asked and where the item is written up.

Add an item Fork map (Rust and C++ forks) The roadmap

Issues sync every 10 minutes; last sync Nov 9, 2026 7:00 pm.

ItemWhatAppsLayersStatusDaysWaits onIssues
Interface roadmap — wave 1 26
PlatformUI.22 Link to UI.22Comment on UI.22 The icon library: one drawing for every command, option and shell function in the eight apps, kept as data, the same in every layout and app

Owner 2026-11-09: "we need to create an entire library of icons (a task) that covers all of the application options, so that our icons are consistent regardless of the layout/app." What exists: app-workspace-icons.js holds 114 drawings on a 32-unit grid; about 270 specialist tools had no drawing by the 2026-11-05 count; the shell bar, More menu, panel tabs, status bar, menus and dialogs still use Bootstrap Icons (bi-*) and each app draws some of its own, so one command looks different from layout to layout and app to app. This row makes the library its own thing: (1) an inventory tool (tools/icons/inventory.mjs) reads every app's command registry, its toolbar, menu and toolbox definitions, the shell's bar buttons and panel tabs, Settings and the layout blocks, and writes docs/icons/INVENTORY.md: every command or option id, its apps, its drawing key or "missing"; nothing is drawn before the list exists; (2) the library in its own public repo (getcadcraft/icons, Apache-2.0, like every shared library): one SVG source per icon on the 32 grid with the five fills and two strokes as classes, names.json (key, name, aliases, the commands that use it), and a build that packs the set into app-workspace-icons.js, a sprite for the site and the add-ons kit, and the gallery data for UI.23; a hand edit of the packed file is refused by a check; (3) the drawings, under the UI.13 rules, in batches by app with the owner's look at each batch on the review sheet; shared verbs (move, copy, rotate, trim, offset, measure, zoom, undo) drawn once for every app; the shell's own set (home, find, help, settings, sun and moon, full screen, offline, problems, team, lessons, the AI and the panel buttons); (4) a lint in the release freeze: a registered command without a drawing, a drawing without a name, or a bi-* class left in shell or app chrome fails it; (5) the count in the release note (UI.18) comes from the inventory, never typed. Each app's own drawings are migrated or retired by its session.

CadCraftBimCraftModelCraftMarkupCraftTakeoffCraftCivilCraftDetailCraftPartCraftSuperCad Studio App shellApp codeTests and tooling Planned 10 UI.13 (the owner's drawing rules) first; UI.14 wires the result into every block. docs/0.9-sessions/interface-wave1/SUMMARY.md
PlatformUI.25 Link to UI.25Comment on UI.25 One state language: an action enables or disables menu items, shows and updates panels, and selects on the canvas; every unit follows the same state

Owner 2026-11-09: "remember that actions can enable or disable menu items or make panels show/update as well as selecting objects on the canvas." What exists: every app wires this by hand in its own code: Properties refreshes on the app's selection event, the project tree selects through app code, the command registry (ccInput) knows commands but no enabled or visible condition, menus and toolbars are static until an app toggles classes, contextual ribbon tabs do not exist (UI.11), Problems and the add-ons read their own events. Change: (1) one state in the shell (ccState): selection (ids, kinds, count), mode (model / paper, 2D / 3D), the active view, the current layer and tool, document dirty; the apps publish into it through the host adapter; nothing else writes it; (2) declarations as data: a command, menu item, button, ribbon tab or panel says when it is enabled, visible or shown (enabled: selection.count > 0; visible: selection.kind == wall; show: problems.count > 0) in the registry and the layout file (format v2), never in per-app DOM code; the dock manager applies them: items dim, contextual tabs appear and go (UI.11), panels show or refresh, badges count; (3) the reverse channel: a unit acts on the canvas through the host (select, reveal, highlight), so a Browser row, a Problems line, a schedule row or a search hit selects and zooms to the objects with the same undoable selection the pointer makes; (4) one action path: every button, menu item and shortcut runs the registry command, so one command in a ribbon, a palette, a menu and the status bar has one enabled state and one label; (5) a check (bin/test-shell-state.mjs) opens every app, selects through the host and asserts Modify enabled, Properties updated, the Browser row lit, a declared contextual tab shown, then selects from the panel and asserts the canvas selection. The mockup's demo shows the behaviour (click a wall, or its Browser row). SuperCad Studio's host is the same contract.

CadCraftBimCraftModelCraftMarkupCraftTakeoffCraftCivilCraftDetailCraftPartCraftSuperCad Studio App shellApp code Planned 5 UI.21 (units) and UI.6 (format v2) carry the declarations; each app publishes its state in its own session. docs/0.9-sessions/interface-wave1/SUMMARY.md
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