- alignGuides/segmentAngle/is45 pure helpers (+2 unit tests, 108);
per-context candidates (room vertices + path pts / other icons /
decor endpoints+corners / other room cards), nearest per axis, max
two guides, dashed accent lines with a source dot
- cursor badge shows length + angle, green on 45deg multiples
- indication only, no magnetism (owner's decision); guides live in
plan/devices/decor, never in View
- smoke_align_guides.mjs (9 checks); TESTING/CHANGELOG same-commit
- outlineWithout trims the rooms' solid strokes under open stretches
(.room.noedge kills the polygon stroke incl. hover; trimmed
.room-outline path draws the remaining walls)
- dash color follows the space stroke color; openwalls layer moved
after the glow layer
- +1 unit test (105); smoke_openwall extended; docs same-commit
- room.open_to symmetric links; 'Open boundary' plan tool toggles the
shared wall pair under the click (sharedBoundary collinear-overlap
math + distToSegment pull, same as Split); dashed rendering with an
amber hot state while the tool is active; Esc -> Draw
- glow: the clip becomes the transitive open zone (openZoneOf BFS,
either-direction links) + door sectors from the zone's outer walls
- model rooms carry open_to; backend ROOM_SCHEMA open_to: [str]
- +3 unit tests (104), smoke_openwall.mjs (8 checks); docs same-commit
- primaryEntity: tiered selection, domain priority beats hidden flag
(hidden light > visible config switch); visible same-domain still wins
- live-debugged on the real install: individual lamps hidden in the
registry (light group setup) got switch.*_do_not_disturb / identify
buttons as primary — tap toggle 'did nothing'
- +1 unit test (101); TESTING/CHANGELOG same-commit
- marker.controls[]: bound light.*/switch.* entities; explicit per-marker
tap_action=toggle flips them with HA-group semantics in one call
(controlsAction + isControllable pure helpers, +2 unit tests, 100)
- icon state and RGB tint mirror the targets (stateless remotes and
virtual dumb-switch markers finally show something); info card lists
targets with states; locks filtered everywhere
- chips+search UI in the marker dialog; backend schema; smoke_controls
(9 checks); TESTING/CHANGELOG same-commit
- fill_mode 'glow': uniform darkness over every room; lit lamps render
radial gradient pools (rgb_color -> color temp via kelvinToRgb ->
configurable default; brightness scales alpha)
- pools clipped by the source's room + doorway sectors (doorSector rays
to door edges; hasRoomBehind blocks entrance doors); windows and
islands don't participate (no shadow casting, documented)
- glow radius in HA units (m/ft) in general settings, stored in cm;
palette group glow_base/glow_light; backend schema updated
- +4 unit tests (98 total); smoke_glow.mjs (10 checks); docs same-commit
- roomsOverlap: full nesting is legal (islands), edge crossings and
partial overlaps still rejected; polyContainsPoly + islandsOf pure
helpers (+2 unit tests, 94 total)
- draw tool: per-click point-in-room rejection removed, validation at
contour closing; parent rooms with islands render as evenodd paths
(ring fills correctly, island stays clickable through the hole)
- smoke_island_rooms.mjs; smoke_merge_split stale room-count asserts
fixed (rg pushed a 5th room; cancelWhole silently false for ages)
- TESTING/CHANGELOG same-commit
- splitRoomPath in logic.ts: wall-to-wall polyline cut with interior
vertices; validates wall crossings, self-intersection, degenerate
parts; splitRoom delegates (2-point path); +3 unit tests (93 total)
- split UI: interior clicks add snapped intermediate points, live
polyline + vertices + preview; new/updated toasts
- cursors: pointer for merge/delroom and split room-pick stage,
crosshair while cutting (stage tool-* classes)
- Esc: split — drop last point, then room pick, then back to draw;
merge — clear selection, then back to draw
- smoke_split_polyline.mjs (14 checks); TESTING/CHANGELOG same-commit
- room label becomes a card: name on top, optional metrics below
(temperature / humidity / avg zigbee / lights), four checkboxes in
space settings, all off by default; lights render On/Off or '1 of 3'
- areaHum + areaLightStats pure helpers (+3 unit tests, 90 total)
- resize via corner handles in the Plan editor (hover), uniform 0.5-3x,
scale stored as layout k next to the position; drag preserves it
- fix latent v1.25 regression: draggable HTML labels were never rendered
in the Plan editor (static SVG only) — real name-only cards now render
there, draggable and resizable
- repair merge/split smokes still calling removed _toggleMarkup
- validation.py: 4 label_* bools; smoke_room_cards.mjs; docs same-commit
- auto devices/light groups appearing after install get a server-side 'new'
flag (settings.new_device_ids) and a red dot top-right of the icon; opening
the device's editor clears it for every client
- known_devices baseline seeded silently on first run — upgrades never flood
