* fix(figma-api): lay out pending edits before geometry reads
Scripts read x, y, width, height, transforms, and bounds as they were before the script ran until the tool finished and laid out its changes. Figma lays out on read, so a hugging parent reports its new size right after a child is added.
The graph now records the scope of edits outside layout application, and the geometry getters lay that scope out first through the same runner tools use after a call. One recorder exists per graph; a new FigmaAPI starts it afresh because the editor lays out its own edits.
* fix(layout): size each axis on its own, as Figma does
Fill is stored on the child, as layoutGrow along the parent's primary axis and STRETCH across it, with a grid laid out like a row; primaryAxisSizing and counterAxisSizing only fix or hug. A shared layoutSizing helper in scene-graph reads and writes per-axis sizing, and layout, the Figma API, the properties panel, design JSX, DOM/CSS export, and .pen import use it.
This fixes grid children filling both axes when set to fill one, auto-layout children that stretch but kept a fixed size, the Figma API writing Fill to a frame's own sizing (which .fig export dropped), and JSX and HTML exports losing grid and cross-axis fill. Behavior was checked against live Figma, and imported layouts were compared with the geometry stored in material3.fig and nuxtui.fig.
* fix(layout): keep pending edits until laid out and opt out of inherited stretch
A new FigmaAPI cleared the edits recorded on its graph, so after a script failed before its tool laid out its changes, the next script read stale geometry; edits now stay recorded until a read lays them out, and return to the record if that layout throws. Setting a child to Fixed or Hug across a parent that stretches every child left it filling; it now opts out with MIN, as frame presets do.
* build: typecheck the test suites
Tests were in no TypeScript program: no tsconfig included tests/** or
packages/*/tests/**, and bun strips types without checking them, so a
fixture could drop a required field and keep passing until something
read it.
@types/bun moves to the root because it was installed per package only,
and #cli-tests/* joins the paths the root config already carries.
* test: fix the type errors the test suites were hiding
Typechecking the tests turned up 1123 errors. Most were ordinary
strictness, but some were real: `NodeChange` bound to Figma's plugin
typings rather than the Kiwi codec in thirteen .fig tests,
materializeInstance was called with six arguments against five so the
blobs and source children were dropped, CanvasKit pixels were written
to a plain object that never reached WASM, and assertions were made
through accessors that do not exist, so they asserted nothing.
Fixtures that had quietly lost a required field now carry it, nullable
results are narrowed through the existing expectDefined helper rather
than assumed, and stand-ins for CanvasKit and the editor go through one
named helper instead of an unexplained cast at each site.
No test was deleted, skipped, or weakened, and no `any`, non-null
assertion, or ts-expect-error was introduced.
* docs: record what typechecking the tests established
Pins the app program's global types with an assertion rather than a
note, since an unpinned types list lets any root @types package decide
which platform src/** is judged against.
The two environment faults that look like code regressions — Vite's
dependency pre-bundle outliving a package rebuild, and heavy .fig
suites failing under load — go to the development docs, where an
explanation belongs.
* fix: align @types/bun and keep node types resolvable when extended
The root manifest declared a newer @types/bun than every package, which
check:monorepo rejects, and pinning the app program's types left them
unresolvable from a config that extends this one out of tree.
* fix: fail the test typecheck when the compiler itself fails
The gate matched diagnostics by substring, so a compiler or config
failure that named no test file printed a pass while having checked
nothing. Diagnostics are now split by whether they name a file: an
unscoped one is the run failing and stops the gate, a test file's is a
finding, and a source file's stays out by design.
Also drops the parameter planComponentConstruction never read, and
makes the inner-shadow verification script exit non-zero when it
renders no image instead of logging and succeeding.
* chore: merge master into tests-typecheck
* chore: prefer es-toolkit helpers and lint the mechanical cases
AGENTS.md now names the es-toolkit helpers to reach for instead of hand-written equivalents, and the exceptions: a single clear native call or a measured hot path. The new open-pencil/prefer-es-toolkit rule rejects filter(Boolean) and Set round trips on arrays, the two cases that need no type information, and the existing 45 sites use compact and uniq. tools/ci/policy runs before dependencies are installed, so the rule is off there.
* refactor: deduplicate diagnostic categories with uniq
* fix: keep es-toolkit out of serialized Playwright callbacks
The codemod rewrote a filter(Boolean) inside a page.evaluate callback, which Playwright runs in the page where the compact import does not exist. The spec filters there again, and the rule now skips callbacks passed to evaluate, $eval, $$eval, evaluateHandle, addInitScript and waitForFunction, and filter calls on iterators from values, keys, entries and matchAll, which compact cannot take.
* test: write the prefer-es-toolkit cases like the other rule tests
Short standalone snippets, as in the base64 and JSON rule tests, instead of a declaration prefix on every case and inline object types.
* feat(app): add slot property controls and a shared picker
AppPicker is a searchable, grouped list that opens beside the properties
panel, built on Reka's popover and listbox so search keeps arrow-key
navigation. It has comfortable rows with a thumbnail and description and
compact rows for plain names, plus an optional footer action.
