* Remove Unused Project Includes and Forward-Declare Where a Type Is Only Referenced
Generated with include-what-you-use and applied conservatively. Only OrcaSlicer's own headers, the ones under src/ and tests/, are removed or forward-declared; standard-library and third-party includes are left alone. An include is removed only when both the Release and the Debug configuration leave it unused, never from inside a conditional block, and never from a file with platform-specific blocks, which only gain includes. Files whose only use of a header sits behind a feature or debug macro (libvgcode's OpenGL ES and marker code, the ARACHNE/TESTS_EXPORT_SVGS debug output) keep their includes.
clonable_ptr.hpp gains #pragma once; it had no include guard and was only safe while Config.hpp was its sole includer.
* Remove Unused Project Includes From Files With Platform-Specific Code
A Linux include-what-you-use run cannot see the code inside _WIN32, __APPLE__ or __linux__ blocks, so its verdict is only taken where nothing the removed header declares, directly or through what it includes, is named inside those blocks. Removals also have to hold in both the Release and Debug configuration and never touch a line inside a conditional block.
* Restore the libslic3r Precompiled Header and Direct Includes Lost in the Platform Pass
The platform-file pass treated pchheader.hpp as an ordinary header and
emptied it, and left GUI_Preview.hpp and 14 other files relying on
headers they no longer reached directly.
* Restore MainFrame.hpp in ParamsDialog.cpp for the Windows-Only Reparent Call
* Include Headers That Files Reached Through Ones the Cleanup Removed
* Drop Includes Duplicated by the Cleanup or by Main's Own Additions
* Leave PreciseSeam.cpp as Main Has It After the Precise Seam Rework
* Add Missing Includes Across src/libslic3r
Every libslic3r source and header now directly includes the headers declaring what it uses, rather than relying on the precompiled header or transitive includes. Generated with clang-tidy misc-include-cleaner, with libslic3r headers spelled libslic3r/... so they resolve outside the library's private include paths. MultiMaterialSegmentation.hpp, Support/SupportParameters.hpp and Format/STEP.hpp are made self-contained by hand.
* Make the libslic3r Headers Compile on Their Own
Each now includes, or forward-declares, what it uses instead of relying on what its includers happened to include first. Left out: I18N.hpp, which errors on purpose when included from GUI code, and VoxelizeCSGMesh.hpp and SLA/bicubic.h, which nothing includes and which no longer compile at all.
* Add the Includes Missing From the Hand-Fixed libslic3r Headers
clang-tidy would not edit these headers while they failed to compile on their own, so the first pass skipped them. With the headers now self-contained, a second pass adds the rest.
* Keep Windows Setup Ahead of the Added libslic3r Includes
Print.cpp and Thread.cpp open with a _WIN32 block that has to come first; without the precompiled header, Print.cpp otherwise reaches windows.h through OCCT with NONLS defined and boost/regex fails. OpenVDBUtils.cpp and SLA/SupportTreeBuilder.cpp had includes inside #ifndef NOMINMAX, which libslic3r defines on Windows, so those were skipped there. .clang-tidy also ignores the MSVC STL and UCRT internals, Boost.Multiprecision's fwd.hpp and CPython's Windows include directory.
* Re-Add libslic3r Includes After the Clipper2 2.0.1 Migration
Rebasing onto main took main's version of the files the Clipper2 migration rewrote, so their added includes are restored here, along with includes for main's new code. Clipper2's individual headers are now ignored by clang-tidy: they only build the Z variant through clipper2_z.hpp, which defines USINGZ first, so including clipper.core.h and the like directly broke ClipperZUtils.cpp.