the plan with dots; hand-made markers never flagged
- pure diffNewDevices + unit tests; backend schema; smoke_new_device.mjs;
TESTING.md row
- area-less rooms appear in the marker room list ('no area, manual'); markers
store room_id and land at the room centre; dialog reopen restores the choice
- pure parseRoomRef (space#area / space#@roomId) + unit tests; backend schema
- ROADMAP phase 11 closed; TESTING.md row; smoke_subarea.mjs
- lightColorOf(): on+rgb_color tints icon/glow/ripple (explicit ripple color wins);
brightness ignored by design; off/white/unavailable unchanged
- isAlarmState(): leak/smoke/gas/CO/safety/tamper/problem sensors and sirens in
'on' pulse a red ring over any display mode; outages never alarm;
prefers-reduced-motion honoured
- +2 unit tests, smoke_rgb_alarm.mjs, TESTING.md rows
- General settings dialog: fill colors grouped by mode (light on/off, temp
cold/ok/hot, lqi weak/strong), each with its own opacity; lqi fill lerps
between the endpoints; stored in settings.fill_colors (defaults omitted);
space-card uses the same palette
- per-space show_lqi toggle (badges + room tooltip line), inherits the card's
show_signal when unset
- fillColorsOf/lerpColor/roomFillStyle helpers (+4 tests), backend schemas,
smoke_general_settings; TESTING.md updated in the same commit
- Hover: an accent outline hugs the opening's wall strip + grab cursor.
- Drag (view mode): re-snaps continuously to the nearest derived wall; snapToWall now
normalizes the angle to [-90,90) — neighbouring rooms yield the same wall in opposite
directions, which used to flip the hinge while dragging across segment boundaries.
setPointerCapture wrapped in try/catch (an inactive pointerId must not kill the drag).
- Click still opens the status card (via a 250ms timer); double click opens the
properties dialog from view mode. Hit zone is now a slightly thicker strip along the
wall instead of the whole swing square (fewer accidental hovers). +1 test (77).
Verified live: drag moved a test door exactly along a vertical wall (angle 90 -> -90),
click/dblclick/markup-tool paths all работают; the user's 12 real openings untouched.
New markup tool 'Opening': click a wall — the opening snaps onto the nearest DERIVED
room wall (v1.19.0 model: openings keep absolute coords, so room edits never break
them) and takes its angle. Dialog: type, length in real cm (door 90 / window 120 —
per-space scale makes it honest), contact sensor (invertible), lock (doors).
Rendering after easy-floorplan (MIT): hinged leaf + swing arc drawing on via
stroke-dashoffset; window = two casements. No sensor → static plan defaults (door
open, window closed); unavailable freezes the default (pure openingAmount, tested).
Lock: padlock badge (green locked / orange unlocked / grey unknown); the lock is
never toggled from the plan — clicking shows an info card with both states.
snapToWall + openingAmount in logic.ts; space.openings validated server-side.
+2 tests (76). Verified live on the dacha (real TTLock + TRV window sensor).
Visuals borrowed from easy-floorplan (github.com/nicosandller/easy-floorplan), model kept ours.
isActiveState is independent of the live_states toggle; unavailable/unknown count as idle.
Honours prefers-reduced-motion. Badges scale with --dev-size. +1 test (74).
- fix: Split snaps the click to the room's nearest wall instead of the grid, so
it works on non-grid-aligned rooms (imported/legacy polygons); the pull is
capped (~6 cells) so accidental mid-room clicks stay a miss; splitRoom() still
rejects a bad cut. closestPointOnBoundary() + unit test.
- docs: README (en+ru) documents Merge/Split/ruler/per-space scale (were undocumented);
TESTING.md merge/split rows + fresh self-run; new smokes smoke_merge_split,
smoke_split_nonsnap (incl. the capped-pull case).
- 73 frontend + 12 backend tests green; module eval + both cards register.
- Merge: click a room, then a neighbour. Adjacency is decided by the RESULT, not a
heuristic: mergeRooms unions the outlines and accepts only when they collapse into one
hole-free outline (corner touch / apart / hole => refused). A dialog picks the surviving
name+area; the kept room keeps its id so its label and devices stay put.
- Split: click the room, then two wall points; the chord cuts it, live ruler on the cut.
The bigger part stays the room (name/area/devices), the smaller opens the new-room
dialog. The cut is applied only on confirm — Cancel leaves the room whole.
- Boolean geometry via polyclip-ts (proper ESM + native types; polygon-clipping ships
named types but a default-only ESM build, breaking either tsc or the runtime).
Verified on the real plan, where neighbouring walls overlap collinearly rather than
match exactly — the case a hand-rolled union gets wrong. Bundle 151->202 KB.
+5 tests (72). Verified live: merge of Сауна+с/у -> 4-vertex outline, non-adjacent
refused, split preserves area (26667 -> 13333+13333), cancel leaves the room whole.
