diff --git a/config/external-sources.lock.json b/config/external-sources.lock.json
index da7b69f7..b0ff8389 100644
--- a/config/external-sources.lock.json
+++ b/config/external-sources.lock.json
@@ -15,8 +15,8 @@
"repo": "https://github.com/nextlevelbuilder/ui-ux-pro-max-skill.git",
"ref": "main",
"adapter": "claude-skill",
- "commit": "dcc40ff5133ef78276117db0cc34e7b83cc8aeba",
- "syncedAt": "2026-09-22T16:08:55Z"
+ "commit": "823b0a14d3539b5d78c0efb614426a4fab5983ec",
+ "syncedAt": "2026-09-26T16:00:00Z"
},
{
"id": "caveman",
@@ -33,8 +33,8 @@
"repo": "https://github.com/Leonxlnx/taste-skill.git",
"ref": "main",
"adapter": "skill-collection",
- "commit": "c184364c58658b2f131b4ae8bd3d206cabb3deee",
- "syncedAt": "2026-09-23T16:00:00Z"
+ "commit": "ce26fc25c0e5e8cab638f883de62d9a86ee5e45b",
+ "syncedAt": "2026-09-26T16:00:00Z"
},
{
"id": "shadcn",
@@ -168,8 +168,8 @@
"repo": "https://github.com/vercel/next.js.git",
"ref": "canary",
"adapter": "skill-collection",
- "commit": "2b776990f06b38738d6d4971aa7e2e56b4d23b06",
- "syncedAt": "2026-09-25T16:00:00Z"
+ "commit": "1cc0f6617e2f7df9068083066a4c2db76b51fdcb",
+ "syncedAt": "2026-09-26T16:00:00Z"
},
{
"id": "shuorenhua",
@@ -177,8 +177,8 @@
"repo": "https://github.com/MrGeDiao/shuorenhua.git",
"ref": "main",
"adapter": "claude-skill",
- "commit": "77347b29994415b26e40e7a432d80cbc6fc8bdb8",
- "syncedAt": "2026-09-24T03:13:04Z"
+ "commit": "cd681637edb6000bde4b09f63e489a7012dd2a72",
+ "syncedAt": "2026-09-26T16:00:00Z"
}
]
}
diff --git a/plugins/codex/plugins/mcp-playwright/MCP_SOURCE.json b/plugins/codex/plugins/mcp-playwright/MCP_SOURCE.json
index 52525053..6078c213 100644
--- a/plugins/codex/plugins/mcp-playwright/MCP_SOURCE.json
+++ b/plugins/codex/plugins/mcp-playwright/MCP_SOURCE.json
@@ -3,5 +3,5 @@
"name": "playwright浏览器自动化操作",
"version": "20260605",
"keySource": "none",
- "syncedAt": "2026-09-25T16:02:04Z"
+ "syncedAt": "2026-09-26T16:02:01Z"
}
diff --git a/plugins/codex/plugins/next-skills/THIRD_PARTY_SOURCE.json b/plugins/codex/plugins/next-skills/THIRD_PARTY_SOURCE.json
index 2ede35a0..792115b2 100644
--- a/plugins/codex/plugins/next-skills/THIRD_PARTY_SOURCE.json
+++ b/plugins/codex/plugins/next-skills/THIRD_PARTY_SOURCE.json
@@ -2,8 +2,8 @@
"sourceId": "next-skills",
"repo": "https://github.com/vercel/next.js.git",
"ref": "canary",
- "commit": "2b776990f06b38738d6d4971aa7e2e56b4d23b06",
+ "commit": "1cc0f6617e2f7df9068083066a4c2db76b51fdcb",
"adapter": "skill-collection",
"sourcePath": "skills",
- "syncedAt": "2026-09-25T16:00:00Z"
+ "syncedAt": "2026-09-26T16:00:00Z"
}
diff --git a/plugins/codex/plugins/shuorenhua/THIRD_PARTY_SOURCE.json b/plugins/codex/plugins/shuorenhua/THIRD_PARTY_SOURCE.json
index 29466b88..3db57b0c 100644
--- a/plugins/codex/plugins/shuorenhua/THIRD_PARTY_SOURCE.json
+++ b/plugins/codex/plugins/shuorenhua/THIRD_PARTY_SOURCE.json
@@ -2,8 +2,8 @@
"sourceId": "shuorenhua",
"repo": "https://github.com/MrGeDiao/shuorenhua.git",
"ref": "main",
- "commit": "77347b29994415b26e40e7a432d80cbc6fc8bdb8",
+ "commit": "cd681637edb6000bde4b09f63e489a7012dd2a72",
"adapter": "claude-skill",
"sourcePath": ".",
- "syncedAt": "2026-09-24T03:13:04Z"
+ "syncedAt": "2026-09-26T16:00:00Z"
}
diff --git a/plugins/codex/plugins/taste-skill/THIRD_PARTY_SOURCE.json b/plugins/codex/plugins/taste-skill/THIRD_PARTY_SOURCE.json
index d672de1e..7f580813 100644
--- a/plugins/codex/plugins/taste-skill/THIRD_PARTY_SOURCE.json
+++ b/plugins/codex/plugins/taste-skill/THIRD_PARTY_SOURCE.json
@@ -2,8 +2,8 @@
"sourceId": "taste-skill",
"repo": "https://github.com/Leonxlnx/taste-skill.git",
"ref": "main",
- "commit": "c184364c58658b2f131b4ae8bd3d206cabb3deee",
+ "commit": "ce26fc25c0e5e8cab638f883de62d9a86ee5e45b",
"adapter": "skill-collection",
"sourcePath": "skills",
- "syncedAt": "2026-09-23T16:00:00Z"
+ "syncedAt": "2026-09-26T16:00:00Z"
}
diff --git a/plugins/codex/plugins/ui-ux-pro-max/README.md b/plugins/codex/plugins/ui-ux-pro-max/README.md
index 4f0a1334..8c4918af 100755
--- a/plugins/codex/plugins/ui-ux-pro-max/README.md
+++ b/plugins/codex/plugins/ui-ux-pro-max/README.md
@@ -288,6 +288,7 @@ uipro init --ai kilocode # KiloCode
uipro init --ai warp # Warp
uipro init --ai augment # Augment
uipro init --ai codewhale # CodeWhale
+uipro init --ai zcode # ZCode
uipro init --ai universal # Universal / Agent Standard (.agents/skills/)
uipro init --ai all # All assistants
```
@@ -299,6 +300,7 @@ The npm package is `ui-ux-pro-max-cli`; it still installs the `uipro` command. O
```bash
uipro init --ai claude --global # Install to ~/.claude/skills/
uipro init --ai cursor --global # Install to ~/.cursor/skills/
+uipro init --ai zcode --global # Install to ~/.zcode/skills/
uipro init --ai universal --global # Install to ~/.agents/skills/
```
@@ -331,7 +333,7 @@ If it is missing, install it yourself from [python.org](https://www.python.org/d
### Skill Mode (Auto-activate)
-**Supported:** Claude Code, Cursor, Windsurf, Antigravity, Codex CLI, Continue, Gemini CLI, OpenCode, Qoder, CodeBuddy, Droid (Factory), KiloCode, Warp, Augment, CodeWhale
+**Supported:** Claude Code, Cursor, Windsurf, Antigravity, Codex CLI, Continue, Gemini CLI, OpenCode, Qoder, CodeBuddy, Droid (Factory), KiloCode, Warp, Augment, CodeWhale, ZCode
The skill activates automatically when you request UI/UX work. Just chat naturally:
@@ -396,7 +398,7 @@ Just mention your preferred stack in the prompt, or let it default to HTML + Tai
For direct access to the design system generator:
-> Note: If you installed via Continue, replace `.claude/skills/` with `.continue/skills/` in the commands below. For Droid (Factory), use `.factory/skills/`.
