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solvecraft/docs/control-protocol.md
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froglemonade2 3e70ad9876 View navigator: right-click to choose Axes, Cube or a Custom body (#10266)
* View navigator: a custom body as the navigator, and a right-click menu to switch types

A right-click anywhere on the view navigator opens a menu with its three types: Axes, Cube and
Custom. Custom opens the Custom View Navigator panel (a feature panel with OK and Cancel): pick a
body in the view, its texture (Themed: the cube's colours; Modeled: the body's own appearance and
the view's edge colour), and whether the cube's rotation arrows and Home button go around it. The
navigator previews the panel's choices while it is open; Cancel leaves it as it was.

The custom navigator draws the body at the cube's size through a small depth-buffered raster, so
hidden faces stay hidden; hovering a face highlights it, a click looks straight at it (and frames
the model with navigator_fit on), a drag orbits. Until a body is chosen it draws the cube.

The body is kept as a packed snapshot (16-bit, base64) with the preferences and in settings
profiles, so it stays across runs and designs and travels with an exported profile. Bodies over
10,000 triangles, and long or flat ones (thinnest width under a fifth of the widest), are refused.

New command view.navigator (style, body, texture, arrows, home) does the same without opening
anything; new preferences navigator_texture, navigator_arrows and navigator_home, and a Custom
choice for navigator_style. Defaults are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Custom view navigator: a hovered face in Modeled takes the view's selection colours

In the Modeled texture the face under the pointer is filled and outlined the way the view selects
a face of the model (sel_face, sel_edge), not in the cube's hover blue and accent, which Themed
keeps.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Custom view navigator: a hovered face in Modeled lights up as the view's mouse-over does

The face under the pointer keeps its own colour, a little lighter (hover_face_lift) and still
shaded, with its edges in the view's mouse-over edge colour (hover_edge), as the 3D view shows a
face under the pointer; not the selection colours. Themed keeps the cube's hover blue and accent.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Custom view navigator: rotation arrows and Home on by default

navigator_arrows and navigator_home start on, so a new custom navigator has the cube's arrows and
Home button around it; the Custom View Navigator panel turns either off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Custom view navigator: the strings in every complete language, and test fixes

- The new messages in Arabic, Hebrew and Vietnamese (complete catalogs, like Japanese and Chinese).
- The navigator's raster goes through one colour helper, listed with its reason among the files
  allowed colour literals (the design's appearance shaded into pixels).
- nav_settings joins the requested-icon manifest (the view.navigator command's icon).
- A visible edge piece is kept only when the stretch seen with it, across the edge's segments, is
  at least two samples long: a hidden edge no longer shows a sliver at a silhouette corner.
- The navigator layout test treats Custom without a body as the cube it draws; the panel and
  size tests no longer assume an empty undo list, the style before opening, or a coarse sphere.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Custom view navigator: profiles carry its texture, arrows and Home

Settings profiles keep a fixed set of preference keys (#9907), which the custom navigator's newer
settings are not part of. They travel in the profile's own `view_navigator` entry, next to its
body (`view_gizmo`): captured, checked (a value this version can't read is left out) and applied,
leaving the fixed key set unchanged. The cube's arrow inversion (#10286) applies to the custom
navigator's arrows too, through the shared arrows().

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Custom view navigator: follow main's Vec3 move and fallible world_state

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Custom view navigator: list view.navigator in the rig's EXEMPT, refuse a stored body that can't save again, right-click without a widget over the navigator

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Custom view navigator: keep the body unless picked again, save only a profile that reads back, no navigator menu through a popup

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Custom view navigator: refuse a stored body with a triangle past its points

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Custom view navigator: a stored body meets the triangle and aspect limits a picked one does

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Custom view navigator: a body at the 5:1 limit stays inside it once packed

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 17:12:27 +00:00

95 KiB
Raw Blame History

Control protocol

The universal panel foundation supplies typed layout actions and retained runtime guards. The application-layout commands below are registered engine commands reached through engine.execute, engine.batch, engine.script and MCP's existing execute/batch tools. They require an injected application backend; enabling the internal panel runtime remains an explicit integration step. Current product defaults and the production shell are unchanged.

Application panel and layout commands

Every command has input and output schemas through ordinary command discovery. Inputs are strict at every parameter-check level: unknown fields, including nested placement fields, are errors. As with other engine calls, omitted/null parameters mean an empty object. IDs use the foundation's bounded lowercase ID domains; dimensions are finite positive outer logical units, at most 32768. Requests are bounded to 16384 encoded bytes before cloning or deserialising. No command opens a dialog, edits the document, changes dirty/undo/revision, evaluates or tessellates a model, fits a body, follows a camera request or selects a ribbon/tool/document tab. Layout revision is independent of document revision.

Canonical existing targets are typed: {"target":{"type":"instance","id":"log"}}. section, workspace and native_host are the other foundation target types; each command accepts only the domains listed below. A legacy id may replace target, but both together are rejected. It first resolves an exact instance ID. A kind ID resolves only when its registration is single-instance and exactly one canonical instance exists, including retained closed state. Multi-instance kinds are rejected even when only one instance currently exists. No first-match guessing or implicit instance creation occurs. panel.open instead requires separate kind and instance fields.

All mutations accept optional expected_revision:u64. A stale revision produces the foundation revision rule and leaves the command's layout and catalogue unchanged. Successful mutations return the committed LayoutReply (layout, revision, interaction, effects, capabilities and availability), never an echoed placement request. layout includes all retained instances with requested_open, ordered sections and their active tabs. Missing availability entries mean available. Query replies contain no new host effects.

Command Parameters and behaviour
panel.list {} → {state:LayoutReply,kinds:[PanelSpec]} from the live sink and registry.
panel.open {kind,instance,destination?,expected_revision?}. New instances require a destination; closed instances can reuse remembered placement.
panel.close {target:instance,expected_revision?}. Explicit guarded close retains placement and can refuse cancellation.
panel.move {target:instance,destination,expected_revision?}. Existing open instances only.
panel.resize `{target:section
panel.collapse `{target:section
panel.float Same as move, requiring a new_section with floating location.
panel.popout Same as move, requiring a new_section with window location and return destination. Desktop/headless without native capability refuse; web explicitly lowers to floating.
panel.focus {target:instance,expected_revision?}. Reopens retained closed state, activates, expands and requests focus.
panel.activate {target:instance,expected_revision?}. Activates an open tab without expanding or requesting focus.
panel.peek {target:instance,expected_revision?}. Temporary presentation of a collapsed tab, without persistence changes to size/collapse.
panel.dismiss {expected_revision?}. Dismisses transient peek.
panel.resize_pair {first:SectionId,second:SectionId,first_size:{width,height},second_size:{width,height},expected_revision?}. Adjacent sections of one dock; conserves split-axis extent and cross-axis dimensions.
panel.reset_pair {first,second,expected_revision?}. Resets adjacent sections to the registered default ratio within intersected bounds.
panel.native_close {target:{type:"native_host",id:HostId},expected_revision?}. Native window close redocks its whole section; it does not explicitly close/cancel content.
layout.save {name,overwrite?:false,expected_revision?} → {name,overwritten,state}. Saves the complete current envelope in the injected catalogue.
layout.apply {name,expected_revision?}. Applies a named preset to the current workspace, rebinding its known layout workspace ID.
layout.reset {expected_revision?}. Applies the selected workspace's registered immutable default. User presets and other workspace histories remain. Missing defaults return a capability error.
layout.get {} → {state,workspaces:[{id,title_key,default_preset,has_remembered_layout}]}. Selection is only state.layout.workspace.
layout.workspace.select {workspace:WorkspaceId,expected_revision?} → `{previous_workspace,source:"remembered"

Destinations are distinct foundation operations, not aliases:

{"type":"new_section","section":"logs","index":0,"location":{"type":"dock","zone":"left"},"size":{"width":280,"height":240}}
{"type":"join_tab","section":"logs","index":1}

New-section indices address the global section order after detachment; join indices address the destination's tab list after detachment. Joining keeps the destination's activation, collapse and dimensions. Locations are dock (left/right/bottom), floating (origin:{x,y}), or window (host, origin, return_to). Native return_to contains {zone,index,size,collapsed,join?:{section,index}}; it never recursively contains another native host. Pins and placement/size intersections retain the foundation's structured refusal rules.

Preset names trim surrounding whitespace, require 1..64 Unicode scalar values and reject controls anywhere in the supplied name. Raw input is capped at 1024 UTF-8 bytes before trimming; the trimmed name is at most 256 bytes. Names are case-sensitive. There are at most 64 user presets. Collisions reject unless overwrite:true is explicit; built-ins are immutable. No production kinds, preset contents or workspace descriptors are invented. Headless starts with an empty registry/catalogue and an internal current-layout identity, not a registered product workspace. Fixtures and peer integrations can inject synthetic or real registrations. Missing capabilities return errors rather than guessed defaults or disk/native success.

Workspace selection stages the outgoing full envelope, destination and selected workspace together, then uses one guarded Replace on the retained runtime. Same-workspace selection is a true no-op, preserving revision, focus, peek and effects even if storage staging is unavailable. Applying/resetting a preset never selects a workspace. Replacements hide omitted content without implicit Close or Cancel; retained editors, conversations and hidden services survive A→B→A.

Catalogue preparation uses encoded full LayoutEnvelope records and explicit aggregate caps: 64 registered workspaces, 64 built-ins, 64 remembered envelopes, 64 user presets, 16384 metadata bytes, and 4194304 aggregate envelope/recovery bytes. Each envelope/rejected recovery buffer remains at most 262144 bytes and obeys the foundation node/depth/collection caps. Quarantine, retained data, shared section snapshots including projected sections, complete section order and bounded rejected recovery intent survive save/apply/reset. Conflicting opaque identities, snapshots, retained data or recovery intent reject atomically. Restoration uses the foundation decoder and reappearance logic. Storage preparation finishes before live dispatch; catalogue publication is infallible after successful native/controller guards. Revision changes during staging reject the staged catalogue. No fallible storage write after live commit is treated as an atomic success. The shipped catalogue is in-memory; production preference durability and migrations remain peer work.

