Add editable panels and refine shell settings (#18)

* Integrate panel composition, adaptive sizing, and overflow

* Add instance editing controls to panel settings

* Add panel group editing and measured composition preview

* Reorganize panel settings and add drag-and-drop item editing

* Simplify panel settings and place inspectors beside the editor

* Refine Panel & Shell settings, previews, and panel rendering

* Organize settings navigation and modernize packaged panel config

* Support top and bottom panels and refine shell surfaces

Add edge-aware settings, previews, popup placement, notifications, margins, and corner rendering. Preserve translucency in notification and dialog controls, and tighten spacing around the clock and display-mode icon.

* Add workspace styles and fix Settings text rendering

* Make panel allocation independent of measurement order

* Normalize panel item settings and visibility

* Move shell geometry into each panel

* Add independent group surfaces and finalize panel configuration

* Keep panel fit checks and restoration consistent with allocation

* Reject unknown panel item options and namespace metadata

* Reject invalid shell startup configuration and remove old radius fields

* Discover workspace application icons in a background task

* Remove the panel architecture document and improve reference prose

* Let panel media fill available space and improve Settings scrolling

* Preserve panel labels across clipped GPU rendering

* Use matching alpine lake wallpapers for light and dark modes

* Fix panel accessibility and popup lifecycle

Apply Reduce Transparency to panel opacity in the shell, compositor, and
Settings preview. Reject unknown theme tokens before snapshot substitution
and validate the current geometry fields in both consumers.

Dismiss popovers and workspace tooltips after panel layout changes. Handle
bar pointer exits directly and recover workspace hover after reentry without
repeated motion updates. Cover the transitions with regression tests and
update the wallpaper dimensions check for the bundled lake defaults.