+> Note: If you installed via Continue, replace `.claude/skills/` with `.continue/skills/` in the commands below. For Droid (Factory), use `.factory/skills/`. For ZCode, use `.zcode/skills/`.
```bash
# Generate design system with ASCII output
diff --git a/plugins/codex/plugins/ui-ux-pro-max/THIRD_PARTY_SOURCE.json b/plugins/codex/plugins/ui-ux-pro-max/THIRD_PARTY_SOURCE.json
index 1d07cd78..77cb092e 100644
--- a/plugins/codex/plugins/ui-ux-pro-max/THIRD_PARTY_SOURCE.json
+++ b/plugins/codex/plugins/ui-ux-pro-max/THIRD_PARTY_SOURCE.json
@@ -2,8 +2,8 @@
"sourceId": "ui-ux-pro-max",
"repo": "https://github.com/nextlevelbuilder/ui-ux-pro-max-skill.git",
"ref": "main",
- "commit": "dcc40ff5133ef78276117db0cc34e7b83cc8aeba",
+ "commit": "823b0a14d3539b5d78c0efb614426a4fab5983ec",
"adapter": "claude-skill",
"sourcePath": ".claude/skills/ui-ux-pro-max",
- "syncedAt": "2026-09-22T16:08:55Z"
+ "syncedAt": "2026-09-26T16:00:00Z"
}
diff --git a/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/data/stacks/threejs.csv b/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/data/stacks/threejs.csv
index 2e2cefe9..f6228632 100644
--- a/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/data/stacks/threejs.csv
+++ b/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/data/stacks/threejs.csv
@@ -11,7 +11,7 @@ No,Category,Guideline,Description,Do,Don't,Code Good,Code Bad,Severity,Docs URL,
10,Camera,FOV Range 45 to 75,Use a field of view between 45 and 75 degrees. Below 45 creates compressed telephoto distortion. Above 90 creates visible fisheye distortion at frame edges.,Start at 75 for general interactive scenes; use 45–55 for product close-ups,Use FOV above 90 or below 30 without a deliberate artistic reason,"const camera = new THREE.PerspectiveCamera(75, aspect, 0.1, 1000); // general const camera = new THREE.PerspectiveCamera(50, aspect, 0.1, 1000); // product shot","const camera = new THREE.PerspectiveCamera(120, aspect, 0.1, 1000); // fisheye distortion at all edges",Medium,https://threejs.org/docs/#api/en/cameras/PerspectiveCamera,threejs 0.185.1,active,2026-08-13
11,Camera,Explicit Position and lookAt,Always set an explicit camera position and call camera.lookAt() before the first render. The default camera at the origin pointing down -Z makes subjects at arbitrary coordinates invisible or tiny.,Set camera.position.set() and camera.lookAt() to frame the subject before the first render,Leave the camera at default position (0 0 0) with no lookAt — subject may be behind the camera or microscopic,"camera.position.set(0, 1.5, 5); camera.lookAt(new THREE.Vector3(0, 0, 0));",// No position or lookAt set — subject at y:2 is behind or above the default camera view,Medium,https://threejs.org/docs/#api/en/cameras/Camera.lookAt,threejs 0.185.1,active,2026-08-13
12,Camera,OrbitControls vs GSAP Camera Rig,Use OrbitControls for model viewers and exploratory scenes where the user needs free-look. Use a GSAP scroll-driven camera rig for product reveals or storytelling where the camera path must stay fixed.,Import OrbitControls from three/addons and match the camera control approach to the scene's UX intent,Use OrbitControls for a scripted reveal where users can orbit away before it completes,"import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; const controls = new OrbitControls(camera, renderer.domElement); controls.enableDamping = true; // call controls.update() in animate()","const controls = new THREE.OrbitControls(camera, renderer.domElement); // legacy global API and wrong control model for a scripted reveal",High,https://threejs.org/docs/#examples/en/controls/OrbitControls,threejs 0.185.1,active,2026-08-13
-13,Geometry,Never Create Geometry Per Frame,Creating a new geometry inside animate() allocates a fresh GPU buffer every frame and exhausts VRAM within seconds. Create all geometry exactly once before the loop starts. Use attribute mutation if positions must change per frame.,Create all geometry before the animation loop; mutate BufferAttribute arrays in-place if needed,Call any new XxxGeometry() constructor inside the animation loop,"const geo = new THREE.SphereGeometry(1, 32, 32); // created once const mesh = new THREE.Mesh(geo, mat); scene.add(mesh); const clock = new THREE.Clock(); function animate() { requestAnimationFrame(animate); mesh.rotation.y += clock.getDelta() * 0.8; // delta time renderer.render(scene, camera); }","function animate() { requestAnimationFrame(animate); const geo = new THREE.BoxGeometry(1, 1, 1); // NEW GPU buffer every frame — VRAM exhaustion }",Critical,https://threejs.org/docs/#api/en/core/BufferGeometry,threejs 0.185.1,active,2026-08-13
+13,Geometry,Never Create Geometry Per Frame,Creating a new geometry inside animate() allocates a fresh GPU buffer every frame and exhausts VRAM within seconds. Create all geometry exactly once before the loop starts. Use attribute mutation if positions must change per frame.,Create all geometry before the animation loop; mutate BufferAttribute arrays in-place if needed,Call any new XxxGeometry() constructor inside the animation loop,"const geo = new THREE.SphereGeometry(1, 32, 32); // created once const mesh = new THREE.Mesh(geo, mat); scene.add(mesh); const timer = new THREE.Timer(); function animate(timestamp) { requestAnimationFrame(animate); timer.update(timestamp); mesh.rotation.y += timer.getDelta() * 0.8; // delta time renderer.render(scene, camera); }","function animate() { requestAnimationFrame(animate); const geo = new THREE.BoxGeometry(1, 1, 1); // NEW GPU buffer every frame — VRAM exhaustion }",Critical,https://threejs.org/docs/#api/en/core/BufferGeometry,threejs 0.185.1,active,2026-09-26
14,Geometry,Share Geometry Across Meshes,When multiple objects share the same shape create one geometry instance and pass it to every Mesh. Each Mesh gets its own transform and material while all share a single GPU buffer.,Create one geometry and pass the same reference to every Mesh constructor,Create a separate identical geometry inside a loop for each object,"const geo = new THREE.BoxGeometry(1, 1, 1); // one GPU buffer for (let i = 0; i < 200; i++) { const m = new THREE.Mesh(geo, mat); m.position.set(Math.random() * 10, 0, Math.random() * 10); scene.add(m); }","for (let i = 0; i < 200; i++) { const geo = new THREE.BoxGeometry(1, 1, 1); // 200 separate GPU buffers scene.add(new THREE.Mesh(geo, mat)); }",Critical,https://threejs.org/docs/#api/en/core/BufferGeometry,threejs 0.185.1,active,2026-08-13