Atomic layout batches contain 1..64 commands, using the same parser/executor and one final guarded Apply or Replace plus one catalogue publication. Queries and saves may accompany mutations; save/apply/reset/workspace sequences can stage together. Replies describe the final committed state, not hypothetical intermediate live states. Every expected_revision in an atomic batch refers to the initial live revision. Explicit Close/Open conflicts remain lifecycle errors. Atomic batches cannot combine a snapshot replacement with explicit panel mutations, or mix document commands with application layout; they return capability before publishing anything. This preserves the foundation's explicit lifecycle intents. Use rollback:false for sequential per-command transactions across these domains; failures report rolled_back:false, undone:0 and completed results. Scripts use the same injected backend sequentially and stop at the first failure. A Session-only executor (including ordinary CLI design scripts without an injected backend) returns a structured missing-capability error for layout commands.

The GUI route uses the enabled runtime's actual content-service provider and an injected NativeHostAdapter, never a reconstructed LayoutService. Headless MCP owns one persistent application backend distinct from Session; Remote forwards to the app and keeps no mirrored layout. Auto mode does not discard headless layout work when an app appears. Foundation errors retain {rule,detail} with bounded details: control replies add panel_error alongside the existing error string; MCP tool errors add structuredContent.panel_error. The error string also encodes that object, preserving identity through older string-only backend boundaries. Rust integrations implement ActionSink::project(LayoutAction) as a pure projection on the authoritative service. Its default returns capability so an older inspect/dispatch-only sink cannot accidentally publish unstaged commands. LayoutService and RuntimeActionSink provide it using the foundation's own preparation path. with_live_layout refreshes the envelope's shared section memory and projections without discarding opaque fields, then encodes against the same foundation limits before publication.

Storage consumers can enumerate CatalogueState::user_presets() read-only and round-trip a complete validated catalogue with export() and CatalogueState::hydrate(bytes,registry) or InMemoryCatalogue::from_snapshot. Hydration is independent of live commands; restored users remain explicitly overwritable users, while built-ins remain immutable. Workspace descriptors, remembered full envelopes, and rejected recovery bytes are included. The versioned snapshot uses SCPCAT01, then length-prefixed little-endian u32 counts/UTF-8 names and raw byte records, in built-ins/users/workspaces/remembered order. Each envelope record contains length-prefixed envelope JSON, a recovery-presence byte (0/1), and, when present, length-prefixed exact recovery bytes. Workspace descriptors contain ID/title-key/default-name strings. The snapshot has an additional 8192-byte framing allowance above the existing aggregate payload/metadata caps (4218880 bytes total). Every count/string/record is bounded before allocation, and hydration rejects duplicate names across users/built-ins, duplicate workspace keys, corrupt framing, trailing data, invalid envelope identities and all existing aggregate/node/depth limits before a candidate can be published. This seam performs no disk storage.

Reading a retained envelope does not consume quarantine merely because the registry has grown. decode_retained_record validates an already-retained record exactly; decode_retained additionally checks its workspace. Neither reader generates section order/projections or performs quarantine migration/reappearance. Hydration preserves the original validated record bytes and rejected binary data, including records at the per-envelope or aggregate cap when optional panel kinds disappear or return. Missing registrations do not invalidate unrelated users, built-ins or workspace memories. Retained validation checks structural ownership, placement bounds and all applicable known-kind constraints, without invented descriptors. An exact retained layout can still contain absent kinds and is not live admission. StoredEnvelope::project_envelope (or foundation project_retained_record) stages missing-kind quarantine before a guarded live use, preserving full section order, activation and opaque records. This staging does not consume existing quarantine; ordinary save/live overlays therefore keep reappearance retryable after registry growth. Foundation decode also stages migration and attempts restoration, with its existing fallback/rejected-input result contract. Materialization may legitimately exceed a cap and reject its staged candidate; reading/hydrating the accepted original record does not materialize it. Apply/reset/workspace replacement explicitly stage restoration, and consume it only with a successful authoritative Replace and catalogue publication. A failed action leaves the restore obligation retryable. panel.popout requires the panel's features.popout on both web and native policies before any enabled web fallback; panel.float remains separate.

Application command, atomic-batch and GUI action boundaries refresh the current read-only provider/document environment and availability. A document or contextual model change earlier in a sequential batch/script is visible to the next panel step without a tick. Queries and failed actions cannot borrow the previous document's context. No content tick, document edit, geometry work or camera tail is added to this boundary. All application GUI and command routes use one stored native adapter, installed once; redock its native sections before disabling it. Unsupported atomic intent mixtures are rejected by pure structural preflight before any context/controller publication as well as before layout/native effects.

At MCP tool level, an atomic batch containing any panel/layout command must reach the authoritative batch transaction. If the endpoint is unavailable or the encoded request exceeds its transport margin, a structured zero-effect capability/size refusal replaces the old sequential fallback. No document checkpoint or individual layout command is sent. Explicit rollback:false keeps the sequential fallback and reports completed layout changes honestly. Document-only batch fallback keeps its existing checkpoint/rollback behaviour. Explicit null parameters normalize to an empty object in single, atomic, sequential and script routes for GUI/headless.

Compatibility: view.layout still means Floating/Compact surface styling. History-in-Browser, History Bodies/Origin and Render search/options remain content preferences. Existing view.history_layout/view.render_dock controls continue to serve the existing shell. There is no safe universal alias without registered instance identities: browser/under_browser combine content with placement, and Render dock changes can affect a pair. They are not silently mapped to universal instances. Integrations with explicit identities can issue typed panel.move, panel.resize and panel.collapse requests for safe placement changes. No command implicitly selects a layout workspace on a document, ribbon, tool or context change.

For UI-kit review, ui.status_fixture {"preset":"mode"} shows bounded status specimens in the real viewport. Presets are off, mode, result, attention, row, kinds, many and key; the reply carries the preset and item count. This scenario fixture does not change engine state or open a dialog. off clears it. The published viewport_status:<id>:item, :setting, :key and :close handles support the ordinary ui.at, ui.move, ui.click and keyboard controls. With viewport_status_summary enabled, kinds (three) and many (four) exercise the summary component, using explicit specimen newest metadata. The viewport_status:summary and menu:viewport_status_clear_all handles open its native menu and activate its footer. These specimens are not persistent engine results; actual production sources currently supply at most three Mode items.

Toasts the user may close have a close (×) at their top right instead of a Close button, published as toast:<name>:close: toast:status:close, toast:space_mouse_offer:close and toast:stand_up:close (#7971). Those that go by themselves draw a thin ring around it that shrinks over their time; the ring is full again while the pointer is on a toast that waits for it.

Live details publish details:field:<id>, details:show_all and details:action:copy handles. details_findings and details_readout are explicitly labelled component-only ui.status_fixture presets. Real card settings execute the normal analysis/Section commands; agents can read the same structured settings and retained Continuity records with the pure view.status_details engine command. Its current flag guards geometry targets, and its per-record limits prevent mixed measurements from being mistaken for one global tolerance.

The control channel is on by default. SolidCraft listens on 127.0.0.1 only, for JSON lines, so agents can drive the app without a launch flag. Every connection still needs this launch's token (below); nothing else on the machine, and nothing off it, can send a command.

Internal rendering harness: ui.blur {radius_px?, surface_alpha?, fixture?} queries or sets session-only panel blur. Radius is finite physical pixels in 0..60; the optional capture tint is 0..1 (null restores ordinary fills). This is not a saved preference. Theme-authored blur is edited with ui.prefs {theme_options:{theme_id:{blur:18}}}; the theme must declare the option. Finite fractional values remain valid, although the UI slider edits in steps of one physical pixel. The ui.prefs option definition's available/translated reason describes current app/device/OS availability; its value remains the saved/default intent while unavailable.

The ui.blur reply contains requested radius, renderer capability, app-aware available/reason, guard (tier cap, streak, notice, session opt-out), and cumulative actual effect counters, including live resources and encoded passes. Unsupported software/web/source contexts stay on ordinary painting. Use ui.screenshot for panel evidence; ui.render remains a model-only capture. Activation, full egui GPU fixture and manager-run evidence commands are in blur-behind.md. Supplying radius_px selects the legacy session-only rendering harness override; fixture:"clear" removes that override and any injected availability reason, returning to theme intent. It does not revoke a quality-guard Undo opt-out.

Explicit evidence-only fixtures are gpu-software, reduce-transparency, and web-unsupported (force an unavailable reason), plus guard-60 (inject sixty eligible 23 ms samples into the transient guard at the current positive radius). The reply labels the active injection as evidence_fixture; null means none. These are not end-user settings, real adapter/OS readings or performance measurements. There is no fixture that makes an unsupported renderer available. They do not change saved options, host OS settings or document history. All supplied fields are validated before mutation. Capture fixture screenshots with that label in the evidence description, and clear the fixture before checking real capabilities.

Launch What listens
solidcraft --control PORT, or SOLIDCRAFT_CONTROL_PORT=PORT exactly 127.0.0.1:PORT (the flag wins over the variable), whatever the setting
neither, and Preferences > Assistant > "Let AI agents connect (control channel / MCP)" on (the default) the default port 27878, or the next free one up to 27893 when it is taken (a second window, another program)
neither, and the setting off nothing

The setting is read at start-up. Old preference files, which don't have it, load with it on. A launch with --control or the variable behaves as it always did (the start page stays hidden, the window doesn't ask for the foreground), because a scripted launch expects that; the default channel changes neither for a normal launch.

Finding the port

Each app that opens its channel writes the port to a discovery file beside the token files, control/current.port (same folders and permissions as below), and removes it at exit if no later app has replaced it: it names another port, or another app now holds that port's token file (two Flatpak windows, each with its own loopback, can listen on the same port number). It holds only the port, never the token. solidcraft-cli mcp with no arguments reads it, checks that something listens there and bridges to that app; with no app running, or with --headless, it runs a session of its own. --connect HOST:PORT and the other arguments still decide first. With several windows open, the most recently started one is the one found; use --connect for another.

