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file.importProject: import an EffectCraft project into the open project
File > Import > EffectCraft Project (and .ecproj/.ecprojx given to File > Import)
merges the project into a folder named after the file, with every id shifted past
the open project's, in one undo step. Relative footage resolves next to the file;
the result lists comps, root comps, primaryComp and missing media.
offset_ids now shifts tracker Motion Targets and saturates instead of overflowing;
fix_next_id saturates too, so a damaged file can't overflow on open or import.
Menu entry translated in all ten menu catalogues.
Rebased onto current upstream main for the split of #858 (test module list in
engine lib.rs; es/pt-br/ru/fr/de/cs menu translations).
(cherry picked from commit 19c653fccc95133fb35e978a7f7f20a18c0e8c89)
(cherry picked from commit 4e751ad2)
(cherry picked from commit ceed706cc3b5f3755769738a1ddb3d965a94ab6b)
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## Update: File ▸ Import ▸ EffectCraft Project
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- **Import a project into a project**, as After Effects imports an `.aep`:
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`file.importProject {path}` (File ▸ Import ▸ EffectCraft Project..., and `.ecproj` /
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`.ecprojx` files given to File ▸ Import) merges the project into a folder named after the
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file. Every item, layer and property id moves past the open project's, so references
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(precomps, parents, track mattes, Layer Control values, Essential Graphics, tracker
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targets) stay intact. It's one undo step. Footage paths relative to the imported project
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resolve next to it. The result lists the comps, the root comps, `primaryComp` (the only
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root comp) and missing media.
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- Id shifting saturates instead of overflowing on damaged files, for both templates and
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projects.
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