15,Geometry,dispose on Scene Removal,Call geometry.dispose() and material.dispose() and texture.dispose() for every texture map when removing objects from the scene. Three.js never releases GPU resources automatically — they stay in VRAM until explicitly freed.,Dispose of geometry + material + every texture map before calling scene.remove(),Call scene.remove() alone without any dispose calls,function removeMesh(mesh) { scene.remove(mesh); mesh.geometry.dispose(); if (mesh.material.map) mesh.material.map.dispose(); if (mesh.material.normalMap) mesh.material.normalMap.dispose(); mesh.material.dispose(); },scene.remove(mesh); // geometry and all texture maps stay in GPU VRAM forever,Critical,https://threejs.org/docs/#api/en/core/BufferGeometry.dispose,threejs 0.185.1,active,2026-08-13
16,Geometry,Segment Count Budget,Use the minimum segment count that achieves the desired silhouette quality. Hero objects: 32–64 segments. Background objects: 8–16. Particle stand-ins: 6–8. High counts on background geometry waste GPU draw calls with zero visible benefit.,Apply a tiered segment budget based on the visual priority of each object in the scene,Default every sphere and cylinder to 64+ segments regardless of its role,"const bgSphere = new THREE.SphereGeometry(0.5, 8, 8); // background const heroSphere = new THREE.SphereGeometry(1, 64, 64); // foreground product","const particleSphere = new THREE.SphereGeometry(0.1, 64, 64); // 64 segments × 1000 particles = massive overdraw",Medium,https://threejs.org/docs/#api/en/geometries/SphereGeometry,threejs 0.185.1,active,2026-08-13
@@ -20,8 +20,8 @@ No,Category,Guideline,Description,Do,Don't,Code Good,Code Bad,Severity,Docs URL,
19,Materials,Share Material Instances,Share one material instance across all meshes that have identical properties. Call mat.clone() only when individual meshes genuinely need different property values. Duplicate materials waste GPU VRAM.,Assign the same material reference to all meshes with identical visual properties,Create a new material inside a loop for objects that look identical,"const mat = new THREE.MeshStandardMaterial({ color: 0x4f46e5, roughness: 0.5 }); meshA.material = mat; meshB.material = mat; meshC.material = mat; // one GPU material",for (const m of meshes) { m.material = new THREE.MeshStandardMaterial({ color: 0x4f46e5 }); } // N redundant GPU materials,High,https://threejs.org/docs/#api/en/materials/Material,threejs 0.185.1,active,2026-08-13
20,Materials,Dispose Textures Explicitly,Textures are the single largest consumer of GPU VRAM in most Three.js scenes. Call texture.dispose() when switching scenes or removing objects — Three.js does not garbage-collect GPU resources automatically.,Track all loaded textures and call dispose() on each one during scene teardown or on object removal,Load textures without any cleanup path — they persist in VRAM for the entire page lifetime,const tex = new THREE.TextureLoader().load('img.jpg'); mesh.material.map = tex; // on teardown: tex.dispose(); mesh.material.dispose();,const tex = new THREE.TextureLoader().load('img.jpg'); scene.remove(mesh); // tex occupies GPU VRAM until page reload,High,https://threejs.org/docs/#api/en/textures/Texture.dispose,threejs 0.185.1,active,2026-08-13
21,Lighting,Ambient Plus Directional Minimum,Any scene using MeshStandardMaterial or MeshPhongMaterial requires at minimum one AmbientLight (fill) and one DirectionalLight (shading direction). Without both the objects render as solid black — the material is there but no light reaches it.,Add AmbientLight for fill and DirectionalLight for shading whenever PBR or Phong materials are used,Use MeshStandardMaterial without adding any lights to the scene,"scene.add(new THREE.AmbientLight(0xffffff, 0.4)); const dirLight = new THREE.DirectionalLight(0xffffff, 1.0); dirLight.position.set(5, 10, 7.5); scene.add(dirLight);","const mesh = new THREE.Mesh(geo, new THREE.MeshStandardMaterial({ color: 0x4f46e5 })); scene.add(mesh); // renders completely black — no lights in scene",Critical,https://threejs.org/docs/#api/en/lights/DirectionalLight,threejs 0.185.1,active,2026-08-13
-22,Lighting,Enable shadowMap Before castShadow,renderer.shadowMap.enabled = true must be set before any castShadow or receiveShadow flags. Without it the shadow map is never allocated and all shadow flags are silently ignored.,Set renderer.shadowMap.enabled = true first then set castShadow and receiveShadow on lights and meshes,Set castShadow on a light or mesh without enabling renderer.shadowMap.enabled — shadows never render,renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; dirLight.castShadow = true; dirLight.shadow.mapSize.width = 2048; dirLight.shadow.mapSize.height = 2048; heroMesh.castShadow = true; ground.receiveShadow = true;,dirLight.castShadow = true; heroMesh.castShadow = true; // renderer.shadowMap.enabled never set — shadows silently do not render,High,https://threejs.org/docs/#api/en/renderers/WebGLRenderer.shadowMap,threejs 0.185.1,active,2026-08-13
-23,Lighting,Selective Shadow Casting,Shadow map rendering redraws the entire scene from the light's perspective every frame. Enable castShadow only on the primary directional light and receiveShadow only on hero meshes and the ground plane.,Enable shadows only on the key light and the most important meshes,Enable castShadow and receiveShadow on every object in the scene including particles,renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; dirLight.castShadow = true; heroMesh.castShadow = true; ground.receiveShadow = true; // particles and background meshes: no shadow flags,for (const m of allMeshes) { m.castShadow = true; m.receiveShadow = true; } // shadow map pass over particle system — expensive with no visible gain,High,https://threejs.org/docs/#api/en/renderers/WebGLRenderer.shadowMap,threejs 0.185.1,active,2026-08-13
+22,Lighting,Enable shadowMap Before castShadow,renderer.shadowMap.enabled = true must be set before any castShadow or receiveShadow flags. Without it the shadow map is never allocated and all shadow flags are silently ignored. Keep shadowMap.type at PCFShadowMap (the default): PCFSoftShadowMap is deprecated since r182 and falls back to PCFShadowMap with a console warning. For softer edges raise light.shadow.radius or use VSMShadowMap.,Set renderer.shadowMap.enabled = true first then set castShadow and receiveShadow on lights and meshes,Set castShadow on a light or mesh without enabling renderer.shadowMap.enabled — shadows never render,renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFShadowMap; // default dirLight.castShadow = true; dirLight.shadow.mapSize.width = 2048; dirLight.shadow.mapSize.height = 2048; dirLight.shadow.radius = 2; // optional: softer PCF edges heroMesh.castShadow = true; ground.receiveShadow = true;,dirLight.castShadow = true; heroMesh.castShadow = true; // renderer.shadowMap.enabled never set — shadows silently do not render,High,https://threejs.org/docs/#api/en/renderers/WebGLRenderer.shadowMap,threejs 0.185.1,active,2026-09-26