Requests are one line {"id": …, "method": "…", "params": {…}}; replies are described below. Each request is one line {"id": …, "method": "…", "params": {…}}; each reply is one line {"id": …, "ok": true, "result": …} or {"id": …, "ok": false, "error": "…"}. Requests are handled on the UI thread between frames; pointer and keyboard input is injected as real egui events, one pointer event per frame. A connection that sent control.subscribe is also sent event lines {"event": "…", "params": {…}}, which have no id (Following the design).

Token

Every connection must authenticate. At start the app makes a random 256-bit token for this launch and writes it, as one line of hex, to a file only the user can read:

System Token file
Linux $XDG_DATA_HOME/solidcraft/control/PORT.token (~/.local/share/solidcraft/control/PORT.token)
macOS ~/Library/Application Support/SolidCraft/control/PORT.token
Windows %LOCALAPPDATA%\SolidCraft\control\PORT.token

On Unix the folder is 0700 and the file 0600; on Windows the file's inherited permissions are replaced by a single entry for the user. SOLIDCRAFT_CONTROL_DIR moves the folder. If Windows doesn't finish restricting the file within five seconds, the default folder (private to the user) keeps it, but a custom folder gets no token file, and clients then need SOLIDCRAFT_CONTROL_TOKEN. The file is removed when the app exits, unless another launch has written its own token there since, and the next launch writes a new token. The token file's path is printed to stderr at start-up. Beside it, <port>.pid holds the app's process id (and, on Linux, its start time).

An app that is force-quit can't remove its files, so a later client may send that launch's token. When the app refuses it, solidcraft-cli mcp names the token file it read and when it was written, and says the file is stale when the process in <port>.pid has exited. Delete the file or restart SolidCraft. On Windows, an app or client started from inside an MSIX-packaged app (and the tools it launches) has its AppData redirected: it writes and reads %LOCALAPPDATA%\Packages\<package>\LocalCache\Local\SolidCraft\control\ before the folder above.

The first request on a connection must carry the token as a top-level "token" member ({"id": 1, "method": "ui.inspect", "params": {}, "token": "…"}); later requests on the same connection may leave it out. A first line without the right token is answered with {"ok": false, "error": "unauthorized: …"} and the connection is closed, without running anything. Tokens are compared in constant time. A connection that hasn't sent that first request within five seconds is closed without a reply, and blank lines don't extend the time. So connect when you have something to send; once authenticated, a connection may stay idle.

solidcraft-cli mcp --connect 127.0.0.1:PORT reads the token file for that port by itself (--token T or SOLIDCRAFT_CONTROL_TOKEN give one explicitly). For a test harness, or a sandboxed package whose data folder the client can't see, start the app with SOLIDCRAFT_CONTROL_TOKEN set to at least 32 hex characters (for example openssl rand -hex 32) and the app uses that token instead of making one; the file is still written. A one-line client in Python:

token = (Path.home() / ".local/share/solidcraft/control/7878.token").read_text().strip()
sock.sendall((json.dumps({"id": 1, "method": "ui.inspect", "params": {}, "token": token}) + "\n").encode())

Limits

The channel is untrusted input. A request line may be at most 16 MiB; a longer one is answered with {"ok": false, "error": "request too large"} and the connection is closed, as are connections that send eight lines that are not JSON. At most 16 connections are served at once (further ones get {"ok": false, "error": "too many connections"}), at most 64 queued requests run per frame so a flood cannot starve drawing, and a request that the UI thread has not answered within 60 seconds (3600 seconds for engine.batch) is replied to with {"ok": false, "running": true, "error": "timeout: … is still running …"}. The same 16 MiB line limit applies to the MCP server.

A timed-out request has not failed: it is still running in the app, and a change still applies when it finishes (a long fillet, say), so don't simply send it again. The timeout's text says what it still does: a request that only reads (ui.inspect, document.inspect, an inspection command) "only reads: nothing changes"; one that only writes a file (file.export, file.save, file.save_as, file.save_mesh, another export given a path, ui.render, or ui.screenshot with a path) "will still write the file when it finishes" and leaves the design as it is; any other request "will still apply when it finishes". The connection keeps its reply (#1618). Ask for it with control.pending: {"pending": <id>, "method": …, "done": false} while it runs, then {"pending": <id>, "method": …, "done": true, "reply": {…}} (its own reply, once), and {"pending": null} when nothing is outstanding. Until it lands, any other request on that connection is refused at once with {"ok": false, "busy": true, "error": "busy: …"} and not run, so nothing is queued to apply unseen behind it. control.pending belongs to the connection: a new connection has nothing pending. The bridged MCP server does this itself (mcp.md).

control.pending answers only for its own connection. control.running answers for the whole app, the same on every connection, at once (it never waits behind a running request, and a connection may ask it while it is busy): every request the app has been sent and has not answered yet, oldest first, from any connection, including a timed-out one whose connection has since closed:

{"id":1,"method":"control.running","token":"…"}
→ {"id":1,"ok":true,"result":{"running":[
    {"connection":3,"id":17,"method":"engine.execute","command":"file.export","running_s":312.4,"queued":false},
    {"connection":5,"id":2,"method":"engine.batch","steps":12,"running_s":4.1,"queued":true,"self":true}]}}

running_s counts seconds since the request arrived; queued is true while it still waits its turn behind another. command is the command id of engine.execute (a known one only) and steps the length of engine.batch or engine.script; parameters are never shown, so file paths and expressions stay with the connection that sent them. self marks the asking connection's own request. {"running": []} when the app is idle.

control.capabilities says what this app's control channel does beyond the methods every version has, so a client can find out before it relies on it: {"param_check": ["off", "warn", "strict"]}, the levels a request's own param_check takes (below). It is answered at once, like control.running, also on a busy connection. An app older than it answers unknown method `control.capabilities` ; a feature added later is listed here too.

Any request's params may carry allow_paths: ["/abs/folder", …]: every file that request reads, writes or deletes (command paths such as file.export's path or doc.recovery_*'s dir, ui.render, ui.screenshot) must then lie inside one of those folders after .. and symlinks are resolved, or the request fails with … outside the folders this agent may use …. The app adds its own recovery folder and, when it lies safely inside the home folder and not in a hidden folder, the open design's folder (whose hidden files stay out of reach). With allow_paths, design_folders: ["/abs/folder", …] (at most 16) names folders the agent opened or saved a design in; each counts on the open design folder's terms. The bridged MCP server sends its folders this way on every request (mcp.md). Without allow_paths file paths are not limited: a client holding the token can do what the user can.

engine.execute, engine.batch and engine.script may carry param_check: "off" | "warn" | "strict" in their params: the commands of that request are checked against their typed contracts at that level, whatever the app's own (which is off), as a headless session's --param-check checks them (#9184). warn runs a call that breaks its contract and adds param_warnings to its result; strict refuses it (a batch before its first step), and the design is left as it was. Every reply to such a request says the level it was checked at as param_check, beside ok. A command that switches to another design (component.edit_in_place, component.finish_edit, view.next_tab, view.previous_tab) has its parameters checked at that level before it runs, and then runs at the app's own level, as each design keeps its own. Any other word is refused; other methods ignore the field. An app older than this ignores the field and its reply has no param_check, so a client that needs the check asks control.capabilities first and treats a reply without param_check as unchecked. The bridged MCP server asks once per connection (mcp.md).

Engine

Method Params Result
engine.execute command: command id, params: JSON object the command's result
engine.script commands: [{command, params}, …] results, stops at the first error
engine.batch commands: [{command, params}, …] (at most 10 000), rollback?: bool (default true), timings?, profile?, coalesce_parameters?: bool (default false) {completed, results, undone}, plus failed: {index, command, error} when a step fails, and with timings timings: [{index, command, ms}] (the failing step included) and total_ms; profile adds each step's profile: {boolean_ms, tessellate_ms, other_ms}. Runs the steps in one request, so within one frame, each as engine.execute runs it. The first failure stops the batch, and with rollback the design goes back to how it was before it (undone: the steps taken back, rolled_back: whether the design is back as it was, false only when the checkpoint could not restore it). Refused before anything runs, with an error starting engine.batch unavailable, while the agent cursor is shown, when a step loads a file (doc.open, file.insert_step, file.insert_mesh) or when it goes to another design's tab (component.edit_in_place, component.finish_edit, which engine.script refuses too). Send such steps one by one. A step the batch would certainly refuse at its turn is found before the first step runs (#5853): a step without a command, an unknown command id (with the closest ids) or, with strict parameter checking, a call that breaks its command's contract. The reply is then that step's failure with completed: 0, undone: 0, not_run listing every step and a note; nothing has run. With coalesce_parameters, each run of consecutive plain parameter edits (parameters.change with only a name and an expression, or with changes) is set as one parameters.change {changes}, so the design rebuilds once for the run. Every step still gets its own result (with coalesced: the run's length), and the run is one undo step. The run skips the states between its edits: an edit that would be refused on its own, but not once the run's later edits are in, goes through. A run whose combined edit is refused (a new parameter, a bad expression) runs step by step, so the refused step is named. Answered when done, for up to 3600 s
engine.commands — every command: id, label, tab, panel, icon, shortcut (the user's current first key, or null when cleared), params doc, enabled
document.revision — {document_id, revision}: the active design's id and a number that moves whenever the design changes, for programs that follow it (Following the design)
control.subscribe — {document_id, revision}, as document.revision; the connection is then sent a design.changed line whenever they change (Following the design)
document.inspect measure?: bool parameters, timeline (errors, timings), bodies, sketches, selection (assembly joints: engine.execute joint.inspect {joint?}, which reads only: each joint's two origins with the occurrence, the snap as saved, the feature, face, edge or sketch curve its names refer to, and whether it resolves or why not; kind, offset, angle, flip, values, limits, expressions and motion links)

Commands never open dialogs when run this way. solidcraft-cli commands prints the same registry.

