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
Performance roadmap — wave 3 60
PlatformPERF.53 Link to PERF.53Comment on PERF.53 Apps: 29.6 MB of byte-identical files under different URLs across the eight releases, and every new release re-downloads 98 % unchanged files

tools/perf/addons-shared.mjs hashed every file of the eight current releases: 665 distinct contents under 2,163 URLs, 29.6 MB extra on the wire for a person who opens more than one app (cabinetcraft add-on in four apps 5.8 MB, dwg/ 3.0 MB, ifc schemas in four apps 2.3 MB, regs in four 2.3 MB, m3d 1.3 MB, crs-db.json 914 KB three times, host.js / addons.js / libitem.js eight times). Across releases: CadCraft 0.8.1 → 0.8.2 kept 2,084 of 2,127 files byte-identical (158 MB) and every one is re-downloaded under the new version URL; the same for every app and every "Save for offline" re-save (PERF.15). Vendor libraries are fine (one URL each, pinCurrent works). Change: a shared /assets/lib/<name>/<content-hash>/ URL for lib/* copies and shared add-ons (release-app.php pins it like vendor paths; the import map aliases ./dwg/x.js to it), or content-hashed file names so an unchanged file keeps its URL across releases. Both shrink the import map, which lists every file because ?v= busting needs an entry per module (499 entries / 48 KB in CadCraft, 772 / 78 KB in BimCraft per page view; AppBuilds.php:391-397).

CadCraftBimCraftModelCraftMarkupCraftTakeoffCraftCivilCraftDetailCraftPartCraft Site and servicesApp shell Planned 8 – docs/0.9-sessions/perf-wave3/
PlatformPERF.58 Link to PERF.58Comment on PERF.58 Apps: an installed add-on package is relinked from blob modules on every start (hvac 334 ms, plant 756 ms) and ships as base64 JSON

addons.js linkPackage turns each verified package into blob: module URLs every start: hvac 0.9.0 (193 files, 1.8 MB; 2.4 MB as base64 JSON) costs 334 ms per start (link 115, import 55, verify 6); plant 756 ms (import 447). The Ed25519 plus sha256 check is cheap (6 to 11 ms for 100 to 193 files); blob modules get no HTTP cache and no V8 code cache, so the cost repeats on every visit and grows with file count. Change: keep the signature check but serve verified packages from the service worker under a stable /addons/pkg/<sha>/<path> scope (or cache the linked texts and import() a persistent URL) so modules get code caching; stop base64 in the package JSON (binary zip, about 34 % smaller). AddonPackages.php, addons.js, sw.js.

CadCraftBimCraftModelCraftMarkupCraftTakeoffCraftCivilCraftDetailCraftPartCraft App shellSite and services Planned 3 – docs/0.9-sessions/perf-wave3/
PlatformPERF.59 Link to PERF.59Comment on PERF.59 Apps: no service worker until someone clicks "Save for offline"; every repeat visit is a cold start minus the 7-day HTTP cache

app-offline.js:160 registers /sw.js only on the click, and sw.js:46 installs nothing on its own; the PWA manifest promises more than the page delivers. Every visit refetches the 830 to 940 KB app page (PERF.2, PERF.3) and relies on the HTTP cache for the 300 to 500 module files (which Vary: Referer defeats, see the server rows). Change: register /sw.js on every /use page; cache-first for immutable URLs (?v= and pinned vendor/app folders: the worker already knows the rule, sw.js:33-40), stale-while-revalidate for the page; "Save for offline" stays the explicit full copy. Pairs with the shared-URL row (a shared lib URL is cached once for all apps) and the installed-package row.

CadCraftBimCraftModelCraftMarkupCraftTakeoffCraftCivilCraftDetailCraftPartCraft App shell Planned 3 – docs/0.9-sessions/perf-wave3/
Interface roadmap — wave 1 26
PlatformUI.1 Link to UI.1Comment on UI.1 Interface pattern: one slot system every layout maps onto, written down, with a reference mockup

Owner 2026-11-09: our layout efforts do not feel "strong and stable and consistent"; main menu bars, ribbons, panels and footer bars from every mainstream interface must fit one patterned system cleanly. What exists: the layout engine (assets/js/app-workspace.js, 1,050 lines) with 15 block kinds over 12 fixed places (app-workspace-format.js PLACES: top, bottom, left-panel, right-panel, stage-top/bottom/left/right, view-top/bottom, float, none) and six built-in layouts (docked, toolbox, autorev, duncan, vector, sketch), each a data file. The pattern is real but was never drawn or written as a rule book, so each new layout (Duncan, Vector, Sketch) added its own block and its own CSS section. This row: (1) the mockup made today, pattern.html: the slot map, the seven layouts (the six plus the Drafting layout of UI.12) drawn on the same slots, the block families (menu bars, ribbons and tool rows, palettes and panels, bars, overlays, windows) and the consistency rules; (2) a spec docs/INTERFACE-PATTERN.md from it: the places (adding view-corner overlays, UI.10, and windows, UI.2/UI.3), what each family may do in each place, the one tear-off, one "…" menu, one pressed/disabled/hover state, one dialog baseline, one icon set, one keyboard contract, one storage key family; (3) the conformance test (bin/test-app-workspaces.mjs, 12 contract points) gains a point per rule, so every layout in every app is held to the same pattern from then on. Every later row in this wave builds inside this spec; a new block that does not fit it is refused. Owner addition the same day (see UI.21): the pattern is zones and dockable units, a ribbon being tool units docked along the top of the canvas and a palette the same unit docked at a side, the way panels dock, group and collapse in image editors; the mockup and spec state it that way.