+23,Lighting,Selective Shadow Casting,Shadow map rendering redraws the entire scene from the light's perspective every frame. Enable castShadow only on the primary directional light and receiveShadow only on hero meshes and the ground plane.,Enable shadows only on the key light and the most important meshes,Enable castShadow and receiveShadow on every object in the scene including particles,renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFShadowMap; dirLight.castShadow = true; heroMesh.castShadow = true; ground.receiveShadow = true; // particles and background meshes: no shadow flags,for (const m of allMeshes) { m.castShadow = true; m.receiveShadow = true; } // shadow map pass over particle system — expensive with no visible gain,High,https://threejs.org/docs/#api/en/renderers/WebGLRenderer.shadowMap,threejs 0.185.1,active,2026-09-26
24,Lighting,Skip Lights for MeshBasicMaterial,MeshBasicMaterial completely ignores all scene lights. Adding lights solely to illuminate BasicMaterial objects wastes a light pass on every frame with zero visible effect.,Omit lights entirely when every material in the scene is MeshBasicMaterial,Add AmbientLight and DirectionalLight to a scene that uses only MeshBasicMaterial,"// Scene uses only MeshBasicMaterial — no lights needed const mat = new THREE.MeshBasicMaterial({ color: 0x00ffff }); const mesh = new THREE.Mesh(geo, mat); scene.add(mesh); // MeshBasicMaterial is always fully lit by definition","scene.add(new THREE.AmbientLight(0xffffff, 1.0)); // wasted per-frame light pass — BasicMaterial ignores it entirely",Low,https://threejs.org/docs/#api/en/materials/MeshBasicMaterial,threejs 0.185.1,active,2026-08-13
25,Raycasting,Single Shared Raycaster,Create exactly one Raycaster instance outside all event handlers. Store mouse coordinates in pointermove (cheap). Call setFromCamera and intersectObjects together inside the animate() loop — once per frame instead of once per mouse event.,Create one Raycaster; store mouse in pointermove; call setFromCamera + intersectObjects inside animate(),Create a new THREE.Raycaster() inside a mousemove handler or call setFromCamera inside the event listener,"const raycaster = new THREE.Raycaster(); const mouse = new THREE.Vector2(); canvas.addEventListener('pointermove', e => { // only store coords — no raycasting here mouse.x = (e.clientX / canvas.clientWidth) * 2 - 1; mouse.y = -(e.clientY / canvas.clientHeight) * 2 + 1; }); // setFromCamera and intersectObjects run once per frame in animate()","window.addEventListener('mousemove', e => { const rc = new THREE.Raycaster(); // new allocation per event rc.setFromCamera(mouse, camera); rc.intersectObjects(targets, true); // fires 200+ times/sec });",Critical,https://threejs.org/docs/#api/en/core/Raycaster,threejs 0.185.1,active,2026-08-13
26,Raycasting,NDC Mouse Coordinates,Raycasting requires mouse in Normalized Device Coordinates: X from -1 (left) to +1 (right) and Y from +1 (top) to -1 (bottom). The Y axis is inverted relative to screen space. A missing negation on Y causes all raycasts to miss or hit the wrong objects.,Apply the full NDC formula — including the negation on the Y axis,Forget to negate Y — raycasting appears to work but hits objects mirrored vertically,mouse.x = (e.clientX / canvas.clientWidth) * 2 - 1; mouse.y = -(e.clientY / canvas.clientHeight) * 2 + 1; // Y is INVERTED,mouse.x = (e.clientX / canvas.clientWidth) * 2 - 1; mouse.y = (e.clientY / canvas.clientHeight) * 2 - 1; // BUG: Y not negated — raycasting is mirrored,Critical,https://threejs.org/docs/#api/en/core/Raycaster.setFromCamera,threejs 0.185.1,active,2026-08-13
@@ -29,10 +29,10 @@ No,Category,Guideline,Description,Do,Don't,Code Good,Code Bad,Severity,Docs URL,
28,Raycasting,Recursive Flag for Groups and GLTF,Pass true as the second argument to intersectObjects when testing Groups or GLTF loaded models. Geometry lives on child Mesh objects — without recursive:true the parent group is tested but has no geometry and hits is always empty.,Use intersectObjects(targets true) for Groups or any loaded model,Raycast against a parent Group without the recursive flag,"const hits = raycaster.intersectObjects(scene.children, true); // catches all descendant meshes",const hits = raycaster.intersectObjects([modelGroup]); // recursive defaults to false — misses all children,High,https://threejs.org/docs/#api/en/core/Raycaster.intersectObjects,threejs 0.185.1,active,2026-08-13
29,Raycasting,Cursor Feedback on Hover,Set document.body.style.cursor = 'pointer' when intersections are found and reset to 'auto' when none are found. Without cursor feedback users cannot discover that 3D objects are interactive.,Update cursor to pointer on hit; reset to auto on miss in the same animate loop block,Run raycasting and read hits without ever updating the cursor style,if (hits.length > 0) { document.body.style.cursor = 'pointer'; } else { document.body.style.cursor = 'auto'; },"raycaster.setFromCamera(mouse, camera); raycaster.intersectObjects(targets, true); // hits ignored — cursor never changes — objects feel non-interactive",Medium,https://developer.mozilla.org/en-US/docs/Web/CSS/cursor,threejs 0.185.1,active,2026-08-13
30,Animation,requestAnimationFrame Loop Only,Drive the render loop exclusively with requestAnimationFrame or renderer.setAnimationLoop(). Never use setInterval or setTimeout — they are not synchronized to the display refresh rate and keep running when the tab is hidden draining battery.,Use requestAnimationFrame or renderer.setAnimationLoop() as the sole render loop driver,Use setInterval or setTimeout for render timing,"function animate() { requestAnimationFrame(animate); renderer.render(scene, camera); } animate();","setInterval(() => renderer.render(scene, camera), 16); // not display-synced; runs at full speed even when tab is hidden",Critical,https://threejs.org/docs/#api/en/renderers/WebGLRenderer.setAnimationLoop,threejs 0.185.1,active,2026-08-13