The slot property row shows whether an instance's slot is Default or
Modified, its item count, its limits with a checklist popover, Add
instances on AppPicker, and Reset slot and Delete contents. These are
presentational; wiring them to the editor follows. Strings are English
only until the locale files catch up.
* feat(app): open variable, style, and instance-swap choices in the shared picker
The variable binding picker, the shared style fields, and instance-swap
properties now open AppPicker: a titled panel beside the properties panel
with search that keeps arrow-key navigation, a check on the current
choice, and footer actions. Variable binding keeps its detach and
create-variable actions. Instance-swap choices list the property's
preferred components first; instanceSwapOptions keeps the preferred flag
it already computed. AppPickerField gives select-shaped fields the same
picker with a combobox trigger.
* feat(core): edit instance slot content
Only an instance's slots take layers now. slotScope classifies a parent as
free, a slot of an instance, or the locked rest of an instance. Moves,
reorders, layer-panel drops, paste, duplicate, and instance creation
claim an untouched slot first, as Figma does on the first edit, and
refuse the locked part; drops over it land in the instance's parent.
Claiming keeps the layers but unlinks them from the component and moves
the instance's overrides on nested instances onto those instances.
Reset slot, Delete contents, and Add instance are editor actions, each
one undo step that restores the instance's subtree. A canvas drop or
reorder that claims a slot undoes together with the move.
* feat(app): show and edit slot properties of the selected instance
The component properties section lists each slot of the selected instance
with its state, item count and limits, and adds instances, resets or clears
its content through the editor's slot actions. The slot model lives in the
Vue SDK as useSlotProperties.
* feat(app): outline slots on the canvas and mark them in the layers panel
Hovering or selecting a component, an instance, or a layer inside a slot
draws its slots with a dashed pink outline and tints empty ones. Slot
frames are selected and hovered in pink and show a dashed-square icon in
the layers panel.
* test(app): cover slot outlines with canvas snapshots
* feat(app): translate slot and picker strings
* docs: note slot editing and the shared picker
* refactor: share slot test and story setup
* refactor(app): name the picker's header prop heading
* feat(core): create, configure, and remove slots on main components
A frame of a main component becomes a slot through a SLOT property
named after it; other sibling layers are first wrapped in an auto
layout frame. Slot settings and removal are single undo steps.
Instances now follow the component's property bindings on sync, so a
slot created or removed on the component reaches existing instances.
Slot helpers move to a slots domain folder in Scene Graph and Core.
* feat(app): create and configure slots from the menu and properties panel
Create slot joins the canvas context menu for layers of a main
component. A Slots section on main components and their frames
renames slots, sets their description, layer limits, and preferred
components, and removes them.
* fix: keep slot claims in the same undo step and refuse wraps inside instances
Creating an instance and pasting HTML now batch the slot claim with the
edit. Undoing an added slot instance restores the previous selection.
Grouping or wrapping layers in the locked part of an instance is
refused, and a section that cannot move no longer claims a slot. The
picker clears its search however it closes, and its close and slot
actions labels are translated.
* feat(core): create and inspect slots through the plugin API
component.createSlot() adds a 100x100 frame named Slot, Slot 2, and so
on, bound to a new SLOT property, as live Figma does. Slot frames read
type SLOT, resetSlot() restores an instance slot's component content,
and limitViolations reports BELOW_MIN, ABOVE_MAX, and
HAS_NON_PREFERRED for instance slots. addComponentProperty and
editComponentProperty take a description and slotSettings, a cloned
slot is a plain frame, and componentPropertyReferences uses property
keys in both directions. The limit checks move to Scene Graph so the
Vue SDK and the plugin API share them.
* fix: keep nested slot content across swaps and read nested instance properties
A nested instance points at the instance it was cloned from, so its
component properties resolved to nothing. Properties now resolve through
those links to the main component, and a swap or variant switch parks
the slot content nested instances own and restores it into nested
instances of the same names, as live Figma does. Plugin appendChild and
insertChild claim the slot they add to and refuse the locked part of an
instance with Figma's error.
* test(core): record resetSlot on a main component slot; fix the Slots roadmap row
* fix(core): refuse deleting layers outside an instance's slots
As in Figma, delete and plugin remove() leave an instance's own layers
and its slot frames alone, while removing slot content claims the slot
in the same undo step as the delete.
* test(app): wait for the bulk rename dialog to close before the next shortcut
* feat(app): unify add, remove, and settings controls in the properties panel
A section's + adds an item and a row's - removes it everywhere: grid
tracks and variant properties now follow the fill and effect lists, and
the header + of a component set adds Property 1 ready to rename instead
of an inline form. Removing a variant is Delete, as for any layer.
Row settings share the sliders icon, the variables button opens with
its own icon, every icon button requires a label, and the instance
header buttons use sentence case. Create Slot joins the app menu.
* docs: note the unified properties panel controls
* feat(app): animate floating panels alike and share the severity icon
Popovers, menus, selects, comboboxes, and pickers now fade and grow in
from the side they open on and fade out on close, from one motion
preset that respects reduced motion; tooltips keep the tooltip preset.
SeverityIcon and its colours move from the design check to shared
feedback UI, and slot limits use them, so a broken limit reads like a
design-check warning.
