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5h 57m 31s logged

Okay, so today I took some time to fix things from yesterdays devlog

Oh wait, Devlog #5 (i think)

Here’s what I did:
pointermove now pulls getCoalescedEvents() to capture every sub-frame sample the browser batched (previously only the latest position per frame was used, which is what caused faceting on fast circular motion). Also added a small minimum-distance filter (~1.2 screen px) to suppress mouse-sensor jitter without losing shape on fast strokes.

wheel input now updates a targetView and a requestAnimationFrame loop eases the actual view toward it (lerp factor 0.3) instead of snapping instantly. Panning or hitting Reset cancels any in-flight zoom animation and re-syncs the target so it doesn’t jump afterward.

Same issue with the infinite zoom is only about 20000x so I think by slowing the zoom increments will give the illusion of more “infinite zoom”. Also, things will get small so you can lose notes so I am going to try and workshop some solutions. Overall, progress being made.

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