-31,Animation,THREE.Clock for Delta Time,"Use THREE.Clock and clock.getDelta() for all time-based motion. A hardcoded increment like += 0.01 runs at 2x speed on 120Hz displays and at unpredictable speed when frames drop under load. CRITICAL: call getDelta() exactly ONCE per animate() frame and store the result in a local dt variable. getDelta() resets the internal clock on every call — a second call in the same frame always returns ~0, silently breaking any animation block that uses it.",Call clock.getDelta() once at the top of animate(); store result in dt; reuse dt everywhere in that frame,Call clock.getDelta() more than once per frame or inside a helper called from animate(),"const clock = new THREE.Clock(); function animate() { requestAnimationFrame(animate); const dt = clock.getDelta(); // called ONCE — reuse dt below mesh.rotation.y += dt * 0.8; particles.rotation.y += dt * 0.1; // reuse dt, not a second getDelta() renderer.render(scene, camera); }",function animate() { requestAnimationFrame(animate); mesh.rotation.y += 0.01; // 0.01 rad/frame — runs 2x faster on 120Hz than on 60Hz },High,https://threejs.org/docs/#api/en/core/Clock,threejs 0.185.1,active,2026-08-13
+31,Animation,THREE.Timer for Delta Time,Use THREE.Timer and timer.getDelta() for all time-based motion. THREE.Clock is deprecated since r183 and logs a warning. A hardcoded increment like += 0.01 runs at 2x speed on 120Hz displays and at unpredictable speed when frames drop under load. CRITICAL: call timer.update(timestamp) exactly ONCE at the top of every animate() frame before reading the timer. getDelta() and getElapsed() then return stable values for the whole frame and can be read any number of times — skipping update() leaves the delta stale and calling update() twice in one frame makes the second delta ~0.,Call timer.update(timestamp) once at the top of animate(); read timer.getDelta() into dt and reuse dt everywhere in that frame,Keep using the deprecated THREE.Clock or call timer.update() more than once per frame,"const timer = new THREE.Timer(); timer.connect(document); // optional: no huge delta after the tab was hidden function animate(timestamp) { requestAnimationFrame(animate); timer.update(timestamp); // ONCE per frame const dt = timer.getDelta(); mesh.rotation.y += dt * 0.8; particles.rotation.y += dt * 0.1; // reuse dt renderer.render(scene, camera); }",function animate() { requestAnimationFrame(animate); mesh.rotation.y += 0.01; // 0.01 rad/frame — runs 2x faster on 120Hz than on 60Hz },High,https://threejs.org/docs/#api/en/core/Timer,threejs 0.185.1,active,2026-09-26
32,Animation,Lerp for Smooth Pointer Follow,Use value += (target - value) * alpha each frame to smoothly interpolate toward a moving target. An alpha of 0.03–0.1 produces organic easing for camera follow pointer-tracking and hover scale effects without requiring GSAP.,Apply the lerp formula each frame with a small alpha for smooth organic motion,Snap a value directly to the target producing an instant jarring jump,// In animate(): cameraTargetX = mouse.x * 3; camera.position.x += (cameraTargetX - camera.position.x) * 0.05; camera.position.y += (cameraTargetY - camera.position.y) * 0.05; camera.lookAt(scene.position);,// In animate(): camera.position.x = mouse.x * 3; // instant snap — jarring with no easing,Medium,https://threejs.org/docs/#api/en/math/MathUtils.lerp,threejs 0.185.1,active,2026-08-13
33,Animation,GSAP for Multi-Step Sequences,Use GSAP timelines for any animation with more than two sequential steps or for scroll-linked camera paths. GSAP timelines can be paused reversed and scrubbed — far more maintainable than boolean state machines.,Use GSAP timelines for sequences with more than two steps and for scroll-driven animations,Implement multi-step sequences with boolean flags and manual frame counters,"const tl = gsap.timeline({ defaults: { ease: 'power2.out' } }); tl.from(mesh.position, { y: -3, duration: 1 }) .to(mesh.rotation, { y: Math.PI, duration: 1 }, '-=0.3') .to(camera.position, { z: 2, duration: 1.5 });",let step = 0; let t = 0; function animate() { if (step === 0 && (t += 0.01) >= 1) step = 1; } // grows unmanageable with 3+ steps,High,https://www.npmjs.com/package/gsap,threejs 0.185.1,active,2026-08-13
-34,Animation,Pause Render Loop on Tab Hidden,Use renderer.setAnimationLoop() as the loop driver so you can pass null to pause and a function to resume. Continuous rendering in a hidden tab wastes CPU GPU and battery with no user benefit.,Use renderer.setAnimationLoop(animate) to drive the loop; pass null to pause on visibilitychange,Drive with internal requestAnimationFrame and never stop the loop when the tab is hidden,"renderer.setAnimationLoop(animate); // use setAnimationLoop as the driver — not requestAnimationFrame inside animate function animate() { const dt = clock.getDelta(); renderer.render(scene, camera); } document.addEventListener('visibilitychange', () => { if (document.hidden) renderer.setAnimationLoop(null); else renderer.setAnimationLoop(animate); });","function animate() { requestAnimationFrame(animate); // self-referencing RAF cannot be stopped externally renderer.render(scene, camera); } animate(); // runs forever in background tab — drains battery",High,https://threejs.org/docs/#api/en/renderers/WebGLRenderer.setAnimationLoop,threejs 0.185.1,active,2026-08-13
+34,Animation,Pause Render Loop on Tab Hidden,Use renderer.setAnimationLoop() as the loop driver so you can pass null to pause and a function to resume. Continuous rendering in a hidden tab wastes CPU GPU and battery with no user benefit.,Use renderer.setAnimationLoop(animate) to drive the loop; pass null to pause on visibilitychange,Drive with internal requestAnimationFrame and never stop the loop when the tab is hidden,"const timer = new THREE.Timer(); timer.connect(document); // resets on tab return so the first delta after resume is not huge renderer.setAnimationLoop(animate); // use setAnimationLoop as the driver — not requestAnimationFrame inside animate function animate(timestamp) { timer.update(timestamp); const dt = timer.getDelta(); renderer.render(scene, camera); } document.addEventListener('visibilitychange', () => { if (document.hidden) renderer.setAnimationLoop(null); else renderer.setAnimationLoop(animate); });","function animate() { requestAnimationFrame(animate); // self-referencing RAF cannot be stopped externally renderer.render(scene, camera); } animate(); // runs forever in background tab — drains battery",High,https://threejs.org/docs/#api/en/renderers/WebGLRenderer.setAnimationLoop,threejs 0.185.1,active,2026-09-26
