* load scene from localStorage in collaboration if user is first in room
* load scene from localStorage in collaboration prior to syncing with server
* fix merge
Co-authored-by: dwelle <luzar.david@gmail.com>
* Update shortcuts.md for Lock
* Add 'Q' as a shortcut for toggling shape lock
* Add shortcut to LockIcon title
* use event.key instead
Co-authored-by: Faustino Kialungila <Faustino.kialungila@gmail.com>
* Restyle the bottom bar on mobile as an Island
* Shorter label for collaboration button, truncate too-long button labels
* Refactor safe area things to global vars
* Fix scroll bar positioning, don’t block scrollbars with menu island
* Update text
* cmd+d to duplicate selection
* use duplicateElement instead
* use duplicateElement instead
* Update actionDuplicateSelection.ts
* select the new duplicated element
* add locale
* use event.key instead of event.code
Co-authored-by: David Luzar <luzar.david@gmail.com>
* New translations en.json (Korean)
* New translations en.json (Korean)
* New translations en.json (Korean)
* New translations en.json (Korean)
* New translations en.json (Korean)
* New translations en.json (Portuguese)
* New translations en.json (Portuguese)
* [WIP] Add names next to pointers
This implements the rendering and messaging across. Still need to do the UI to set the name.
Also, not really sure what's the best place to send the name and store it.
* Add randomized names
Co-authored-by: Christopher Chedeau <vjeux@fb.com>
* Fix hit testing threshold
- The bounding box was not correctly extended to take into account the threshold. It was only for y axis but not x.
- The bezier threshold was using 20 instead of 10 and not taking into account zoom level.
Both those issues are fixed and now the behavior looks good on all the shapes I can test.
* fix_tests
My original hack to put the scale when we create the canvas element doesn't make much sense. It should be done when we are rendering the scene. I moved it there in this PR.
The rest was all about forwarding the scale to where it's needed.