CadCraftBimCraftModelCraftMarkupCraftTakeoffCraftCivilCraftDetailCraftPartCraftSuperCad Studio App shell Partly built 2 Owner look at the mockup (docs/0.9-sessions/interface-wave1/pattern.html); the spec is written after that look. docs/0.9-sessions/interface-wave1/SUMMARY.md
PlatformUI.2 Link to UI.2Comment on UI.2 One tear-off: every bar, menu, palette and panel moves to its own window the same way

Today there are four ways to put a piece of the interface in a window: the ribbon has its own tearOff()/dockRibbon() in app-workspace.js (window.open, stylesheet copy, key forwarding, about 60 lines), the toolbox, tool rows and status bar use app-workspace-popout.js popout(), the app panels use app-panels.js (its own ONE "panels window", adoptNode, Window Management API), and the classic toolbar and SuperCad walls use app-toolbar-tear.js and api.tearable(). Each copies stylesheets and theme differently, forwards keys differently and remembers (or does not remember) its window differently; closing behaviour differs too. Change: one window service in the shell (app-windows.js, grown from popout.js) that every piece uses: open from a click, move the nodes (handlers and state go along), mirror <html>/<body> attributes, stylesheets, interface size and icon style, forward keys that are not typing, give the window a title and the app's icon, dock back on close, on "Put it back" or by dragging the grip back over a drop target (UI.5). The ribbon, panels, toolbar and SuperCad code become callers of it. One "…" menu (shell-panel-menu) for all of them with the same entries in the same order: Move to a new window / Put it back / Float / Dock left / right / bottom / Hide. Test: the conformance test tears off every block that allows it and brings it back, in every layout.

CadCraftBimCraftModelCraftMarkupCraftTakeoffCraftCivilCraftDetailCraftPartCraftSuperCad Studio App shell Planned 4 – docs/0.9-sessions/interface-wave1/SUMMARY.md
PlatformUI.21 Link to UI.21Comment on UI.21 One dock manager: a ribbon set becomes a palette and back; any tool group docks to a canvas edge, tabs, collapses, floats or takes a window

Owner 2026-11-09, on the reference at app.draftcraft.a Discord member: "the ability for a RIBBON set to turn into a palette, like in Adobe Photoshop or something similar, where you can dock panels/palettes, and in this particular case we can dock a ribbon to the top of the canvas." The idea: a ribbon group, a tool row, a toolbox group, Properties, the browser, the info box, the command line and a status strip are one thing, a DOCKABLE UNIT; a ribbon is units docked horizontally along the top of the canvas with a tab strip, a palette the same unit docked vertically in a side column, a tabbed panel several units in one slot, an icon rail a collapsed column, a floating palette a unit over the drawing, a window a unit on another monitor. Today each is its own block kind and code path (15 block kinds, four tear-off paths, the panel manager apart from the engine). Change: one dock manager in the shell (app-dock.js, grown from app-panels.js' dock / float / window logic and the engine's regions; SuperCad Studio's SC.2 panels, "everything is a panel that docks, tears off and groups", become a caller of it): zones = the four canvas edges plus the two panel columns, drawn as drop targets while dragging (UI.5); a unit dropped in a top or bottom zone lays out horizontally (the ribbon look), in a side zone vertically (icon + name rows, the palette look), on another unit it joins as a tab, on the rail it collapses to an icon, over the drawing it floats, past the window edge it tears off (UI.2/UI.3). The orientation belongs to the zone, the tools to the unit (format v2, UI.6), so the same Draw set is a ribbon group at the top and a palette at the side. The layout file says, per unit, which zone and in which order; the block kinds become presets of units in zones, so every built-in layout still reads and every adapter still fills them. Conformance: drag the Draw group from the ribbon to the left column and back in every app; a layout saved that way reloads the same.

CadCraftBimCraftModelCraftMarkupCraftTakeoffCraftCivilCraftDetailCraftPartCraftSuperCad Studio App shell Planned 8 UI.1 (the pattern) and UI.2 (one window service) first; UI.5 and UI.6 are built on this. docs/0.9-sessions/interface-wave1/SUMMARY.md
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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