Chamfer, fillet, and edge blend workflows
Solid edge finishing now supports chamfer, fillet, selection-friendly edge blends, box-wide blends, and more reliable holed-face cases.
Edge finishing became a first-class modeling workflow instead of a fragile boolean side path.
- Added chamfer and fillet commands, UI tools, keyboard access, and solid edge picking support.
- Reworked chamfer and fillet execution around native topology rebuilds for more stable results.
- Improved edge blend targeting, cursor feedback, marquee selection, box-wide fillets, and holed-edge cases.
Site context, point clouds, and geospatial imports
Modelcore can now bring site context into the model through point clouds, mesh underlays, terrain, imagery, buildings, and environment panels.
The editor gained a foundation for modeling with real-world context around the design.
- Added LAS/LAZ point cloud underlays, mesh underlays, asset persistence, transforms, opacity controls, and snapshot support.
- Added deterministic geospatial import flows for terrain, imagery, OSM and Overture buildings, and provider-backed site context.
- Redesigned environment panels with location, sun, lighting, and import wizard flows.
Automation and embedded modeling demo
Automation workflows, macro execution, transport adapters, deterministic building recipes, and the homepage embedded demo all landed.
Modelcore started exposing the editor as something agents and demos can drive, not just a manual canvas.
- Added macro-first automation planning, tool schemas, snapshot diffs, command dispatch, and automation UI.
- Added transport adapters and validation so automation can run through stable boundaries.
- Added deterministic wall and opening recipes plus an embedded modeling mode used by the marketing homepage.
Materials and rendering quality pass
Materials, lighting, shadows, smoothing, photoreal previews, and viewport render quality received a major upgrade.
The viewport and material system now carry more of the product experience instead of acting like a thin debug renderer.
- Added durable material bindings, kernel-backed material propagation, texture manifests, UV scaling, and editable PBR controls.
- Added HDRI lighting, shadow improvements, solid edge smoothing, render settings, and a snapshot-driven photoreal preview path.
- Improved render quality, camera depth handling, shadow frustums, and instrumentation for diagnosing visual regressions.
Expanded modeling toolset
The editor gained more direct modeling tools, export paths, and the first built-in plugin tool surface.
The core tool palette grew from basic sketch-and-extrude workflows into a broader CAD modeling surface.
- Added arcs, circles, primitives, sweep, inset, and OBJ export workflows.
- Continued polishing Smart Extrude so face selection, source face snapping, solid routing, and replay behavior stay predictable.
- Added a built-in plugin tool path with the first plugin-hosted modeling tool, keeping durable edits on the command pipeline.
Precision transforms, saved views, and sectioning
Modeling gained a stronger precision transform workflow, dynamic input, arrays, zoom-to-cursor navigation, saved views, and view-only sectioning.
The editor became easier to control precisely across both modeling and navigation.
- Added hybrid transform workflows with gizmo and precision modes, dynamic input, array prompts, and axis constraints.
- Added zoom-to-cursor navigation, zoom selected, zoom extents, and more predictable orbit and camera behavior.
- Added saved camera views, collaborative follow workflows, thumbnail previews, and view-only section boxes.
Scene graph and layer controls
The editor gained a stronger scene graph, layer visibility, active-layer routing, editable node attributes, and safer selection rules.
Scene organization is now visible and editable from the product, not just encoded inside the model.
- Added layer management, visibility controls, active-layer assignment, and move-to-layer actions.
- Expanded the scene graph panel with editing affordances and command-backed node updates.
- Tightened selection, edit context, and snapshot behavior so hidden or non-editable geometry stays out of the way.
Worker-backed snapping and guides
Snapping moved into the geometry kernel and now supports guides, smarter inference, worker-assisted picks, and cross-instance parity.
Snapping is now much closer to the model itself, which makes drawing, transforming, and editing solids feel more consistent.
- Added persistent guide polylines, guide snapping, grid snapping, and smarter inference for line, rectangle, Push/Pull, and transform workflows.
