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B origin (and bed size) bug (Onshape?) when switching device modes
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B can't drag slider bar on ipad / ios -- touch pad scrolling dodgy
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P duplicate objects should share same slice data unless rotated or scaled
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P allow selection to be decimated on demand (context menu?)
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P move all persisted / workspace settings/data to IndexedDB (LS limitations)
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P do not move (average) endpoints connected to long lines in decimate
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P explore widget vertex reloading / replacing (Onshape) (issue #48)
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F edit in Mesh:Tool
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F custom device vars for profiles / ranges / gcode
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F show slider range values in workspace units (on hover?)
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F allow select of a range by typing in values in slices or workspace units
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F complete and expose grouping feature
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F add svgnest-like arrange algorithm
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F warn if part hanging in negative Z space or off bed in general
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F date column and sorting in recent files list
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C reflow device dialog to add bottom tabbing, vertical macro list
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B fix support projection/end with grouped parts
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B multi-extruder rendering of raft fails to offset the rest of the print
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B multi-extruder purge blocks fail to generate properly for rafts
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F support pillar top/bottom should conform to part
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F support pillar should have solid top/bottom
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F more explicit line width control with ranges and min/max adaptive
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F test outlining solid projected areas (internally)
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F gradient infill https://www.youtube.com/watch?v=hq53gsYREHU&feature=emb_logo
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F feather sharp tips by reducing extrusion in area of overlap
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F first layer segment large flat areas for better fill reliability
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F option to support interior bridges when 0% infill
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F calculate filament use per extruder per print
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F expand internal supporting flats / solids before projection
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P reduce fan speed for bridging
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P enable purge blocks when quick layers are detected
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P refactor skirt, brim, raft as synth widget instead of in path routing
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P extruder + filament max flow rate cap in planner
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P revisit path routing / optimization
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P solid fill the tops of supports for down facing flats
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B tab cuts cause loss of direction, parenting, depth, and it's hard to fix
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B tabs are not cut to exact height
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B tabs do not properly track widget mirror events
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B first rough step too far down in certain circumstances?
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B need to force cut line at synthetic z bottom (midlines, etc)
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B contour does not honor clip to stock
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F roughing flats should be constrained to flat region
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F limit cut depth to flute length of selected tool (or warn)
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F add ease-down support to trace op
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F add linear clearing strategy
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F add adaptive clearing strategy
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F user-defined origin (issue #28)
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F intelligently turn circle hole pocket clear into spiral down
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F trace follow hole that matches endmill should turn into a drill op
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F add climb/conventional into each operation
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F update analyzer to detect overhangs from faces, not slices
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F extend acute roughing on inside polys to clear small voids
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F option to use part / STL coordinate space to determine X,Y origin
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F validate muti-part layout and spacing exceeds largest outside tool diameter
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F polygon simplification option in tracing (for image derived maps)
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F parameterize dropping close points in prep.js. ensure long segments remain straight
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F flat and volumetric rendering of paths
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F z planar settings visualizations
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F convert acute angles to arcs to avoid jerk
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F lead-in milling
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F trapezoidal tabs in Z
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F ease-in and ease-out especially on tab cut-out start/stop
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F add option to spiral in vs out (optimal tool life) vs mixed (optimal path)
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F add support for tapered ball mills
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F can animation clear the mesh in areas where the cuts go through the stock?
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F support lathe mode / A-axis / rotary
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F gcode output option as zip for multiple or flip ops or tool change
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F maintain several part orientations + op chains in a single profile
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P port slicing to common core & refactor accordingly
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P decrease cutting speed when entire tool is engaged (start of roughing)
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P clear void should cut inside-to-out when a part would be freed from stock
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P port arc code from FDM export to CAM export
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P common part pre-analyze to speed up 'slice' and improve shadow (overhangs)
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P redo all path route / planning in prepare to account for terrain before camOut
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P allow faster z movements when contouring (not plunging)
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P common / faster shadow generator using vertices shared with ledges