Following the design

A program that follows the open design (a renderer kept in step, a live link) asks document.revision, which only reads and does not wait behind design changes (a slow command computing, a file loading, the agent cursor acting one out), and exports only when the answer changes (#6646):

{"id":1,"method":"document.revision","token":"…"}
→ {"id":1,"ok":true,"result":{"document_id":"18f3a0c2d4e5b6a7-1","revision":3}}
  • document_id names the active design (its tab) while it stays open, through edits, saves and renames. Two open designs have different ids even with the same name, and each design started or opened gets a new one, also one opened or started in the same tab. Ids of one run never match those of another. Treat it as an opaque string.
  • revision moves whenever the design changes: an edit, a parameter, undo or redo, a design opened or started, what is hidden or shown (saved with the design), a component moved and not captured yet. It stays the same for reads, a selection, a camera move, a section or an analysis view. Revisions come from one counter for the whole run, so a revision never names two states, and it never goes back: changes undone before the next ask that end where the design was need no new one (its revision still names that design).

Switching tabs changes document_id; back on a tab its revision is the one it had, if nothing changed it meanwhile. Compare both values, and export when either differs from the last answer. The same answer comes from engine.execute document.revision (and so from scripts and MCP execute), which waits its turn behind design changes like any command.

engine.execute with view.status_items and {} reads the persistent viewport effects without evaluating the model or changing the design, undo history or view revision. It returns {items: [...]} in oldest activation order. Each item contains a stable slot id (surface_analysis, section, or the legacy independent continuity), kind, source command, structured setting, has_key and a clear: {command, params} request that can be executed unchanged. Settings retain numbers: lengths use millimetres, Draft's angle_deg uses degrees, directions are normalised, and Continuity's edge_count counts the seams currently kept for shading. Labels and units are formatted by clients. engine.describe {command: "view.status_items"} exposes both schemas.

By default, surface analyses, including Continuity, share one slot; successful replacement keeps that slot's position and ends the previous analysis. Section stacks independently. Clearing and re-enabling a slot makes it newest. Ordering metadata belongs only to the running session; effects and ordering are not saved in the design. Existing analysis clear semantics apply: any surface-shading command with {clear: true} clears the active surface shading, whereas Continuity clears its seam records. Section clear never clears an analysis.

The standard Graphics → Viewport → Use a single surface analysis preference is single_surface_analysis (default true). ui.prefs {"single_surface_analysis": false} restores the legacy behavior: surface shading and Continuity remain independently active and clearable, and view.status_items faithfully lists both, using a separate stable continuity ID. Together with Section there are at most three slots. Turning the preference back on keeps the last successfully started or changed analysis at the oldest analysis-group position beside Section. Queries never normalize state. Graphics Restore Defaults restores true; other page resets leave it alone. It applies immediately to all open designs without document edits or undo. Cancel restores the opening preference value, but does not restart an analysis already stopped by switching to single mode. Run that analysis again to restore coexistence after cancelling. Successful Continuity measurements with no seams create no item: legacy mode keeps existing surface shading; single mode ends the previous analysis as for other successful replacements.

Headless SDK clients use Session::set_single_surface_analysis(bool) and Session::single_surface_analysis(). Configuration survives scratch/new/open session lifecycle; effects and chronology still follow their existing transient lifecycle. The policy is an application preference/session setting, never saved design-format data. Policy changes update the view revision only when visible effects or their declarations change.

A client need not ask again and again: after control.subscribe on its connection, the app sends it a line whenever the active design changes (#6985):

{"id":1,"method":"control.subscribe","token":"…"}
→ {"id":1,"ok":true,"result":{"document_id":"18f3a0c2d4e5b6a7-1","revision":3}}
{"event":"design.changed","params":{"document_id":"18f3a0c2d4e5b6a7-1","revision":4}}
{"event":"design.changed","params":{"document_id":"18f3a0c2d4e5b6a7-2","revision":5}}
  • The reply is what document.revision answers then (and, like it, does not wait behind design changes); no event comes before it. From there on, each design.changed line carries what document.revision would answer, sent when its document_id or revision differs from the last one this connection was told: an edit, undo or redo, a design opened or started, a tab switched.
  • Lines are coalesced, not sent per frame: at most about ten a second, and changes made faster (a parameter dragged) are followed by one line with the latest. Once the design stops changing, the last line names it as it is.
  • An event has event and params and no id; every reply still has its request's id. Each event is a whole line of its own, between replies, never inside one. Ignore events you don't know.
  • Only connections that subscribed get events, until they close (or shut their sending side). A second control.subscribe on a subscribed connection is refused with already subscribed; ask document.revision for the design now. A control.subscribe that timed out or failed did not subscribe the connection: send it again.

Slow commands and the window (#1989)

With the preference Preferences > AI > Keep the window responsive while agents run commands on (ui.prefs {"agent_off_thread": true}; off by default), a design change in the desktop app that takes longer than about 150 ms (an engine.execute of a modelling command, an engine.batch of them) computes off the window thread, so the window keeps drawing and answering while it runs:

  • The command is evaluated ahead on a copy of the design, which also makes the display meshes of the bodies it ends with. Then it runs for real on the window thread, reusing every feature the evaluation computed (kept for it, whatever the bounded evaluation cache dropped meanwhile), so the window waits only for the bookkeeping. Its reply, undo step, autosave and crash journal are the same as before. With the agent cursor shown, the evaluation runs while the pointer glides to the button, and the pointer waits there until it is done.
  • Meanwhile ui.* requests, document.inspect and engine.commands are answered at once (inspection shows the design as it was), also while the agent cursor acts a command out. Later design changes, from any connection, wait their turn and run in the order they arrived.
  • A person's edit made meanwhile goes first. The agent's command is then computed again for the design as it is and lands after that edit, never in the middle of it. If the design was replaced (another tab made active, a new file opened, its tab closed), the request fails at once with … the design was replaced … nothing was applied, and the requests behind it go on.
  • A chip in the view names the command, with Stop. Stop answers {"ok": false, "stopped": true, "error": "stopped: …; nothing was applied"} and the requests waiting behind it go on. The computation finishes unseen in the background.
  • file.export and file.save_mesh change nothing in the design. They run on a copy of the design as it was when they were asked for, and nothing waits behind them.
  • Batches with timings or profile still run on the window thread, so the times they report measure the real work.

Timeouts and control.pending work as described above. A slow command is still answered when it is done, from a later frame. With the preference off, commands run on the window thread, and the window waits for each one.

Product images use render.preflight/start/status/cancel/export through engine.execute. Keep the returned session-scoped job ID for subsequent calls; status does not block or render. See render jobs for capture, cancellation and export semantics.

While an interactive native file picker is open, ui.inspect reports file_picker_busy: true. Engine commands, ui.file and ui.home requests wait for its answer; window resizing, inspection and screenshots remain available.

Every sketch.* command that changes a sketch adds created: {points, curves, constraints, dimensions} to its result (and wires for 3D curves): the ids of what it added, in creation order, next to whatever else the command returns (curves, sides, corners…). Sketch ids are stable and never reused, even after a delete (l1, l2, then l3 once l2 is gone; only undo rolls the numbering back with the design), so they can go straight into later commands:

{"id":7,"method":"engine.execute","params":{"command":"sketch.line","params":{"points":[[0,0],[40,0]]}}}
→ {"curves":["l1"],"created":{"points":["l1.start","l1.end"],"curves":["l1"],"constraints":["k1"],"dimensions":[]},…}
{"id":8,"method":"engine.execute","params":{"command":"sketch.dimension","params":{"entities":["l1"],"value":50}}}

A bare numeric value given to sketch.dimension (from the control channel, scripts or MCP) is read in the design's units, exactly as if it were typed into the dimension box: in an inch design "value": 2 makes the line 2 in (50.8 mm) long. Point coordinates stay in millimetres. To pin a unit regardless of the design, pass an expression with one: "value": "50 mm" or "value": "0.5 in". Angles are degrees unless the expression says otherwise.

Any expression parameter of any command can also define a user parameter as it sets the value: "distance": "depth = 15" adds depth (15, read as the bare value would be) and stores depth in the input, in the same undo step. The reply names it in defined and lists every definition in definitions: [{name, expression, unit}]; a taken or reserved name fails the command and changes nothing. parameters.change with "expression": "height = 12" renames the parameter it changes instead (see the parameters guide).

The viewport also shows an X/Y/Z-aligned dimension chain between the endpoints of the currently shown distance (centre, minimum or maximum), with each world-axis distance labelled separately as an absolute value (including zero). It uses the design's units and length precision, independently of the view or sketch plane. Preferences → Graphics → Show X/Y/Z distances controls these extra lines and labels (default on, saved between runs). Set ui.prefs {"measure_axis_distances": false} to hide them while keeping the total distance and the dialog's ΔX/ΔY/ΔZ values. These overlays remain visible until Measure closes. Overlay handles measure:label:x, measure:label:y and measure:label:z identify the extra labels; prefs:measure_axis_distances identifies the checkbox. A ui.drag from measure:label or one of the axis labels moves that label (screen offset, kept while the measured items stay the same; a double-click puts it back). It picks nothing and starts no box selection.