- Moved pick and snap resolution toward worker and kernel ownership so tools share the same geometric answers.
- Improved cross-instance snap parity, source-face snapping, reference snapping, and sticky inference behavior.
Replay, save, and command durability
Project saves, command execution, replay, worker routing, and high-throughput modeling sessions are now much harder to desynchronize.
Large modeling sessions now have stronger guarantees around what gets saved, replayed, and synchronized.
- Added deterministic command identifiers, selector-first targets, serialized schema versions, and worker-only guardrails for replayable edits.
- Added smart project saves, snapshot dedupe, ordered command mutation queues, and publish throughput handling.
- Hardened failure handling so rejected or failed commands do not silently enter history, saves, or collaboration streams.
Beta access, feedback, and waitlist loops
Modelcore now has a fuller beta funnel, admin review flow, product feedback board, analytics, lifecycle emails, and waitlist delivery.
The beta program moved from a static gate to an operating loop for inviting users, reviewing requests, and learning from product feedback.
- Added beta access controls, approval tools, admin views, and lifecycle email delivery for accepted or waitlisted users.
- Added feedback capture, triage, voting, duplicate handling, and audit-friendly admin workflows.
- Wired product analytics and waitlist delivery so signups, page views, and core product actions can inform what ships next.
Cloud projects and workspaces
Projects moved into a cloud-backed dashboard with auth, autosave, snapshots, thumbnails, sharing, workspaces, and local import/export.
Modelcore grew the project system needed for a real beta instead of one-off local scenes.
- Added authenticated project CRUD, snapshot storage, project routes, autosave, manual save, and save status.
- Added project thumbnails, inline rename, browser search, workspace switching, personal spaces, and team buckets.
- Added local project import/export so users can move models without depending on only the hosted project list.
Realtime collaboration hardening
Project sharing, presence, 3D cursors, solid locks, command log, catch-up, and recovery flows are now substantially more reliable.
Collaboration moved from presence and snapshots toward a command-backed shared editing model.
- Added project sharing, organization access, realtime presence, 3D cursors, and solid edit locks.
- Added command broadcast, ordered catch-up, command log retention, lock-loss UX, room caps, and force-resync recovery.
- Improved reconnect behavior, publish validation, offline drain, and progress reporting for long catch-up sessions.
Solid modeling kernel hardening
The geometry kernel gained stronger topology, solid booleans, face reconstruction, half-edge storage, and fail-atomic solid edits.
The biggest internal product investment was making solid modeling behave more like a CAD kernel and less like mesh editing.
- Added solid registries, selection indexes, face regeneration, Planar Graph and Half-Edge topology, and more reliable boolean operations.
- Improved holes, imprints, through-cuts, island extrusion, split faces, face ownership, and topology validation.
- Hardened solid edits so failed operations roll back cleanly instead of leaving broken or half-mutated models.
Groups, components, and nested edit contexts
Groups and components now support selection, nested editing, make unique, explode, transforms, and context-aware modeling.
Modelcore now has a usable scene organization model for repeated parts and nested assemblies.
- Added group and component creation, selection highlights, edit breadcrumbs, make unique, explode, and keyboard flows.
- Improved nested selection, component instance drawing, cross-definition snapping, and transform behavior.
- Hardened editability rules so tools act inside the active context instead of mutating unrelated geometry.
Browser CAD editor foundation
The first browser-based modeling workflows landed with line drawing, rectangles, selection, inference, face splitting, and Push/Pull editing.
This was the first major step from project scaffolding toward a usable browser CAD editor.
- Added the core line tool, rectangle tool, selection tool, transform gizmo, axis helpers, measurement feedback, and snap inference.
- Added face and edge selection, SketchUp-style Push/Pull, face splitting, line intersections, hole behavior, and undo/redo foundations.
- Introduced the early geometry engine work that made later solid modeling, validation, and command execution possible.