Changing a rate, the pierce time or the machine rebuilt the timeline and
kept the playhead's old time. That time pointed at a different move on
the retimed timeline, so the torch jumped around while settings were
adjusted. When the new timeline has the same moves, Load now finds the
same move and how far through it the torch was (CutSimulation.TimeAt
inverts FractionAt, acceleration included).
The in-progress rapid was drawn whole with a dashed pen. GDI+ cost grows
with dash count: zoomed in, one paint of a long rapid can take seconds
to minutes. It is now clipped to the visible area, as finished rapids
already were.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The cut simulation treated Display-layer contour moves (what cutting
strategies emit) as head-up travel, so plates with assigned lead-ins were
timed as rapids. They now cut, matching the verifier and posts, and
suppressed moves are left out.
Cut time now follows the CI Fiber post: closed clockwise contours and
cut-offs take an outside feed, other contours a hole feed, and etch-only
contours can be skipped like its SkipScribe default. The settings are
shared by Calculate Cut Time and the simulator, and plate/nest times now
always come from the simulation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Plate > Simulate Cutting replays the active plate in cutting order: the
torch traces cuts, rapids and pierces timed like Calculate Cut Time, with
play/pause, scrubbing, 1x-250x speed, step and part/cutout jumps. Parts
the torch has not reached are drawn muted.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>