* Add caching system for presets
* Removing user\bundle serialization and keeping it only for system presets
* Integrate caching into WebGuideDialog which speeds up time of SetupWizzard and PrinterSelection dialog
* Add CI\CD step to prepare cache file in ahead of time so user does not need to wait
* Add partial cache generation when only one of the vendros is changed to speed up recalculation time
* Handle corrupted files
* Add cache to GuideDialog as previos version didn't work as expected
* Add inspecting tool and fix CI cache generation
* Generate cache per vendor
* Simplify code by mergin it in PresetBundle
* Simplify code a bit more
* Add cereal serialize() to VendorProfile, PrinterModel, Preset, and Semver
* Remove CachedPrinterModel/VendorProfile/Preset mirror structs from VendorCache
* Fix use-after-free in CallAfter lambda; replace raw thread pointer with unique_ptr
* Use get_vendor_cache_key() to match cache keys written by the app
* Remove BOM added by VSC
* Skip invalid vendors
* Remove leftover cache file
* Fix build for windows arm64
* Revert json cache back
* Update check for stale cache
* Serealize all value fields for Preset class to minimize regression later
* Minimize field duplication by moving Cache thing into PresetBundle
* Add tests for Cache system
* Add a bit more tests
* Merge branch 'main' into feature/cache_profiles_and_optimize_loading_speed
* Rvert from per-verndor to single cache file
Replace N per-vendor .cache files with a single system_presets.cache
that holds all vendors and presets in one serialized blob.
Cache load is now all-or-nothing: on hit all vendors are applied from
the bundle (sub-second); on miss all vendors are parsed from JSON and
a fresh bundle is written to the user cache dir.
Invalidation is driven by bundle_key - a sorted concatenation of all
vendor JSON version strings. Any vendor update invalidates the whole
cache and triggers re-parse on next launch.
Guide wizard (WebGuideDialog) loads the bundled cache into a plain
PresetBundle instead of a separate VendorGuideData struct, removing
the duplicate data model.
generate_system_cache simplified from a per-vendor loop to a single
save_system_presets_cache() call producing one output file.
* Transfer all Preset fields from cache via move assignmet
apply_vendor_preset_group was copying fields manually and missed
bundle_id, user_id, base_id, sync_info, updated_time, key_values,
ini_str. Replace field-by-field copy with move assignment of the
fully-deserialized Preset, then restore the vendor pointer which
is excluded from serialization.
* Ignore cache for future
* Remove not used files
* Ship one preset cache per vendor in place of the profile JSONs
Each vendor's system presets serialize into a single <vendor>.opc built at
package time, and a shipped build carries that file alone — the profile JSON
and its sub-file tree are pruned. The vendor loader, the setup wizard's profile
list and the resource installer all read a vendor through its cache, falling
back to parsing whenever one is absent, stale or unreadable, so the cache stays
an optimization and never a source of truth. Caches hold presets in source form
and resolve inheritance at load, through the same code the JSON path uses.
* Make the preset cache self-describing and load each vendor from the system folder alone
The cached DynamicPrintConfig is keyed by name, through a per-file dictionary of the
distinct opt_keys, the type each was written as, and the distinct enum value names,
instead of by serialization_key_ordinal — a position assigned by declaration order at
static init, where inserting one option shifts every later ordinal and the lookup then
succeeds on the wrong option. Because a name-keyed payload drops the options this build
cannot place rather than being rejected wholesale, the schema fingerprint goes, and with
it the two fallbacks that existed only because an installed cache died on every app
upgrade: the second lookup tier into resources/profiles and the parse fallback to the
same place. A vendor is loaded from <data_dir>/system/ and nowhere else, as on main —
which is what makes the app write its .opc files there again.
* Simplify the preset cache internals after review
* Use the shared temp-dir helper in the preset bundle loading test
* Bound stamp string reads in the preset cache
* Speed up the setup wizard with a profile-data cache
The wizard's per-vendor fast path threw on vendors present only in
resources, falling back to a ~29 s raw JSON scan on every open. Each
vendor now loads from the directory it was found in, and the derived
model/machine/filament/process catalog is cached whole in
<data_dir>/cache/wizard_profile_data.json, stamped by each vendor's
name and version - a fresh cache makes an open one file read, with no
bundle built and no presets installed (~0.2 s vs ~2 s).
* Remove debug SVG dump from a geometry test
* Move the per-vendor cache file format into PresetCacheFormat
* Move the vendor install helpers from PresetBundle into Utils
* rename
* fix flatpak
* change cache version to 1
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Co-authored-by: SoftFever <softfeverever@gmail.com>