- A click strictly inside an existing room is refused while drawing; a click ON a wall
stays legal (neighbours share walls, and real walls overlap collinearly rather than
match exactly, so vertices land on existing outlines mid-span constantly).
- Closing an outline that overlaps an existing room is refused — vertex checks alone are
not enough, an outline drawn AROUND a room has every vertex outside it. Nesting counts
as overlap. The outline stays open so it can be corrected.
- New pure geometry: roomPoly, pointOnBoundary, pointStrictlyInside, segmentsProperlyCross
(touching/collinear deliberately not a crossing), roomsOverlap. +4 tests (67).
Verified live: all 15 existing neighbour pairs stay clean (no false positives).
A wall can only exist as an edge of a closed room:
- roomEdges(rooms) derives walls from room outlines, deduping shared ones, so deleting a
room keeps the borders its neighbours still contribute and drops the rest — the rule
falls out of the model instead of needing bookkeeping.
- Nothing is persisted while drawing: an outline you never close leaves no lines behind
(previously every click pair was written to space.segments immediately).
- The 'Erase line' tool is gone; space.segments is stripped on every save (validation
still tolerates it on read so a stale tab cannot fail a save).
- Dead code out: _addSegment/_removeSegmentByKey/_distToSeg/_pathSegs/_segKey.
Docs (ARCHITECTURE/TESTING/CHANGELOG) updated in the same commit. +2 tests (63).
- Draw mode shows the current segment length near the cursor (metres or feet+inches
per the HA unit system). New pure helpers segmentCm/formatLength (unit-tested).
- New per-space 'Scale (grid cell size)' field (space.cell_cm, default 5 cm) so each
plan has its own real-world dimensions. i18n en/ru, .measurelabel style. +3 tests (61).
- fill_mode 'temp': below comfort → #4fc3f7, inside → #66d17a, above → #ffd45c;
bounds default 20-25°C, editable in the space dialog (visible only for this
mode), swapped bounds tolerated; rooms without a temperature reading unfilled
- areaTemp(): average of the area devices' temperatures
- tests: roomFillColor temp bands + bounds, spaceDisplayOf defaults, areaTemp,
backend schema (fill_mode temp + temp_min/temp_max); smoke_temp_fill.mjs
- TESTING.md updated in the same commit (policy)
- space dialog 'Display' section: room borders/names toggles, color+opacity,
fill by zigbee signal or lights (tri-state: on/off/no-lights)
- draggable room name labels persisted as layout rl_<roomId>
- 'no image, outline by hand' space source with canvas orientation; image
optional now; switching an existing space to draw detaches its plan
- demo/ synthetic-home harness lives in the repo (serve.mjs + smokes + icons gen)
- docs/TESTING.md checklist (same-commit update policy); self-run found and
fixed: plan_url not detached on image->draw, _stateClass crash on states
without entity_id; perf measured (162 devices ~14ms build)
- backend: SPACE_DISPLAY_SCHEMA validation (+test)
- 12-test buildDevices suite on a fake hass (curation, markers, groups, dedup,
icon rules, lock override, device_class fallback, primary/LQI/temp)
- t() substitutes all placeholder occurrences (pure subst() + regression test)
- _saveConfigNow resyncs config on rev conflict before rethrowing
- pointercancel clears the long-press timer (phantom info card on touch)
- repairs.py: plan-file check re-runs after every config save
- test build compiles devices.ts/types.ts; fix-test-build.mjs adds .js to ESM imports
- floors wizard: spaces from the HA floor registry, step-by-step with mandatory
plan upload per floor, skip support, auto-markup after the last one
- icon rules as data (settings.icon_rules) + in-card editor with live test,
invalid-regex guard, bilingual defaults, device_class fallback chain
- tap_action (card) + per-device override; security model: card-wide toggle only
for light/switch/fan/humidifier, explicit override for covers, never lock/alarm;
600ms long-press always opens the info card
- i18n dictionaries → src/i18n/*.json (+parity tests); light-theme badge fixes
- frontend tests 15→28
- All card UI strings moved to src/i18n.ts (en/ru); language follows the HA
profile automatically, new 'language: en|ru' card option forces it; GUI
editor localized and got the language dropdown; generated device names
localized via BuildCtx.loc.
- English-only codebase: comments, docstrings, test names, backend error
messages and logs. Russian remains only in the ru dictionary, ru.json,
iconFor regexes matching Russian device names (+their fixtures) and README.ru.md.
- Docs English-first: README (EN) + README.ru.md, ARCHITECTURE/DEVELOPMENT/
ROADMAP/CHANGELOG fully translated; translations/en.json had Russian - fixed.
- Removed obsolete RELEASE_NOTES_v1.9.3.md and scripts_publish.sh.