The best catch was one I'd have missed: the store already has resetTransient(),
a single list of ephemeral editor state, and the new railTab didn't join it —
so the public garden page cleared everything except the rail. Rather than adding
railTab in two places, the editor page now calls resetTransient() instead of
maintaining its own parallel list, which is what let them drift in the first
place.
The rail auto-switch keyed off a "something is selected" boolean, so it fired on
the transition into having a selection and never again. Select a bed, switch to
History, select a different bed — the boolean never changed, so the inspector
never came forward, breaking the constraint the whole design was built around.
Now keyed off the selected ids.
Closing the rail cleared the canvas selection regardless of which tab you were
on, so dismissing History deselected your bed. Only the inspector is about the
selection, so only closing it deselects.
describeUndo said "Undone." when the server reported a complete no-op (200 with
a null change set, reachable by undoing a creation whose object is already
gone). That reports work that didn't happen; it now says so.
relativeTime rounded, so 18 hours ago read as "yesterday" and 90 minutes as "2h
ago" — rounding up into the next unit reads as a bigger gap than actually
elapsed. Floors throughout. Clock skew that puts a just-written entry slightly
in the future now reads "just now" rather than falling through the negative.
A failed "Load older" was swallowed entirely: the button simply stopped working.
It now reports the error, while the top-level alert only takes over when there
is nothing on screen at all.
changeCountSchema took any number. Counts come from COUNT(*) and can only be
non-negative integers, so constraining them makes bad data fail loudly instead
of quietly hiding an Undo button (totalChanges gates it) or rendering
"1.5 beds changed". Dropped useUndo's unused isPending — the per-change-set
outcome already carries it, and per-row is right anyway.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01H3zbym8Doka2d7D48maSgZ
#48 made every change revertible; this makes that reachable. The bar was that
undoing what the agent just did should take one obvious click, not a hunt.
Settles the rail-layout question, which is the part #53 and #57 depend on. Four
things wanted one strip of screen — inspector, history, journal, chat — so they
are tabs in one EditorRail rather than each bolting on its own chrome. That
keeps the canvas at one width instead of a different width per panel, and adding
the journal or chat later is adding a tab.
Two constraints held. Selecting an object still lands you in the inspector with
no extra click: the page watches the selection and switches tabs itself, so the
rail never becomes something you operate before you can edit. And the canvas
stays worth watching while the agent edits it — the rail is a fixed 20rem column
that closes completely when nothing needs it. On a phone the same tabs render in
the bottom sheet the inspector already lived in.
A reverted entry stays in the list, struck through and marked, and the revert
appears as its own entry — because that is what it is. Making the original
disappear would be rewriting history rather than appending to it, and would
leave no way to undo the undo.
Conflicts are reported as what actually happened. A 409 from a revert is not a
plain failure: it carries the change set that DID apply alongside the entities
deliberately left alone, so the message is "2 of 3 changes undone — “North Bed”
was edited since, so it was left alone" rather than a generic toast. A bare
failure would be a lie about the two that applied; a bare success would hide the
one that didn't.
Undo is one implementation, not two: useUndo owns the mutation, the per-change-
set outcome and the phrasing, and UndoButton renders it. #57's inline undo on an
agent turn uses the same hook, so undo behaves identically wherever it appears.
The panel says plainly that deleting a whole garden isn't covered and can't be
undone, rather than leaving that to be discovered.
Closes#49
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01H3zbym8Doka2d7D48maSgZ
Closes#44. Two independent grids (garden + per-bed), each with a size and a snap toggle; snapping defaults off. See PR #45 for details.
Co-authored-by: Steve Dudenhoeffer <[email protected]>
Use the full Plant the picker returns (fixes the silent placement failure) and add a per-garden Seed Tray for quick repeat placing. Review fixes: disarm on tray-remove, cap load, consolidate toolbar guards, rename interface, tidy.
Closes#39.
Co-authored-by: Steve Dudenhoeffer <[email protected]>
The editor's technically-riskiest slice, built against mock data so #11
only adds interactions on top.
- lib/geometry.ts (+ vitest): world<->screen and object-local<->world
transforms, clampScale, zoomViewportAt (the wheel/pinch "keep the point
under the cursor stationary" math), zoomToFitRect. 11 geometry tests
(round-trips, rotation, cursor-anchored zoom, fit) + 6 units tests.
- editor/store.ts: Zustand store for ephemeral editor state — viewport,
selection, focusedObjectId (selection interactions grow in #11).
- editor/useViewport.ts: @use-gesture wiring — wheel + pinch zoom toward
the pointer, drag-pan, scale clamped to [0.05, 20] px/cm, and an animated
fitToRect (eased rAF tween). touch-action:none so the browser doesn't
fight gestures.
- editor/ObjectShape.tsx: rect/circle centered + rotated, kind default
colors, name label; non-scaling strokes so outlines stay 1px at any zoom.
- editor/GardenCanvas.tsx: full-size svg, single world <g>, fading 1m grid,
garden boundary, z-ordered objects; ResizeObserver-driven auto-fit, a
zoom readout, and a Fit control. Deps: zustand, @use-gesture/react,
vitest (+ test scripts).
- GardenEditorPage renders the canvas with a mock scene (#11 swaps in
/full).
Verified in a real browser: wheel zoom keeps the world point under the
cursor stationary (sub-cm drift on a 12m garden), a real drag pans, and
Fit animates to frame the garden. tsc + vitest green.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01JdQpdYYsTgtkJBxbcpAszi
Implements the Pansy v1 scaffold (epic #20, phase 0).
#1 Backend: Go module (pure-Go, builds with CGO_ENABLED=0), env config,
gin server with slog + recovery + /api/v1/healthz, modernc SQLite store
with WAL/busy_timeout/foreign_keys pragmas, embedded numbered-migration
runner, full initial schema (users, sessions, gardens, garden_shares,
garden_objects, plants, plantings), domain structs + sentinel errors,
graceful shutdown.
#2 Frontend: Vite + React 19 + TS (strict) + Tailwind 4 + TanStack
Router/Query, typed /api/v1 fetch wrapper (ApiError carries status +
body so later issues can read 409 conflict rows), dev proxy /api -> :8080,
responsive app shell with stub pages for all five routes.
#3 Single binary: //go:embed of the web build with a committed placeholder,
SPA fallback (deep links, immutable asset caching, JSON 404 for unmatched
/api and missing assets), Makefile (web/build/dev/test), README quickstart
+ env var table.
Verified: go build/vet/test clean (CGO off); binary migrates idempotently and
serves healthz; web tsc + build clean; integrated binary serves the SPA, deep
links, and correct cache headers; app mounts and navigates all five routes at
desktop and 375px widths.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01JdQpdYYsTgtkJBxbcpAszi