* Use tagged Ferese toolkit fixes

* Fix center-only panel spacing and headless text rendering

* Bundle native 4K abstract wallpapers for both appearances

* Dismiss workspace tooltips before captured pointer dispatch

* Verify installed JPEG wallpapers when replacing a release
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Samuel Onoja authored and GitHub committed 2026-10-10 18:50:37 +01:00
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"""Render the matching Ferese wallpapers directly at UHD resolution.
Run with Blender 4.5 or later:
blender --background --python assets/wallpapers/render.py
Pass -- --preview to render 960 x 540 previews instead.
"""
import math
import sys
from pathlib import Path
import bpy
from mathutils import Vector
ROOT = Path(__file__).resolve().parent
PREVIEW = "--preview" in sys.argv
DESTINATION = Path("/tmp/ferese-wallpaper-render") if PREVIEW else ROOT
def material(name, color, metallic=0.0, roughness=0.35):
result = bpy.data.materials.new(name)
result.use_nodes = True
shader = result.node_tree.nodes.get("Principled BSDF")
shader.inputs["Base Color"].default_value = (*color, 1.0)
shader.inputs["Metallic"].default_value = metallic
shader.inputs["Roughness"].default_value = roughness
shader.inputs["Coat Weight"].default_value = 0.3
shader.inputs["Coat Roughness"].default_value = 0.2
return result
def ribbon(name, phase, offset, surface):
vertices, faces = [], []
length_steps, width_steps = 360, 64
for i in range(length_steps):
t = i / length_steps
angle = 2.0 * math.pi * t
x = 2.0 + 5.4 * math.cos(angle)
y = 3.5 * math.sin(angle)
z = 0.8 * math.sin(2.0 * angle) + offset
tangent = Vector((-5.4 * math.sin(angle), 3.5 * math.cos(angle), 0.0))
normal = Vector((-tangent.y, tangent.x, 0.0)).normalized()
width = 1.75 + 0.25 * math.cos(angle + phase)
twist = angle + phase
for j in range(width_steps + 1):
u = 2.0 * j / width_steps - 1.0
distance = width * u * math.cos(twist)
curl = 0.25 * width * u * u
vertices.append(
(
x + normal.x * distance,
y + normal.y * distance,
z + width * u * math.sin(twist) + curl,
)
)
for i in range(length_steps):
for j in range(width_steps):
a = i * (width_steps + 1) + j
b = ((i + 1) % length_steps) * (width_steps + 1) + j
faces.append((a, a + 1, b + 1, b))
mesh = bpy.data.meshes.new(name)
mesh.from_pydata(vertices, [], faces)
mesh.update()
obj = bpy.data.objects.new(name, mesh)
bpy.context.collection.objects.link(obj)
obj.data.materials.append(surface)
for polygon in mesh.polygons:
polygon.use_smooth = True
solid = obj.modifiers.new("Satin edge", "SOLIDIFY")
solid.thickness = 0.028
bevel = obj.modifiers.new("Soft edge", "BEVEL")
bevel.width = 0.025
bevel.segments = 3
return obj
def area(name, position, color, power, size, target=(1.0, 0.0, 0.0)):
light = bpy.data.lights.new(name, "AREA")
light.energy = power
light.color = color
light.shape = "RECTANGLE"
light.size = size
light.size_y = size * 2.0
obj = bpy.data.objects.new(name, light)
bpy.context.collection.objects.link(obj)
obj.location = position
obj.rotation_euler = (Vector(target) - obj.location).to_track_quat("-Z", "Y").to_euler()
def render(appearance):
bpy.ops.wm.read_factory_settings(use_empty=True)
scene = bpy.context.scene
scene.render.engine = "CYCLES"
scene.cycles.samples = 24 if PREVIEW else 64
scene.cycles.use_denoising = True
scene.cycles.adaptive_threshold = 0.03
scene.cycles.max_bounces = 6
scene.render.resolution_x = 960 if PREVIEW else 3840
scene.render.resolution_y = 540 if PREVIEW else 2160
scene.render.resolution_percentage = 100
scene.render.image_settings.file_format = "PNG"
scene.render.image_settings.color_mode = "RGB"
scene.render.image_settings.color_depth = "8"
scene.render.film_transparent = False
scene.view_settings.view_transform = "AgX"
scene.view_settings.look = "AgX - Medium High Contrast"
dark = appearance == "dark"
world = bpy.data.worlds.new("Studio")
world.use_nodes = True
world.node_tree.nodes["Background"].inputs["Color"].default_value = (
(0.11, 0.16, 0.27, 1.0) if dark else (0.75, 0.82, 0.95, 1.0)
)
world.node_tree.nodes["Background"].inputs["Strength"].default_value = 0.35 if dark else 0.55
scene.world = world
pearl = material("Pearl satin", (0.12, 0.43, 0.66) if dark else (0.56, 0.75, 0.95), 0.45, 0.28)
blue = material("Blue satin", (0.014, 0.085, 0.30) if dark else (0.24, 0.46, 0.74), 0.55, 0.3)
backdrop = bpy.data.materials.new("Quiet gradient")
backdrop.use_nodes = True
nodes, links = backdrop.node_tree.nodes, backdrop.node_tree.links
nodes.clear()
geometry = nodes.new("ShaderNodeNewGeometry")
distance = nodes.new("ShaderNodeVectorMath")
distance.operation = "DISTANCE"
distance.inputs[1].default_value = (5.0, 2.0, -4.0)
links.new(geometry.outputs["Position"], distance.inputs[0])
radius = nodes.new("ShaderNodeMath")
radius.operation = "DIVIDE"
radius.inputs[1].default_value = 18.0
links.new(distance.outputs["Value"], radius.inputs[0])
ramp = nodes.new("ShaderNodeValToRGB")
ramp.color_ramp.interpolation = "EASE"
ramp.color_ramp.elements[0].color = (0.022, 0.052, 0.11, 1.0) if dark else (1.5, 1.7, 2.0, 1.0)
ramp.color_ramp.elements[1].color = (0.002, 0.006, 0.016, 1.0) if dark else (0.9, 1.15, 1.5, 1.0)
links.new(radius.outputs[0], ramp.inputs[0])
emission = nodes.new("ShaderNodeEmission")
links.new(ramp.outputs[0], emission.inputs["Color"])
output = nodes.new("ShaderNodeOutputMaterial")
links.new(emission.outputs[0], output.inputs["Surface"])
fold = ribbon("Satin fold", -0.6, 0.7, pearl)
fold.data.materials.append(blue)
fold.modifiers["Satin edge"].material_offset = 1
bpy.ops.mesh.primitive_plane_add(size=200, location=(0.0, 0.0, -4.0))
bpy.context.object.data.materials.append(backdrop)
area("Broad softbox", (-4.0, 3.0, 12.0), (0.81, 0.93, 1.0), 2400, 8.0)
area("Upper rim", (7.0, 6.0, 8.0), (0.52, 0.82, 1.0), 1900, 6.0)
area("Blue reflection", (1.0, -7.0, 5.0), (0.25, 0.46, 1.0) if dark else (0.75, 0.87, 1.0), 1100, 7.0)
camera = bpy.data.cameras.new("Wallpaper camera")
camera.type = "ORTHO"
camera.ortho_scale = 21.0
obj = bpy.data.objects.new("Wallpaper camera", camera)
bpy.context.collection.objects.link(obj)
obj.location = (-1.5, -7.0, 22.0)
target = Vector((-1.5, 0.0, 0.0))
obj.rotation_euler = (target - obj.location).to_track_quat("-Z", "Y").to_euler()
scene.camera = obj
DESTINATION.mkdir(parents=True, exist_ok=True)
scene.render.filepath = str(DESTINATION / f"ferese-wallpaper-{appearance}.png")
bpy.ops.render.render(write_still=True)
Path(scene.render.filepath).chmod(0o644)
for appearance in ("dark", "light"):
render(appearance)