35,GSAP,Load GSAP Before Scene Script,Load GSAP from its own CDN script tag before your scene script. In bundler projects install via npm and import. GSAP is a completely separate library from Three.js — never try to import it from the Three.js package.,Load GSAP CDN before the scene script; or npm install gsap and import separately,Import gsap from three or expect it to be defined without a separate load," // import gsap from 'gsap'; import { ScrollTrigger } from 'gsap/ScrollTrigger';",import gsap from 'three'; // undefined — GSAP has nothing to do with Three.js,Critical,https://www.npmjs.com/package/gsap,threejs 0.185.1,active,2026-08-13
36,GSAP,Register ScrollTrigger Before Use,Call gsap.registerPlugin(ScrollTrigger) once at the top of your script before any scrollTrigger config object. Without registration the ScrollTrigger name is undefined and the tween throws immediately.,Call gsap.registerPlugin(ScrollTrigger) as the first line before any gsap.to/from/timeline with scrollTrigger,Include scrollTrigger config in gsap.to() calls without first registering the plugin,"gsap.registerPlugin(ScrollTrigger); gsap.to(camera.position, { z: 2, scrollTrigger: { trigger: '.hero-section', scrub: 1 } });","gsap.to(mesh.position, { scrollTrigger: { trigger: '.section', scrub: true } }); // TypeError: ScrollTrigger is not a constructor — not registered",Critical,https://www.npmjs.com/package/gsap,threejs 0.185.1,active,2026-08-13
37,GSAP,Tween Three.js Properties Directly,GSAP can tween any numeric JavaScript property including mesh.position.x mesh.rotation.y and material.opacity. No wrapper or adaptor is needed. Note: to tween material.opacity the material must have transparent:true set before the tween starts.,Pass Three.js object properties directly to gsap.to(); set transparent:true before tweening opacity,Use a plain proxy object then manually copy values to Three.js properties every frame,"gsap.to(mesh.rotation, { y: Math.PI * 2, duration: 2, ease: 'power1.inOut' }); mesh.material.transparent = true; // required before tweening opacity gsap.to(mesh.material, { opacity: 0, duration: 1 });","const tw = { v: 0 }; gsap.to(tw, { v: Math.PI * 2, onUpdate: () => mesh.rotation.y = tw.v }); // unnecessary proxy wrapper",Medium,https://gsap.com/docs/v3/GSAP/gsap.to(),threejs 0.185.1,active,2026-08-13
@@ -43,12 +43,12 @@ No,Category,Guideline,Description,Do,Don't,Code Good,Code Bad,Severity,Docs URL,
42,Performance,FogExp2 for Depth and Far Culling,Use scene.fog to create atmospheric depth. As a secondary benefit objects that disappear into fog before the far plane stop contributing to draw calls — useful in scenes with large view distances.,Add FogExp2 to scenes with view distances above 100 units for both visual atmosphere and implicit far culling,Ignore fog in scenes with far:1000+ and many distant objects that contribute tiny pixels per draw call,"scene.fog = new THREE.FogExp2(0x0a0a0a, 0.02); // exponential — density feels more natural than linear",// far: 2000 with no fog — hundreds of distant objects too small to see still cost draw calls per frame,Low,https://threejs.org/docs/#api/en/scenes/FogExp2,threejs 0.185.1,active,2026-08-13
43,Particles,BufferGeometry Plus Points for Particle Systems,Build all particle systems with BufferGeometry plus a Float32Array position attribute rendered as Points. Never use individual Mesh objects as particles — they cannot scale past a few hundred with good performance.,Use Points plus BufferGeometry for all particle effects,Create hundreds of individual Mesh objects to simulate a particle system,"const COUNT = 3000; const geo = new THREE.BufferGeometry(); const pos = new Float32Array(COUNT * 3); for (let i = 0; i < COUNT * 3; i++) pos[i] = (Math.random() - 0.5) * 20; geo.setAttribute('position', new THREE.BufferAttribute(pos, 3)); const particles = new THREE.Points(geo, new THREE.PointsMaterial({ size: 0.05, color: 0xffffff })); scene.add(particles);","for (let i = 0; i < 500; i++) { scene.add(new THREE.Mesh(new THREE.SphereGeometry(0.05, 8, 8), mat)); } // 500 separate draw calls per frame",High,https://threejs.org/docs/#api/en/objects/Points,threejs 0.185.1,active,2026-08-13
44,Particles,Particle Count Ceiling,Start particle systems at 1000–3000 particles. Beyond 50000 causes sustained frame drops on mid-range mobile. Always test on a real device before increasing the count — desktop and mobile GPU performance ratios can be 10:1.,Start at 3000 particles and profile on actual mobile hardware before raising the limit,Set particle count at 100000 or higher without any mobile profiling,const COUNT = 3000; // safe mobile baseline — profile before going higher const pos = new Float32Array(COUNT * 3);,const COUNT = 150000; // 60fps on desktop — 8fps on a mid-range Android phone,High,https://threejs.org/docs/#api/en/objects/Points,threejs 0.185.1,active,2026-08-13
-45,Particles,needsUpdate After Buffer Mutation,After mutating any BufferAttribute array values per frame you must set geometry.attributes.position.needsUpdate = true so Three.js re-uploads the changed buffer to the GPU. Without it the GPU still uses the old data and particles appear completely frozen.,Set needsUpdate = true on the position attribute after every per-frame mutation of the array,Mutate the Float32Array values without flagging needsUpdate — positions update in JS but not on the GPU,// In animate(): const pos = geo.attributes.position.array; for (let i = 0; i < pos.length; i += 3) { pos[i + 1] += Math.sin(clock.getElapsedTime() + i) * 0.001; // Y component } geo.attributes.position.needsUpdate = true; // GPU re-upload,// In animate(): pos[1] += 0.001; // JS array updated — GPU buffer is stale — particles do not move,Critical,https://threejs.org/docs/#api/en/core/BufferAttribute.needsUpdate,threejs 0.185.1,active,2026-08-13
+45,Particles,needsUpdate After Buffer Mutation,After mutating any BufferAttribute array values per frame you must set geometry.attributes.position.needsUpdate = true so Three.js re-uploads the changed buffer to the GPU. Without it the GPU still uses the old data and particles appear completely frozen.,Set needsUpdate = true on the position attribute after every per-frame mutation of the array,Mutate the Float32Array values without flagging needsUpdate — positions update in JS but not on the GPU,// In animate() after timer.update(timestamp): const t = timer.getElapsed(); const pos = geo.attributes.position.array; for (let i = 0; i < pos.length; i += 3) { pos[i + 1] += Math.sin(t + i) * 0.001; // Y component } geo.attributes.position.needsUpdate = true; // GPU re-upload,// In animate(): pos[1] += 0.001; // JS array updated — GPU buffer is stale — particles do not move,Critical,https://threejs.org/docs/#api/en/core/BufferAttribute.needsUpdate,threejs 0.185.1,active,2026-09-26