UI

Method Params Notes
ui.inspect — UI state, pending file picker (file_picker_busy; compatibility alias file_dialog_open, no path), what is hidden (visibility: bodies, origin and construction items, sketches, joints (hidden_joints, joint ids); set it with the browser.visibility command), viewport rect, camera, the active tool (its command id), the open dialog (dialog, below), the windows open beside the model (windows, each named by what opens it: the ui.start command parameters.change, document.metadata, sketch.inspect, assembly.bom or material.properties.validate, or the ui.help item about, updates, shortcuts, crashes, report, or messages), what is under the pointer (hover, in the form of a selection item: {"type": "edge", "body", "index", "mid", "point"}, or null), the status line (status: text and whether it is an error), renderer, timings, what the GPU drew last frame (draw: draw_calls, triangles, line_segments, supersampled; null without a GPU) and the graphics adapter, live preview (active, busy, error, ms, bodies it stands in for)
ui.set any UiState field (tab, perspective, showGrid, dark, layout, …), and the browser's view of the design, saved with it: showOrigin (the Origin folder's eye), showSketches (the design's Sketches folder, c0/sketches in hiddenFolders), hiddenBodies, hiddenOrigin, hiddenSketches, shownSketches, hiddenJoints, hiddenFolders, hiddenProfiles, shownDims, lockedBodies (whole lists; browser.visibility changes single items) dark: false switches to the light theme; layout: "floating" (default) or "compact" ("docked" is also accepted) selects the transient shell layout without saving a preference. Scenarios use {"call":"ui.set","params":{"layout":"docked"}}
ui.view view: front, back, top, bottom, left, right, iso, home, fit; animate (bool, default false: snap)
ui.camera target?: [x, y, z] (mm), yaw?, pitch?, roll? (radians), distance? (mm), fov?, up?; fit?: true, false or [occurrence id or name…] (root: the bodies outside every component) the viewport's orbit camera: it looks at target from distance away; yaw 0 looks along +Y (from the front), pitch is the elevation (±π/2: straight down or up), roll turns the image. Fields given are set first (the others keep their values), then fit frames the listed occurrences (or everything), keeping the direction. The reply, passed back, sets the same view again, so a framing can be stored and replayed. fov is the angle the view is drawn with: 0 (parallel) with Perspective view off or while a sketch is open, else perspective_fov; in Render, the Render camera's own. fov and up follow the perspective setting (ui.set), its angle (ui.prefs {perspective_fov}) and the up axis preference (ui.prefs) and can't change here; a refused field changes nothing
ui.start command, params? like a toolbar click: starts the sketch tool or dialog for the command. params sets what the dialog opens on, and nothing runs until OK: joint.drive takes joint (id or name; without it, the joint picked in the browser, else the first joint that moves; a rigid joint opens to say why it has nothing to drive, with an Edit Joint button, handle drive:edit_joint) and values (numbers in degrees or millimetres, or expressions); motion.study takes study (id or name), which opens that study to edit and chart. A command that takes no params is refused before it starts; a param the dialog doesn't take is refused and the dialog closes. Replies what it opened: tool, dialog and windows as ui.inspect gives them, status (where a command that starts nothing says why), and pending: true when the start waits for the history to compute and opens on a later frame
ui.click x, y (screen points), button?: left/right/middle, shift?, ctrl?, double? real pointer input
ui.move x, y, shift?, alt?, ctrl?, cmd? pointer movement without a button; modifiers apply until the next synthetic move/click; a move with omitted modifiers releases them. With nav: "touchpad", Shift pans and Alt/Option orbits.
ui.drag x0, y0, x1, y1, via?, button?, shift?, ctrl?, steps?, hold?, hold_end? press, move, release; via is a list of [x, y] points passed through on the way (steps moves to each); a left drag on the model is a box selection (left to right: window, right to left: crossing), or with lassoSelect on (ui.set, the SELECT panel's Lasso) a freehand lasso that takes what is wholly inside it; with OpenSCAD navigation, plain left-drag on empty space orbits, Shift+left-drag box-selects, and drags starting on sketch geometry edit it; hold keeps the button down that many frames first (a right press-and-hold opens the marking menu, releasing over a direction picks it), hold_end that many frames at the end (a sketch drag shows its snap)
ui.menu x?, y?, target?, close? with a point: open a context menu there as a right-click would (the viewport's marking menu, or a browser menu with target: {"type": "body", "name"} | {"type": "sketch", "id"} | {"type": "component", "id"}); without: the open menu (radial and items: id, label, shortcut, enabled, icon, placeholder; blank icons on headings/separators have placeholder: false)
ui.icon_audit reset?, stop? reset: true enables collection on the UI thread and clears previous requests; returns {requested: [{name, master, placeholder}]} sorted by requested id. Each read drains names collected since the previous read/reset. Collection stays enabled until stop: true (which returns pending names before disabling it). Includes aliases, variable/table ids and cached paints.
ui.menuPick item: id or label runs an item of the open menu, as clicking it does
ui.selectOther x?, y?, pick?, add?, hover?, close? Select Other: with a point, list compatible hidden and visible geometry near the pointer by default (as holding the left button does; disable select_other_hidden for the original visible-only list); the popup fits the available window space and scrolls only for overflow; pick: select row pick (add: as Shift-click; with a dialog open, into its active input); hover: light a row up; without: the open list (open, at, total: everything under the cursor, rows: label, icon, sel, at most 20 per kind, nearest first)
ui.rename text?, commit? (default true) finishes the rename box a Rename item opened
ui.selection the selection, the open dialog's inputs, the hovered item, and the active sketch's drawn dimensions (dimensions: id and text centre, dimension_selected, dimension_editing), and finished sketches' dimensions shown in the model view (shown_dimensions: sketch, id and text centre; a double-click there edits the value)
ui.worldToScreen points: [[x, y, z]…] world points their screen points
ui.triad screen points of the 3D sketch move triad's handles (x, y, z, plane)
ui.sketchToScreen points: [[x, y]…] in active-sketch coordinates their screen points (null when behind the camera)
ui.dialogInput index what clicking an input's Select chip does: picks go to that input
ui.at world: [x,y,z] | sketch: [x,y] | plane: "XY" | axis: "Z" | dimension: "d1" (its value text) | handle: "arrow" (a manipulator handle, see scenario::publish_handle) the screen point (a scenario step's target; see crates/ui-egui/src/scenario.rs)
ui.pick pixels?: [[x,y]…], rays?: [{origin, dir}…], frame?: "window"|"model", width?, height?, edges? (default true), edge_px? (default 6), all?, include_ghosted? read-only geometry under each pixel or ray (#6304): one entry per input, null where nothing is hit — body, face index, exact world point and outward normal, depth, occurrence/component for placed parts, edge/vertex within edge_px of a pixel, section_cap: true on a cut face. window pixels are physical pixels of a window screenshot; model pixels are pixels of a ui.render of width×height (default 960×600), so it works headless. As view.pick through engine.execute/engine.batch. See crates/ui-egui/src/view_pick.rs
ui.handles prefix? the handles drawn last frame, [{name, x, y}]: toolbar buttons and drop-down items toolbar:<command id> (the button alone: button:<command id>; a drop-down row: dropdown:<command id>, highlighted dropdown_hot:<command id>, its pin dropdown_pin:<command id>; Customize Toolbar's check boxes customize:<command id>), ribbon tabs tab:<name> (MODEL, SURFACE, ASSEMBLE, INSERT, INSPECT, MANAGE, VIEW, SHEET METAL, WELDMENTS; contextual SKETCH; workspace RENDER), the toolbar menu button ribbon:add_tab, the hint when every tab is hidden ribbon:tabs_hidden, Preferences tab check boxes prefs:toolbar_tab:<NAME>, panel labels panel:<tab>:<panel> (also ribbon:section:<TAB>:<SECTION>), document overflow list tab:overflow, workspace column ribbon:workspace, command-search launcher ribbon:search, browser rows row:<label>, where each row's depth puts it indent:<label>, and fold arrows fold:<label>, manipulator handles; signed-axis tips axis_view:z, axis_view:-y; optional cube facets navigation_cube:top, navigation_cube:top_front_right, controls navigation_cube:control:home (and other actions), plus signed-axis aliases for visible cube faces; Preferences navigator picker prefs:navigator, options prefs:navigator:Signed axes and prefs:navigator:Cube; in the Motion Study dialog, where the chart puts its first and last step motion:chart_start and motion:chart_end, the Check collisions button motion:check and each collision found motion:collision:<n>
ui.editFeature feature (id or name) what double-clicking a timeline item does: rolls back to it and opens its dialog filled in (sketches open in sketch mode). Replies as ui.start does, with the history marker
ui.scroll x, y, delta?, ctrl?, unit?: point | line wheel zoom at the cursor. ctrl: true replays a Ctrl+wheel pinch (Ctrl held and the wheel in points); unit selects the wheel unit and defaults to points with ctrl and lines without it. delta is in points either way. Invalid units or coordinates outside the finite screen-coordinate range are rejected before queuing input
ui.key key (egui key name, Enter, Escape…), cmd?, ctrl?, shift?, alt?, pressed? By default, press and release, then release modifiers. With pressed: true or false, send only that edge; modifiers remain as given. cmd retains the legacy primary-modifier alias unless ctrl is explicit: cmd:true, ctrl:false sends physical Command, and both true sends Control+Command. ui.move can change modifiers between edges.
ui.text text typed text
ui.screenshot path? PNG of the window (needs a presented frame: a minimised or fully covered window answers at once with hidden: true and an error; use ui.render)
ui.render path, width?, height?, grid?, axes? Render of the model with the current camera (no window needed), drawn on the app's GPU device with the viewport's pipelines (the reply's renderer: gpu, or gpu-software on a software adapter), in the window's theme (light or dark; solidcraft-cli snapshot keeps the light colours); cut by the section the viewport shows (inspect.section, an open Section Analysis dialog's preview, a sketch's Slice), with the cut face capped. The ground grid and the origin's axes are drawn as the window shows them (ui.set showGrid and showOrigin, hiddenOrigin); grid and axes (booleans) say otherwise for this render
ui.confirm accept?: bool answers the Delete confirmation (shown when a delete takes other features with it or makes some fail); without accept, what it lists
ui.messages clear?: true (empty the list), open?: bool (show or hide the Messages window) every status message of this run, oldest first (the last 200; a message repeated in a row is one entry with a count): messages [{text, error, at, count}] (at in ms since the Unix epoch), and whether the window is open (#2763)
ui.documents action?: new, switch, close, quit; index?; force? (close without asking); answer?: save, dont_save, cancel (answers "save changes?"); open_elsewhere?: read_only, anyway, cancel (answers "open elsewhere" for the first Open waiting); changed_on_disk?: save_copy, overwrite, cancel (answers "changed on disk" before a Save) the open designs (tabs): names, unsaved flags, the active one, a pending "save changes?" prompt, whether a quit is asking, whether the active design is read_only, the Opens waiting for "open elsewhere" (open_elsewhere) and a waiting "changed on disk" (changed_on_disk)
ui.file path; insert?: bool starts an interactive background Open or Insert; poll ui.inspect.file_busy for completion; the window stays responsive
ui.home open?: bool; sample?: index the start page: show or hide it, open a built-in sample (once built); returns open and the recent designs
ui.shortcut command, key?, slot?, replace? a command's keys (key: the first, shown in menus; keys: all), or rebinds it: key becomes its only key, or with slot replaces its key there (one past the last adds a key, "" there removes that key); "" without slot clears them; key names are case-insensitive and modifiers are normalized (shift+ctrl+t becomes Ctrl+Shift+T); unknown and reserved keys are refused; a key another command uses is refused unless replace
ui.help item?: about, updates (checks for updates and shows the result), shortcuts (read only), report (opens a report draft for review), crashes (the Crash Reports window) the version, commit, build date and diagnostic text
ui.prefs any of the ui.prefs settings below; also open, button and stand_up (listed there) sets preferences (kept between runs), returns them all plus dialog (the open page or null), apply_enabled (whether the dialog's Apply has a change to keep), dark, viewport_dark (whether the 3D view is dark), stand_up_offer (the offered bodies, or null), stand_up_note (whether that offer is the note), theme_followed, theme_follow_error, theme_option_defs, theme_option_values and theme_option_notices
ui.capture action?: capture, revert, cancel answers the Capture Position question (asked when a command starts or the design is saved while components were moved without capturing); without action, what waits
ui.window action: minimize, maximize, restore, toggle, close what the title bar's caption buttons do (on Windows and Linux the application bar is the title bar); close asks about unsaved designs first
ui.agent_cursor show (bool), speed: a number from 1 to 5 (times the normal speed) or "instant" (no animation: the command runs at once and the pointer jumps to where it acted), follow_camera (bool); all optional the settings. While the cursor is shown, engine.execute first glides to the command's toolbar button and to each pick, then runs and replies; later requests wait their turn. The pointer shows the command's localized name, including commands inside a closed toolbar group; an animated batch names each command it visits. It also follows the pointer input sent with ui.move, ui.click, ui.drag and ui.scroll, as each event reaches the app, and a press leaves a ripple. "animate": false on a call skips it
engine.execute → view.layout mode: floating or compact Apply and save the workspace layout without opening a dialog, changing the design, resetting the camera or cancelling its active tool. General preferences expose the same choice; ui.prefs {"layout":"compact"} also saves it.
engine.execute → browser.expand_all path?: occurrence ids; component?: id; omit both for the whole tree Open every Browser row under that scope, including folders that start closed (Origin, Named Views, Features). Display only: not saved in the design, not an undo step.
engine.execute → browser.collapse_all same Close those rows. The design row stays open when the whole tree is collapsed.
engine.execute → view.history_layout width?, dock?: bottom, left, under_browser, collapsed? Resize/dock the history without opening a dialog or changing the design. Contents respond to measured width; browser-stacked history shares its width and splits the height at the remembered share (browser_share, half until the seam between the two cards is dragged). One folded header gives the expanded card the rest; two folded headers stay at the top.
ui.agent_chat features?, toolbar_button?, connect_at_start? and open_at_start? (connect the agent started last, and open the panel, when SolidCraft starts; both off by default, never with --control), permissions? (ask, edits, all), add_agent? ({name, kind: acp, api or anthropic (api is OpenAI-compatible, anthropic Anthropic-compatible), command or base_url + model + request_timeout_s? (seconds one model request may take, 300 by default, rounded and clamped to 30 to 3600)}; no keys), add_dialog? (installed, custom, api, anthropic, or false to close), edit_dialog? (the id of an agent you added: the same dialog filled with what it holds, as its Edit button opens it; the key is never shown), default_agent?, agent? (the conversation's agent, by id), mode? (the agent's own mode), provider? (which provider's group the model picker opens first, when the models come from several), model? (one of its models, or see below), open?, side? (left, right), minimized?, popped? (in its own window), width?, picker?, refresh?, connect?, stop?, attach?: a file's path (a picture, a text file or a CAD file, for the next message; CAD files are imported at once), remove_file? (index of a file on the next message), send?: text (files alone make a message too), attach_view?, attach_selection?, pick? (true: open the context picker), permission?: an option id or "cancel" (the newest question of the agent's own), approve?: true, false or "always" (the oldest request held for Allow/Deny), cancel? (Stop: the queue stays), send_now? (stop the running step, then send the queued messages), remove_pending? (index), new_chat? (clear the chat, new session), undo? (the last message's changes) the chat's state: features, agents (found and added), currentAgent, state (off, starting, ready, busy, auth, exited, failed: the agent never got ready, and Connect reads Retry), connectAtStart, openAtStart, lastAgent (the agent started last), popped, window (its place and size), agent, modes, mode, models, model, modelWarning (the model capability warning text, or null when unknown or tool support is reported; checked asynchronously and never blocks sending), turnWarning (the latest completed turn's no-tool notice, otherwise null; cleared on the next turn or new chat), providers (name and count of each, empty with one provider), provider (the one listed), authMethods, toolsPort, pid, waiting, turn, pending (queued messages, with their files), attachments (the files on the next message, by name), loading (pictures still being read for it, by name), stopped, detection and the conversation (items). With features off only the settings apply. Desktop only; see Agent chat
ui.resize width, height
app.quit force? (quit without asking about unsaved designs) quitting (the window closes), asking (a "save changes?" prompt is open)

