Feature/add svg textures#8
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…o feature/add_svg_textures
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@codex review |
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Reviewed commit: e36ccaac6c
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| const trimmed = svgMarkup.trim(); | ||
| if (!trimmed.startsWith('<svg')) return ''; |
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Accept SVG prologs before validating markup
normalizeSvgMarkup rejects any input whose trimmed text does not start with <svg>, so common SVG files that begin with an XML declaration/doctype (for example <?xml ...?><svg ...>) are treated as invalid and cannot be imported through the new SVG workbench/file flow. This blocks a broad class of real-world SVG assets even though they are valid SVG documents.
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| applyTextureTransform(texture, previousTransform); | ||
| mesh.userData.texture = texture; | ||
| mesh.userData.textureEnabled = true; | ||
| delete mesh.userData.textureProcessing; |
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Preserve texture FX metadata when undoing texture apply
applyTexture now clears mesh.userData.textureProcessing, but the undo action created in the same function only restores map/color/enable flags and never restores the previous processing settings. If a user replaces a processed texture and then undoes, the old texture comes back without its FX metadata, so subsequent editor/export behavior can diverge from the pre-action state.
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@codex review and make a summary of all the features in this pr