46,Responsive,Canvas Dimensions Not Window,Size the renderer and camera to the canvas element's clientWidth and clientHeight — not window.innerWidth and innerHeight. This is correct when the canvas is inside a flex or grid container that does not fill the full viewport.,Use canvas.clientWidth and canvas.clientHeight for all renderer and camera sizing,Hardcode renderer size to window.innerWidth/innerHeight when the canvas may be inside a container,"renderer.setSize(canvas.clientWidth, canvas.clientHeight); camera.aspect = canvas.clientWidth / canvas.clientHeight; camera.updateProjectionMatrix();","renderer.setSize(window.innerWidth, window.innerHeight); // wrong when canvas lives inside a sidebar or grid column",High,https://threejs.org/docs/#api/en/renderers/WebGLRenderer.setSize,threejs 0.185.1,active,2026-08-13
47,Responsive,ResizeObserver Over window resize Event,Use ResizeObserver on the canvas container instead of the window resize event. ResizeObserver fires when the container element changes size independently of the browser window — common in split-pane layouts and sidebar collapsing.,Attach ResizeObserver to the canvas parent element for accurate container-aware resize detection,Use only window.addEventListener('resize') for canvas sizing when the canvas is not fullscreen,"const ro = new ResizeObserver(entries => { const { width, height } = entries[0].contentRect; renderer.setSize(width, height); camera.aspect = width / height; camera.updateProjectionMatrix(); }); ro.observe(canvas.parentElement);","window.addEventListener('resize', () => { renderer.setSize(window.innerWidth, window.innerHeight); }); // misses container-only resize events in split-pane UIs",Medium,https://developer.mozilla.org/en-US/docs/Web/API/ResizeObserver,threejs 0.185.1,active,2026-08-13
48,Responsive,Touch Events for Mobile Interaction,Add touchstart and touchmove listeners alongside mouse events so the scene remains interactive on mobile. Normalize touch coordinates to the same NDC range as mouse events and pass passive:false on touchmove if you call preventDefault.,Handle both mouse and touch input for any interactive 3D scene,Add only mouse event listeners and leave touch users with no interaction,"canvas.addEventListener('touchmove', e => { e.preventDefault(); const t = e.touches[0]; mouse.x = (t.clientX / canvas.clientWidth) * 2 - 1; mouse.y = -(t.clientY / canvas.clientHeight) * 2 + 1; }, { passive: false }); canvas.addEventListener('touchstart', e => { e.preventDefault(); }, { passive: false });","canvas.addEventListener('mousemove', handleMouse); // touch events unhandled — mobile users get no interaction",Medium,https://developer.mozilla.org/en-US/docs/Web/API/Touch_events,threejs 0.185.1,active,2026-08-13
49,Accessibility,prefers-reduced-motion,"Check window.matchMedia('(prefers-reduced-motion: reduce)') before starting any auto-rotation, particle animation, or camera movement. Users who enable this OS preference have motion sickness or vestibular disorders. IMPORTANT: reading .matches once at page load is a one-time snapshot — if the user changes their OS accessibility setting mid-session the scene will not react. Attach a 'change' listener to the MediaQueryList so noMotion stays in sync at runtime.",Use matchMedia.addEventListener('change') to keep noMotion reactive; gate all auto-animation on the live value,Read .matches once at startup and never update it — the scene ignores mid-session OS setting changes,"const mq = window.matchMedia('(prefers-reduced-motion: reduce)'); let noMotion = mq.matches; mq.addEventListener('change', e => { noMotion = e.matches; }); // In animate(): if (!noMotion) { mesh.rotation.y += dt * 0.8; particles.rotation.y += dt * 0.1; }",const noMotion = window.matchMedia('(prefers-reduced-motion: reduce)').matches; // one-time snapshot — mid-session OS change is ignored entirely,High,https://www.w3.org/WAI/WCAG22/Techniques/css/C39.html,threejs 0.185.1,active,2026-08-13
50,Accessibility,Canvas aria-label,Add role='img' and a descriptive aria-label to renderer.domElement after appending it to the DOM. Screen readers receive no information from a WebGL canvas — the aria-label is the only description they can announce to users.,Set role='img' and a meaningful aria-label on renderer.domElement before or after appending it,Append the canvas to the DOM with no accessibility attributes — invisible to screen readers,"renderer.domElement.setAttribute('role', 'img'); renderer.domElement.setAttribute('aria-label', 'Interactive 3D product viewer. Drag to rotate. Scroll to zoom.'); document.body.appendChild(renderer.domElement);",document.body.appendChild(renderer.domElement); // bare canvas — screen readers announce nothing,Medium,https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas#accessibility_concerns,threejs 0.185.1,active,2026-08-13
51,Production,Bundler Stack for Production,For production install the exact Three.js release from npm and use a bundler such as Vite. Import optional loaders controls and post-processing modules from three/addons so all modules share one version.,Use npm install three@0.185.1 and import core plus addons through ESM,Serve legacy global scripts or import addons from deprecated examples/js paths,"npm install three@0.185.1; import * as THREE from 'three'; import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';"," // legacy global build with no module graph",Medium,https://threejs.org/manual/en/installation.html,threejs 0.185.1,active,2026-08-13
-52,Production,GLTFLoader with scene traverse,Load 3D models using GLTFLoader and traverse gltf.scene to configure castShadow receiveShadow and material overrides on all child Mesh nodes. Calling scene.add(gltf.scene) alone silently skips all shadow and material configuration.,Use GLTFLoader and traverse the entire gltf.scene graph to set up shadows and materials on every Mesh child,Load a GLTF model and pass gltf.scene directly to scene.add without traversing child meshes,"import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'; const loader = new GLTFLoader(); loader.load('model.glb', gltf => { gltf.scene.traverse(child => { if (child.isMesh) { child.castShadow = true; child.receiveShadow = true; } }); scene.add(gltf.scene); });","loader.load('model.glb', gltf => { scene.add(gltf.scene); // shadows and material setup silently skipped on all children });",Medium,https://threejs.org/docs/#examples/en/loaders/GLTFLoader,threejs 0.185.1,active,2026-08-13
