// MAR.26-2026
// V0.2.0-dev

> UI Architecture Refactor & Texture Pipeline Initialization
The interface structure has been significantly refactored. The initial concept of overlapping UI elements atop the viewport was discarded. Obscuring the active workspace with floating panels is a modern design flaw that we refuse to replicate. Tools and parameters are now strictly isolated in a dedicated right-side panel to maximize viewport real estate and data legibility.
Furthermore, the 2D spatial environments (TEXTURE_MODE and IMAGE_EDIT_MODE) are now online. The texture injection pipeline enforces a strict 125-color (3bpc) quantization preview, ensuring compliance with legacy hardware limitations. Rendering 32-bit color depth for low-poly assets is an inefficient use of memory bandwidth.
> Changelog
Workspace Architecture: Integrated a persistent, isolated right-side control panel across all spatial environments (3D_MODE, TEXTURE_MODE, and IMAGE_EDIT_MODE).
Texture Mode: Implemented OS-native Drag & Drop for multi-image injection. Features include affine transformation matrices (Translate, Rotate, Scale), layer ordering/composition, and real-time 125-color quantization preview.
Image Edit Mode: Deployed a 4-point quadrilateral manipulation system. Applying the transformation executes a precise crop and perspective warp correction, converting arbitrary quadrilaterals into strict parallelepiped bounds.
2D Kinematics: Enabled free orthogonal camera translation and scalar zoom within both 2D modes. Added a discrete shortcut state to toggle camera focus between global bounds and the origin center.
Interface: Deprecated the 2x global UI scale factor. The interface now strictly adheres to a 1:1 pixel mapping ratio.
Typography: Eradicated the upscaled pixel-art font. System text has been migrated to a standard, non-anti-aliased bitmap font to prioritize data legibility over nostalgic aesthetic bloat.
> Upcoming Pipeline Execution
UV_MAP: Implementation of surface coordinate editing and primitive UV projection routines.
Data Binding: Optimize the bi-directional telemetry and state communication between the viewport and the new right-side panel UI.
Outliner: Establish a hierarchical registry (list view) to track injected 2D image assets and instanced 3D geometry.
Primitive Factory: Initialization of core 3D standard primitives (Box, Sphere, Cylinder, etc.) into the generation pipeline.