* docs: note consistent popover and menu animation
* feat(app): give every floating panel one surface and close it at once
Popovers, menus, selects, comboboxes, pickers, presence cards, chat
history, and the issue tooltip share one rounded surface with a 1px
ring that outlines it in both themes; one-line tooltips keep a compact
shape with the same edge. The select theme's radius and elevation
options and local shadow overrides are gone. Panels still grow in from
their side but now close immediately: a fading modal menu kept blocking
the canvas and shortcuts until it unmounted.
* fix(app): keep a reopened context menu open and name option-drag undo Duplicate
Closing the canvas menu hands focus back to the canvas; when that
landed just after a quick reopen, the new menu closed as focus moved
outside it. Shortcuts no longer wait for a panel that is already
closing, and an option-drag duplicate that claims a slot is undone as
Duplicate rather than Move.
* test(app): wait for menus and popovers to close before the next key
Discard provisional undo batches on graph replacement without replaying old document edits or clearing committed history. Reset failed preview controllers and refresh selected projections for plain-state SDK consumers while pausing inactive subscriptions.
Cover the verified review findings with negative controls, fix static Vue host insertion, and preserve the shared exact renderer oracle with its independently verified sRGB selection color.
Unify preview-aware transforms across scene drawing, labels, selection and input. Give live property and creation edits explicit preview ownership, preserve cancellation and one-step undo, and reuse bounded text preparation resources.
Include retained device-grid handling, worktree HMR coverage, and nested/reflected interaction regressions in this cohesive progress checkpoint.
Validation: full check passes; 734 scoped unit tests and 53 targeted browser tests pass. This is NOT merge-ready: the unchanged exact nested filled-section held/released regression still fails with 63 differing pixels (maximum channel delta 5/255). The browser pass count excludes that separately run failure and the previously classified paint-field-width baseline. Raster-origin investigation and broader acceptance remain outstanding.
ARROW_LINES and ARROW_EQUILATERAL stroke caps were accepted by the schema
and round-tripped from .fig files, but the renderer mapped every cap to
Butt, so imported arrows lost their heads and arrows could not be drawn
locally.
Add a pure arrow-cap geometry module to scene-graph (open-endpoint
collection with per-vertex cap overrides, weight-scaled head geometry)
and draw heads in the stroke color for LINE nodes and open VECTOR
centerline strokes, including the dashed-centerline path. Fold the head
reach into strokeOverflow and the node picture margin so heads are not
cropped by visual bounds, caches, or culling. Round-trip per-vertex
stroke caps through the .fig vector style override table so one-ended
Figma arrows import correctly. Expose both caps in the stroke inspector
cap picker with localized labels, and cover the renderer with an
arrow-stroke-caps Playwright canvas snapshot.
Claude-Session: https://claude.ai/code/session_012zjEbyLSBYyPpJP4fu1XNB
- Resolve the active graph at action time and map edit geometry through full world transforms
- Regenerate live path fills and discard stale imported stroke outlines after edits
- Preserve fill and stroke geometry through resize previews, undo, and redo
- Cover graph replacement, nested transforms, edit history, resizing, and CanvasKit output
Co-authored-by: Rob Coenen <753704+rcoenen@users.noreply.github.com>
- Reject corrupt compressed Kiwi chunks instead of accepting raw garbage\n- Tolerate legacy source metadata without editedFields in renderer fallbacks\n- Align font, derived glyph, shared style, renderer mock, and ownership tests with current contracts\n- Restore clean quick and heavy unit quality gates
- Add case, justification, vertical alignment, truncation, max-lines, and OpenType controls
- Apply visual text case and measured vertical offsets in CanvasKit rendering
- Preserve nullable preview values, shared text styles, font demand, and .fig metadata
- Add panel, engine, and canvas visual coverage
- Model imported fill, stroke, text, effect, and grid style definitions and references
- Add SDK and app selectors with mixed-selection batching, detach-on-edit, and undo restoration
- Preserve style definitions through .fig export and extracted subgraphs
- Document the shared-style composable and update compatibility coverage
- Add mixed-selection cap, join, and miter-limit controls with one-step undo
- Apply node miter limits across CanvasKit stroke paths and vector outline caches
- Preserve imported and edited stroke geometry through Plugin API and .fig roundtrips
- Add SDK-owned mixed constraint state, pin controls, and undo-aware updates
- Apply Figma constraint modes recursively during frame resize previews and commits
- Document and test the control, multi-selection behavior, and resize geometry
- Share compact item-row and paint-field anatomy across Fill, Stroke, Effects, and Export
- Add COLOR binding transactions with picker rollback and one-step undo
- Replace bespoke panel test hooks with semantic selectors and visual coverage
- Move independent-corner presentation and batched mutations into AppearanceControls
- Rebuild Position and Appearance with aligned panel grids and semantic locators
- Replace type text headers with compact node icons and add visual coverage
- Add pointer scrubbing, keyboard stepping, mixed and bound state contracts
- Parse safe numeric expressions and preserve deprecated ScrubInput aliases
- Cover the primitive with Storybook, SDK docs, unit tests, and E2E tests