+52,Production,GLTFLoader with scene traverse,Load 3D models using GLTFLoader and traverse gltf.scene to configure castShadow receiveShadow and material overrides on all child Mesh nodes. Calling scene.add(gltf.scene) alone silently skips all shadow and material configuration.,Use GLTFLoader and traverse the entire gltf.scene graph to set up shadows and materials on every Mesh child,Load a GLTF model and pass gltf.scene directly to scene.add without traversing child meshes,"import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; const loader = new GLTFLoader(); loader.load('model.glb', gltf => { gltf.scene.traverse(child => { if (child.isMesh) { child.castShadow = true; child.receiveShadow = true; } }); scene.add(gltf.scene); });","loader.load('model.glb', gltf => { scene.add(gltf.scene); // shadows and material setup silently skipped on all children });",Medium,https://threejs.org/docs/#examples/en/loaders/GLTFLoader,threejs 0.185.1,active,2026-09-26
53,Production,LOD for Distance-Based Detail,Use THREE.LOD to automatically swap high-detail and low-detail geometry as objects move closer or farther from the camera. This maintains frame rate in scenes with many objects spread across a large depth range.,Use THREE.LOD to reduce triangle count on distant objects automatically,Render the same high-polygon geometry for every object regardless of its distance from the camera,"const lod = new THREE.LOD(); lod.addLevel(highDetailMesh, 0); // used when < 15 units away lod.addLevel(medDetailMesh, 15); // 15–50 units lod.addLevel(lowDetailMesh, 50); // 50+ units scene.add(lod);",scene.add(highDetailMesh); // 64k-triangle mesh rendered at full cost whether 1 unit or 100 units from camera,Medium,https://threejs.org/docs/#api/en/objects/LOD,threejs 0.185.1,active,2026-08-13
diff --git a/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/scripts/tests/fixtures/relevance-baseline.json b/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/scripts/tests/fixtures/relevance-baseline.json
index 82962f3a..0894a44c 100644
--- a/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/scripts/tests/fixtures/relevance-baseline.json
+++ b/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/scripts/tests/fixtures/relevance-baseline.json
@@ -2302,14 +2302,14 @@
"diagnostics": {
"abstained": false,
"calibration_version": "2026-08-12-v1",
- "margin": 7.076134819591472,
+ "margin": 7.080993541615083,
"normalized_query": "Three.js OrbitControls must be imported separately",
"query_rewrites": [],
"reason": "matched",
- "runner_up_score": 8.693423066563268,
+ "runner_up_score": 8.686482541063965,
"search_query": "Three.js OrbitControls must be imported separately",
"token_coverage": 1.0,
- "top_score": 15.76955788615474
+ "top_score": 15.767476082679048
},
"expectedRoute": null,
"grades": [
@@ -2337,21 +2337,21 @@
"Guideline": "Single Renderer Per Page"
},
{
- "Category": "Animation",
- "Guideline": "Pause Render Loop on Tab Hidden"
+ "Category": "Raycasting",
+ "Guideline": "NDC Mouse Coordinates"
}
],
"diagnostics": {
"abstained": false,
"calibration_version": "2026-08-12-v1",
- "margin": 3.10124290892679,
+ "margin": 3.131031647168797,
"normalized_query": "avoid excessive GPU work on retina screens by limiting renderer DPR",
"query_rewrites": [],
"reason": "matched",
- "runner_up_score": 4.439617524910303,
+ "runner_up_score": 4.455624545484412,
"search_query": "avoid excessive GPU work on retina screens by limiting renderer DPR",
"token_coverage": 0.4444444444444444,
- "top_score": 7.540860433837093
+ "top_score": 7.586656192653209
},
"expectedRoute": null,
"grades": [
@@ -3277,7 +3277,7 @@
"typoRecoveryAt3": 1.0
},
"oracleFingerprint": "02e7226428c64a995ec24ae104ce4d186f5f91bf0f062556e90ef9b0fcb6d67a",
- "runtimeFingerprint": "1d18a1cac526f15cea7f4e94cef4bed39fafa250a2b6cc81d8c8007b47c6042e",
+ "runtimeFingerprint": "3f902a88e2f9bd5f12965664cd31a60a31117de69f8b19ad1968536ea3c984b7",
"samples": {
"cases": 90,
"designSystem": 8,
diff --git a/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/scripts/tests/fixtures/relevance-thresholds.json b/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/scripts/tests/fixtures/relevance-thresholds.json
index f893898a..47346698 100644
--- a/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/scripts/tests/fixtures/relevance-thresholds.json
+++ b/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/scripts/tests/fixtures/relevance-thresholds.json
@@ -2,7 +2,7 @@
"schemaVersion": 1,
"status": "provisional-baseline-regression-gate",
"baselineRevision": "97eb2a2",
- "runtimeFingerprint": "1d18a1cac526f15cea7f4e94cef4bed39fafa250a2b6cc81d8c8007b47c6042e",
+ "runtimeFingerprint": "3f902a88e2f9bd5f12965664cd31a60a31117de69f8b19ad1968536ea3c984b7",
"oracleFingerprint": "02e7226428c64a995ec24ae104ce4d186f5f91bf0f062556e90ef9b0fcb6d67a",
"approvingMaintainer": "repository maintainer approved Phase 1 testing checkpoint; second judgment review remains required before final-target promotion",
"units": "All metrics are ratios in [0,1]. Precision treats missing ranks as non-relevant. Negative abstention is measured across the hard-negative by domain/stack cross-product.",
diff --git a/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/scripts/tests/test_native_desktop_stack_freshness.py b/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/scripts/tests/test_native_desktop_stack_freshness.py
index 5cad0795..79e07f4f 100644
--- a/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/scripts/tests/test_native_desktop_stack_freshness.py
+++ b/plugins/codex/plugins/ui-ux-pro-max/skills/ui-ux-pro-max/scripts/tests/test_native_desktop_stack_freshness.py
@@ -136,6 +136,7 @@ class TestNativeDesktopStackFreshness(unittest.TestCase):
cases = {
"Three.js current OrbitControls addon import": "three/addons/",
"Three.js current renderer color space": "outputcolorspace",
+ "Three.js frame-rate independent delta time": "three.timer",
}
for query, expected in cases.items():
with self.subTest(query=query):
@@ -158,6 +159,8 @@ class TestNativeDesktopStackFreshness(unittest.TestCase):
"threejs": (
"r128", "three.orbitcontrols", "outputencoding",
"three.srgbencoding", "examples/js/controls",
+ "three.clock", "clock.getdelta", "clock.getelapsedtime",
+ "pcfsoftshadowmap", "three/examples/jsm/",
),
}
for stack, tokens in forbidden.items():