dialog (in ui.inspect, ui.start and ui.editFeature) is null, or the open dialog as an object that doesn't change with the form's internals:

{"command": "solid.extrude", "title": "EXTRUDE", "editing": null,
 "inputs": [{"label": "Profiles", "items": [{"type": "profile", "sketch": 10, "index": 0}], "active": true}],
 "error": null,
 "commands": [{"command": "solid.extrude", "params": {"sketch": 10, "profiles": [0], "distance": "10 mm",
               "direction": "positive", "operation": "join", "exact_regions": true}}],
 "waiting": null}

command is the command the dialog runs (null for a few forms that run none), title its header, editing the feature id an edit rebuilds, inputs its selection inputs (active: the one picks go to), error the refusal it shows. commands is what OK runs now, with the parameters as that command takes them (an edit runs timeline.redefine with the feature's command and parameters inside); when OK can't run yet, commands is null and waiting says what it waits for (select profiles first).

For an ACP agent advertising configuration options, ui.agent_chat also accepts {"config_option": {"id": "effort", "value": "high"}}. Use an option ID and choice value from its reported configOptions; IDs and available values belong to the agent. The reply's configOptions is null for a legacy agent, or the current list of supported select options (including an empty list when none remain). configPending is true while a selection waits for the agent's reply. Read the confirmed state after that reply; submitting a change is not its confirmation. The existing model and mode inputs use the corresponding configuration option when advertised, and retain their existing behavior for agents using legacy lists or API endpoints.

model may also name a model the agent did not list, as the picker's custom row does: it goes to an API endpoint, to an agent with a model option, and to a legacy agent that listed models; the reply's customModels says whether this agent takes one. Otherwise it is ignored. A model an agent refuses leaves its previous model and adds a notice. modelsNote says why an endpoint's models could not be listed, or is null.

ui.prefs settings

render_previous_geometry_budget (Graphics, default false) restores the previous fixed Render preview geometry budget: 512 MiB on 64-bit desktop, 128 MiB elsewhere. With it off, desktop uses the device-based budget.

One setting per line, sorted by name. A change that adds a setting adds its own line in order, so two such changes only meet when their settings are neighbours.

