
Developed a foundational editing architecture for the LimeShot/cringe-vector project, focusing on robust canvas editing workflows and scalable UI interactions. Leveraged C#, XAML, and WPF to implement a modular tool framework and a command-based editing model, supporting features like multi-shape selection, copy, paste, delete, and dynamic context menus. Introduced layer management with z-order controls and keyboard shortcuts, all underpinned by undo/redo history to preserve user intent. Enhanced file operations with streamlined open/save dialogs and shortcut keys, while refining bounding box calculations and rotation-aware transforms for precise shape manipulation. The work emphasized maintainable design patterns and extensible front-end development.
March 2025: Delivered a foundational editing architecture and a suite of canvas editing features for LimeShot/cringe-vector, enabling robust user workflows, improved reliability, and scalable UI interactions. Implemented a modular tool framework and a command-based editing model, along with layer management and keyboard-driven shortcuts, all underpinned by undo/redo history to preserve design intent.
March 2025: Delivered a foundational editing architecture and a suite of canvas editing features for LimeShot/cringe-vector, enabling robust user workflows, improved reliability, and scalable UI interactions. Implemented a modular tool framework and a command-based editing model, along with layer management and keyboard-driven shortcuts, all underpinned by undo/redo history to preserve design intent.

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