  • angle_decimals
  • assembly_move_handles (default true): explicit Assembly Move uses the permitted joint-motion handles; false keeps the previous Move panel.
  • auto_operation (default true: feature windows choose Join, New Body or Cut from what their material touches until one is picked; false: each keeps the operation it opens with, Extrude its own Join or Cut)
  • browser_bodies_folders (several (default): a component with one body and no groups lists it straight under the component in the browser, without a Bodies folder; always; never: components list their bodies and groups straight under them, and the folder's menu items are on the component's menu; the design's own Bodies folder, and one hidden with its eye, always show; #4217)
  • browser_components_open (default false: each component placement in the browser starts closed until it is opened, by its fold arrow, Expand All or Find in Browser; true: every placement starts open, as before #9274)
  • browser_eye_left (default false: each browser and History tree row's eye, handle eye:<name>, sits in a column at the rows' right end, clear of the fold arrow and the radio; true: between them, as before #8718)
  • check_updates (default true; updates)
  • color_vision (off (default), protan, deutan, tritan: colour vision modes, #778)
  • default_units
  • dialog_buttons (bottom (default), top: a feature dialog's OK, Cancel and Apply sit in its title row instead of under its inputs, #6708; the buttons keep their handles, and dialog:close is then Cancel's; the Sketch panel's Finish Sketch row moves above its options, #9860)
  • dialog_place (edge (default) or left_column: command dialogs open in the left column in place of the browser and the History, #6707)
  • dimension_input (view (default): a sketch dimension's value is typed in a box on the dimension; window: placing a dimension with the Dimension tool, or double-clicking one, opens a small window at it with the value field (handle dimwin:value), arrows that step the value (dimwin:up, dimwin:down), a check (dimwin:ok, also Enter) and a cross (dimwin:cancel, also Esc), #7246)
  • dimension_step_deg (default 1, 0.001…180: what the dimension window's arrows, Up/Down and the wheel over its field add to an angle, in degrees)
  • dimension_step_mm (default 1, 0.001…1000: what the window's arrows, Up/Down and the wheel over its field add to a length, in millimetres, written in the unit the value is written in)
  • extrude_auto_to_object (default true: in the Extrude dialog, with a profile picked, a face, vertex or parallel plane picked off its plane switches the extent to To Object, unless the Profiles box was clicked into; it applies to Extrude dialogs opened afterwards)
  • frame_rate_details (default false: with the frame rate, a frame-time graph of the frames drawn with the triangles over it, a frame-time histogram and what the GPU drew; clicking the readout switches it)
  • graphics_adapter (exact card name, or empty for Automatic; applies after restart; WGPU_ADAPTER_NAME takes precedence)
  • hidden_toolbar_tabs (default []: all existing tabs, including Sheet Metal and Weldments, stay visible; lists tabs to hide, each once, e.g. ["SURFACE", "SHEET METAL"]; hidden tabs stay hidden regardless of the design's features; ribbon layout)
  • history_sketches (in_order (default), under_feature: the History at the left lists a sketch under the first feature built from it, #6489; the timeline at the bottom keeps the creation order)
  • hole_moves (default false: a placed Single hole has a drag handle (hole:<n>), and a pick on a face that has a hole moves it there)
  • hole_snaps (default false: a Single hole snaps to its face's middle and round edges' centres)
  • home_fit_size (0.1…1, default 1: how much of the view the model fills when Home, Fit, an opened design or a navigator view change frames it, with navigator_fit on or off; 1 fills the room between the panels, the compass and the navigation bar, as before; #10091)
  • joint_rotation_coarse (default 10°): coarse Assembly Move rotation step, in 0.001…180°.
  • joint_rotation_fine (default 0.1°): fine Assembly Move rotation step, in 0.001…180°.
  • keep_work_on_tab_switch (default false: each design tab keeps its open dialog or tool, with what was picked and typed in it, and its toolbar tab while another design is shown, and has them back when it is shown again; off, a switch cancels them and shows MODEL, #9360)
  • language (en, ar, ja, de, fr, he, ko, ms, ru, uk, zh; see localization)
  • length_decimals
  • line_drag_draws_one (default false: in the Line tool, a press, a drag and the release draw one line from the press to the release and end there, snapping as clicks do; clicks still chain, and a drag under 24 points is a click; off, a drag places a point where it is let go, #7247)
  • line_hover_tangent_arc (default false: in the Line tool, after a segment, moving away from the chain's last point and resting back on it for about a third of a second makes the next click a tangent arc, and the same again goes back to lines; off, resting there does nothing, #9489)
  • logo_accent (bool, default false: the application bar's logo in shades of the theme's accent instead of the theme's logo colours)
  • look_at_anim
  • look_at_speed
  • max_design_file_mb (default 256): the largest design file opened, in MB, from the default up to 16384 (16 GB) (Preferences › General › Largest file to open, #4086; a --max-file-size launch flag overrides both for that run; the web app keeps the defaults and refuses other values; large files)
  • max_step_file_mb (default 512): the largest STEP or import file opened, in MB, from the default up to 16384 (16 GB) (Preferences › General › Largest file to open, #4086; a --max-file-size launch flag overrides both for that run; the web app keeps the defaults and refuses other values; large files)
  • middle_double_click (home (default), fit, off)
  • msaa
  • nav (fusion, solidworks, creo, inventor, alias, blender, tinkercad, openscad, touchpad)
  • nav_bridge_enabled (default false) and nav_bridge_port (default 8765: a device's own app on this computer moves the view, the navigation bridge)
  • navigator_arrows (default true: the custom view navigator has the cube's orbit and roll arrows around its body; also view.navigator {arrows})
  • navigator_fit (default false: a view chosen on the view cube or the axis gizmo also looks at the middle of the model from the one distance that fits its bounding sphere in the free part of the view, at home_fit_size; Home and an opened design use the same zoom and centre while it is on, so views chosen after them only turn; #10091)
  • navigator_home (default true: the custom view navigator has the cube's Home button beside it; also view.navigator {home})
  • navigator_style (axes (default), cube, custom: the body chosen with view.navigator, the cube until one is chosen)
  • navigator_texture (themed (default): the custom view navigator in the cube's colours; modeled: in its body's own appearance and edge colour)
  • offer_stand_up
  • orbit_around (view_centre (default: what Pan moves and Fit frames), origin (the world origin stays still on screen), cursor (the model point under the pointer when the drag began); the older orbit_cursor boolean still sets cursor when true)
  • orbit_reverse (default false: Shift with two-finger scrolling orbits the other way)
  • origin_plane_names (xyz (default) or top_front_right: the browser, dialogs and lists call the origin planes Top, Front and Right; their ids, commands and saved designs keep XY, XZ and YZ)
  • pan_reverse_x (default false: horizontal scrolling pans the other way)
  • pan_reverse_y (default false: vertical scrolling pans the other way)
  • parameters_apply_live (default true: the Parameters dialog applies an expression when its field is left; false: edits wait for Apply or OK, which set them together in one rebuild and one undo step)
  • perspective_fov (Perspective view's vertical field of view in radians, 0.2618…1.5708 (15°…90°), default 0.6; when it changes, the camera's distance scales so the view keeps its size)
  • placement_handles (default false: handles on the preview of a Rest, Boss or Snap Fit that move it across the model and turn it)
  • print_face_highlight (0…1, default 0.2: how strongly a print face is tinted and outlined in the view, #8429; 0 draws no highlight)
  • quick_measure (default false: the selection's length, area or distance in the view's bottom right corner, the rect measure:quick; #7000)
  • ribbon_reveal (default false: hovering a result in Search commands switches the ribbon to the command's tab and marks its button, or opens the panel drop-down that holds it on its row, handle ribbon:reveal; leaving the results goes back to the tab before; a command started from the search blinks there, and a running command from a drop-down marks its panel label, ribbon:running_section:<TAB>:<SECTION>, #7287)
  • right_drag_orbits (default true; false: a right drag the mouse preset would orbit leaves the camera alone, #6492)
  • select_other_hidden (default true: Select Other includes hidden geometry near the pointer; false restores the original visible-only list under the pointer)
  • show_frame_rate (default false: frames per second in the view's bottom-right corner, counting the frames the view draws anyway; it reads 0 FPS once the view is idle)
  • sketch_auto_dimensions (default false: each shape drawn in a sketch gets all its dimensions at the sizes drawn, as sketch.draw.dimensioned with as_drawn; typed values win)
  • sketch_auto_locate (default false; with sketch_auto_dimensions, new shapes are also placed from the sketch origin until fully constrained, as sketch.draw.dimensioned with locate)
  • sketch_conflict_colour (default true: while the open sketch's constraints conflict, the curves and points a failing constraint holds are drawn in the theme's sketch_conflict colour too, not only its glyph or dimension; false: only the glyphs and dimensions are red, in error, as before, #7244)
  • sketch_construction_lines (default true: show the Construction Line tool family in Sketch CREATE; false restores the earlier menu)
  • sketch_exit_view (keep (default: the view stays where it is when a sketch ends), previous (back to the view from before the sketch), unless_rotated (back unless the sketch view was turned))
  • sketch_open_look_at (default true: creating or editing a sketch turns the view to face it; false leaves the view as it is, and Look At faces the sketch when asked)
  • sketch_recent_snap (default false: while drawing, the cursor snaps where the horizontal guide of one recent circle or arc centre or straight-edge midpoint meets the vertical guide of another; a free coordinate, with no constraint and no construction geometry. Off: those guides stay visual and the cursor does not move. The references come from sketch_tracking_guides, #8694)
  • sketch_state_icons (default true: a sketch's icon in History and the browser takes the colour of its solve state, sketch under constrained, sketch_fixed fully constrained, error while its constraints conflict, and its tooltip names the state; false: every sketch row's icon and tooltip as before, #7245)
  • sketch_tab_always (default false: the SKETCH tab stays in the ribbon right after MODEL while no sketch is open; a tool in its CREATE or REFERENCE section then opens Create Sketch, on the selected plane or planar face or else on the plane picked next, and starts in the new sketch, #7904)
  • smooth_wheel_zoom (default true)
  • space_mouse_model_pivot (default false: Classic orbit around the view's centre; true opts into Traced orbit around the model for the 3D mouse and navigation bridge)
  • space_mouse_sketch_orbit (default false: the 3D mouse and navigation bridge pan and zoom a sketch seen square on and turn it only after the view is tilted; true lets them turn it too, as the mouse can)
  • stand_up_unknown (note (default: a file whose header names no program known to save Y up and whose bodies seem to lie on their back (their flat area across Y outweighs their flat area facing down Z) gets a small note over the view, "Did this part open the wrong way up?", with Stand it up and Don't ask again as the handles stand_up:stand and stand_up:never, and its close (×) as toast:stand_up:close (also stand_up:dismiss); it goes by itself after 10 seconds and never blocks input), ask (the "Stand this part up?" dialog for every file from another program, SolidWorks too, without looking at how it rests, as before #7717), off (no offer); otherwise a SolidWorks file gets the dialog, or the note when its bodies clearly stand on Z already)
  • status_bar (default false: a thin bar along the window's bottom edge, below History, handle status:bar: what is being edited (status:editing), the open sketch's state in its colour (status:sketch) and the design's units (status:units, a click opens the Units menu, whose rows run document.units); the sketch's state then leaves the view's top-left corner, #7243)
  • step_values (default false: Up/Down and the wheel step a plain number in a focused value field)
  • theme (dark, light, system or a theme file's id: a built-in one such as gruvbox-dark, or an imported one; the reply's theme_ids lists them)
  • theme_export: true (the reply's theme_file is the active theme, including a followed file; themes with options retain their authored definitions, defaults and overlays, while older themes keep the complete snapshot shape; saved option values are excluded; see colour themes)
  • theme_follow (desktop only, default "": a solidcraft-theme/1 file's path to follow as the theme, reloaded within about a second whenever it changes and when the window gains the focus; the file is read at once, and a file that doesn't read keeps the last good theme; "" stops following, as does setting theme; in the browser it is an error; the launch flag --theme-file PATH follows a file for one run without saving it; the reply's theme_followed is the path followed now or null, and theme_follow_error why its last read was not applied, or null)
  • theme_import (a solidcraft-theme/1 file's JSON or text: adds the theme and turns it on; the reply's theme_imported is its id)
  • theme_options (default {}): a map of theme id to option-id/value map, merged per theme; {"theme_options":{"my-theme":{"enabled":true,"amount":5}}} changes those options, null resets one option, and an empty map resets that theme. Unknown themes or option ids, wrong types, unknown choices and out-of-range numbers refuse the entire call and name the key, before imports, removals, dialogs or other preference effects occur.
  • theme_remove (an imported theme's id; also removes its saved option values)
  • timeline_origin_bodies (default false: the History on the left or under the browser starts with the active component's Bodies folder and the Origin, the browser's rows with their eyes, folds and menus; the bottom History is unchanged)
  • toast_place (corner (default: notices and offers stack in one column in the view's bottom-right corner, each 360 points wide, buttons right-aligned with the main action right-most, #7893), centre (at the bottom centre above the view toolbar, each as wide as its text, as before))
  • trackpad_pan (default true: two-finger scroll pans, except Touchpad always zooms; pinch zooms)
  • trackpad_zoom_modifier (off default, cmd, alt, or ctrl: hold this key alone for vertical scroll to zoom)
  • ui_font (an installed font family or a font file for the interface; empty for the built-in font)
  • ui_scale
  • up_axis (z, y)
  • view_confirm_corner (default false: while a dialog or a sketch is open, a check and a cross at the view's top right, handles view:confirm:ok and view:confirm:cancel, do what the dialog's OK and Cancel do, or Finish Sketch and Cancel Sketch; the axis view or cube moves down below them, #6709)
  • viewport_theme (theme (default: the theme's own), light, dark: the 3D view in the Light or Dark theme's colours whatever the window uses, #4146)
  • wheel_zoom_speed (0.25 to 4, default 1: how far each wheel step zooms; the 3D mouse keeps its own speed)
  • window_system (Linux: auto (default: XWayland whenever there is an X display, native Wayland on niri), wayland, x11; saved in graphics.json, applies at the next start; SOLIDCRAFT_WAYLAND overrides it)
  • zoom_reverse
  • zoom_stop_at_model (default false: the 3D mouse and navigation bridge stop zoom at the surface in the middle of the view; drag-zoom holds its press point; independent of zoom_to_cursor)
  • zoom_to_cursor

The built-in gruvbox-dark and gruvbox-light themes each expose the contrast choice (soft, standard default, hard). For example: {"theme":"gruvbox-dark","theme_options":{"gruvbox-dark":{"contrast":"soft"}}}. The former gruvbox-dark-soft, gruvbox-dark-hard, gruvbox-light-soft and gruvbox-light-hard ids remain accepted for compatibility and select the matching family and contrast; replies and theme_ids expose only the two canonical families. An explicit canonical option change or reset in the same call wins over the legacy selection. Legacy option-map keys are also accepted; canonical keys take precedence when both occur in a call. Imported themes cannot claim the retired built-in ids.

Theme option values persist per theme, including a followed file's own id, through the same preference store in the browser and on desktop. Switching themes restores their saved values; Interface's Restore Defaults clears them. Preference exports and settings profiles carry values; theme_export carries the author's defaults. Saved entries that no longer fit a definition remain stored and use the default with a notice; unknown ids have a notice and no effective value.

For the active theme, theme_option_defs lists the declared options in ordered_options order: id, type, default, type-specific min, max, step, unit or choice values (each with id and label), parent, advanced, section, label, help, standard and available. Labels, help and choice labels use the current language with English fallback. Unavailable definitions include reason; standard options currently have available: false and reason: "not implemented". theme_option_values contains the effective values, including defaults and values of inactive children. theme_option_notices contains {id, kind} entries, where kind is unknown_option, wrong_type, unknown_choice, non_finite or out_of_range. Without an active theme file these fields are [], {} and []. Portable input and output schema types live in solidcraft_engine::schema::ui_prefs (PrefsParams, PrefsReply).

Other ui.prefs parameters:

  • open opens Preferences at General; Look: Appearance, Layout, Graphics; Work: Design, Sketch, Tools; Input: Navigation, 3D mouse, Shortcuts; or Extend: Assistant, Plugins. Names are case-insensitive. Legacy aliases remain accepted: Interface → Appearance, Interface/navigation bar → Layout, Keyboard Shortcuts → Shortcuts, AI → Assistant, and Selection, Sketch & selection or Sketch and selection → Sketch. Replies use the canonical page name. The corresponding legacy prefs:page:<name> scenario handles also remain aliases of the canonical page rows.
  • button: ok, cancel, apply, defaults
  • stand_up: true stands up a just-opened Y-up file, stand_up: false leaves it as it is ("Leave it": the offer, dialog or note, closes and offer_stand_up stays on)
  • the dialog's buttons are the handles stand_up:stand, stand_up:leave and stand_up:never

ui.workspace {workspace?: "design" | "render"} reads or changes the active workspace. Entering Render requires finishing the current modelling operation; returning restores the Design camera. See the integrated Render workspace.

Sketch alignment guides

ui.prefs {sketch_tracking_guides: true} enables temporary horizontal and vertical dotted alignment guides from hovered circle/arc centres and straight-edge midpoints (default true). The guide spans the reference and cursor projection, including positions inside a circle. The two most recent references are kept, and both guides can be drawn. A single guide does not move the cursor. Set the preference to false to hide the guides. Snap suppression (Alt, unless rebound) does the same for that gesture. Snapping the cursor to where those guides cross is separate, and off unless sketch_recent_snap is true. While a drawing tool waits for a point, sketch_tracking_points (default true) makes every shown sketch point other than the origin a reference too (line and arc ends, rectangle corners, free points); false keeps centres and midpoints only.

Continuous camera motion

Continuous camera motion is also available through engine.execute with command view.navigate: pass camera (from ui.inspect) and motion: "pan" | "orbit" | "zoom". Pan and orbit take delta: [dx,dy] in screen points (each within ±10000); pan also requires viewport: [width,height] (each 1..1000000). Orbit accepts a world-space pivot with the viewport size. Zoom takes factor (0.05..20, below 1 zooms in) and an optional world-space anchor. The returned camera is applied immediately by the UI, without animation, document edits, undo steps or a success-log entry per movement.

MCP

solidcraft-cli mcp --connect 127.0.0.1:PORT bridges an MCP client (an AI agent) to this channel; see mcp.md.

Example

{"id":1,"method":"engine.execute","params":{"command":"sketch.create","params":{"plane":"XY"}}}
{"id":2,"method":"engine.execute","params":{"command":"sketch.rectangle.two_point","params":{"p0":[0,0],"p1":[40,30]}}}
{"id":3,"method":"engine.execute","params":{"command":"solid.extrude","params":{"distance":20}}}
{"id":4,"method":"engine.execute","params":{"command":"solid.fillet","params":{"edges":[[0,0,10]],"radius":3}}}
{"id":5,"method":"ui.screenshot","params":{"path":"/tmp/part.png"}}

Preferences → Navigation → View navigator offers Signed axes (the original default), Cube and Custom; a right-click anywhere on the navigator offers the same three. This choice is saved independently of the mouse preset. The control channel selects it with ui.prefs {"navigator_style":"axes"}, "cube" or "custom". Existing settings without this field keep signed axes. Signed-axis tips choose principal views; clicking an aligned tip again reverses the view.

Custom draws a body in place of the cube, at the cube's size; a click on one of its faces looks straight at it, and with navigator_fit on it also frames the model, as the cube does. Picking Custom from the navigator's menu opens the Custom View Navigator panel, with OK and Cancel: pick the body in the view, then its texture (themed: the cube's colours; modeled: the body's own appearance and the view's edge colour) and whether the cube's rotation arrows and Home button go around it. The navigator previews the panel's choices while it is open. OK runs view.navigator, which scripts and engine.execute run too without opening anything: {"style": "custom", "body": "Body1", "texture": "modeled", "arrows": true, "home": false} (any subset; "body": null goes back to the cube) returns the whole navigator. A body over 10,000 triangles is refused, and so is a long or flat one: measured across the axes and the diagonals, its thinnest width must be at least a fifth of its widest. The body is kept as a snapshot with the preferences and in settings profiles (settings.profile.*, as view_gizmo), so it stays across runs and designs and travels with an exported profile.

Hold Shift during an orbit gesture to snap to the nearest standard or diagonal view. This applies to right-drag, the Orbit navigation tool, and dragging either view navigator. Under the default preset, Shift+middle also orbits with snapping; middle alone pans. Cube faces choose principal views, and corners choose isometric views. The middle of each cube edge belongs to its face. Face names follow the up-axis preference; the small X/Y/Z triad shows world axes. Clicking the same face keeps that view. The inward-pointing arrows orbit by 90 degrees; the curved arrows at the upper right roll the view by 90 degrees. The Home button at the upper left returns to isometric and the lower-right circle fits the model.

The cube is subdued while idle. Hovering its area brightens the cube and navigation bar and reveals the surrounding controls; the picked face or corner gets a pale blue fill and blue outline. Moving away restores the subdued state. Navigation-bar controls also brighten when hovered or when a navigation tool is active.

The cube has six face targets and eight corner targets, with no edge targets. Corner picking regions lie on the six flat faces, preserving sharp corners with no permanent subdivision lines. Hovering a corner highlights its parts on the adjacent visible faces together.

The cube widget occupies a compact 112-point square in the viewport corner. A straight-on cube face is approximately 55 points wide; painting and picking scale together. Face labels are stretched vertically. View clicks ease through intermediate orientations when Navigation animated view changes is enabled (the default), at the configured animation speed.

The cube runs view.navigate through the command engine. Programmatic callers pass camera and either direction: [x,y,z] in the camera's up-axis frame or action (left, right, up, down, clockwise, counterclockwise, home, fit). fit: true with a direction or a turn asks for the whole model to be framed from the new direction as well, as home does. The result contains camera and fit; UI callers apply the camera with their animation preference, without editing the design. The Navigation preference navigator_fit (off by default) makes every view chosen on the cube or on the axis gizmo frame the model this way: looking at its middle from the one distance that fits its bounding sphere, which Home then shares.

Shift-orbit snapping includes 45-degree edge views and isometric corner views, with a lightly damped spring transition and a small boundary margin to prevent flicker.

ui.palette {text?, open?} opens command search under the ribbon search field; open: false closes it. ui.start {command: "ui.palette"}, clicking ribbon:search, and S open the same popup. This is UI routing: engine.execute continues to run commands without opening dialogs. The query is limited to 4096 Unicode characters, with at most 80 visible results.

shortcut:search and palette:search identify the editor; ribbon:search_popup and palette:outer identify the popup. Command rows retain menu:<command id>; design rows use menu:search:design:<index>. Up/Down choose an enabled row, Enter runs it, Tab fills its id or name, and Esc closes. Typing command.id {"parameter": value} validates JSON live and runs through the same engine entry as engine.execute. Shift+Enter runs JSON and keeps the query open. Invalid JSON stays editable and reports the parser's error. Feature results open their existing edit tools; parameter results open Change Parameters filtered to that name.