- Layer ▸ Layer Settings on a solid or adjustment layer opens Solid Settings on the layer's
solid (it ran an empty command before): name (renames the layer and the solid), size, Pixel
Aspect Ratio, colour, and "Affect all layers that use this solid". It starts off, as in After
Effects, so changing a solid other layers share gives this layer its own copy.
`layer.settings {pixelAspect?, affectAll?}` → `{layer, solid?}`; `layer.newSolid {pixelAspect?}`.
- Nulls ask for their name; text and shape layers have no settings (the entry is disabled).
- Composition Settings / New Composition and Solid Settings register an automation id for
every control (`dialog.comp.*`, `dialog.solid.*`). Composition Settings takes any typed frame
rate besides the list, and New Composition starts from the last settings used.
- Colour buttons in both dialogs show the stored sRGB colour (`widgets::srgb_color_button`);
egui's linear picker showed it lighter.
- Docs: agents, parity.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- Quit and the window's close button, File ▸ New Project, Open Project, Open Recent, Close
Project, the demo project and a Home template show Save / Don't Save / Cancel when the
project has unsaved changes (Save asks for a path when untitled; cancelling that keeps the
project open). File ▸ Revert asks to discard. Before, all of them dropped unsaved work
without asking.
- The window title shows the project's path and `*` while it is modified.
- The modified mark follows undo: the session keeps the snapshot it last opened or saved
(`Session::saved_project`), so undoing, jumping in the History panel or rolling back a batch
to the saved state clears it.
- An edit that changes nothing (a value set to what it already is) records no undo step and
doesn't mark the project modified (`Project::same_content`, comparing untouched comps by
pointer).
- Agents' `engine.execute` / MCP calls are never asked; `ui.menu.invoke` shows the prompt like a
click (automation ids `dialog.unsaved.save` / `dontSave` / `revert` / `cancel`), and the
control channel's `app.quit {force: true}` skips it.
- Docs: architecture, agents, control protocol, parity.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- LICENSE-MIT / LICENSE-APACHE from the Crafting Apps standard: copyright
"ArtCraft Team and the EffectCraft contributors", Apache-2.0 in the
canonical apache.org layout.
- NOTICE (new): copyright, dual licence, brand carve-out, bundled OFL fonts.
- docs/brand/LICENSE-brand.txt (new): ArtCraft brand terms.
- docs/brand sidecars, ATTRIBUTION.md and AGENTS.md §1.8 point to the
brand terms (owner ArtCraft Team; forks and modified versions remove them).
- README: standard "License and credits" section; badge alt text
"License: MIT OR Apache-2.0".
Co-Authored-By: Claude Opus 5.5 <[email protected]>
warp.status solved the stabilization plan (Subspace Warp eigen-decompositions and mesh fits)
on the page the first time it saw an analysis: ~4.9 s blocking the browser's event loop in
the smoke test. The analysis job now sends the plan summary with its result, and a settings
change has a WarpPlan job solve it (status reports stabilizing meanwhile). Desktop unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
contentFill.generate sends its plan (FillPlan) to a browser job worker:
the layer's frames render in passes on the worker's WebGPU device, the PNG
sequence goes back to browser storage (Services::store_file), and the page
adds the fill layer when the plan returns (WorkerReply::Fill). The smoke
test checks it; docs updated.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- GPU in browser job workers: each job worker opens its own WebGPU device
(deferred readbacks); the Render Queue export and the analyses' frame loops
are futures (render::passes, offload::run_request_async) whose frames
render in passes, awaiting the device between them. GPU particles and
Advanced 3D read back under keys too. workers.jobs reports passes and
readbacks; the smoke test measures them.
- Layer buffers in the browser's OPFS disk cache: frame workers back their
layer caches with a PrefetchStore; the page plans what to fetch before a
request from recent misses (LayerPrefetch over the shared DiskIndex).
- Templates embed footage (default on, size-capped with a warning) and
creating from a template extracts it next to the new project / into
browser storage.
- ICC LUT profiles (lut8/lut16/lutAtoB/lutBtoA, from the public ICC spec) in
Simulate Output > My Custom RGB, baked into a 3D LUT for the viewer.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The geometry stays on the CPU as per-frame plans shared with the CPU effects (bolts, mask
strokes, scribbles, contour segments, audio marks, glyph strokes, waves, flood-fill region,
eyedropper sample); segments and convex polygons are tile-binned and rasterised on the GPU
with the CPU's coverage functions. CPU output unchanged (gen_golden). CC Threads' exact ties
at round parameter values are a documented exception; Fractal stays on the CPU (needs f64).
Regenerated docs/effects.md, docs/parity.md EFF-5.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
GPU render passes for CC Particle World / Systems II, Particle Playground,
CC Ball Action, CC Pixel Polly, CC Scatterize and Curl Noise (fx_particles,
chunked multi-pass raster); Shatter wireframe views, Foam extras, Timewarp
with a Matte Layer, strong Warp Fisheye/Twist (CPU f64 inverse map) and
custom .ocio configs no longer fall back to the CPU. CPU refactors pinned by
particle_golden / timewarp_golden / sim_golden hashes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Inner/Outer Key's trimap and Cleanup strokes, Color Link's sample and CC Glass/Plastic's
light are shared with the CPU effects (CPU output unchanged: gen_golden). CC Plastic now
reads its Bump Layer (it read the nonexistent bumpMap id).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Pin exact CPU pixel hashes of the simulation effects refactored into shared
GPU plans in M13.23 (CC Rainfall/Snowfall/Star Burst/Bubbles/Drizzle/Hair/
Mr. Mercury, Caustics, Wave World, Foam, Shatter, Card Dance, Card Wipe):
404 frames over default and non-default settings, four times incl. a seek
backwards, 8 and 32 bpc, full and half resolution. Verified bit-identical
between 7a5a93b (before M13.23) and 808ca70 (after).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Bump the FilmCraft crates from 89cfbf2 to 2c5ba7a (118 commits; no API
changes needed here), whose Matroska reader now decodes the VP9 alpha
stream from BlockAdditions. The compositing QA scenario now checks that
WebM renders round-trip their alpha like ProRes 4444.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
CC Rainfall, Snowfall, Star Burst, Bubbles, Drizzle, Hair, Mr. Mercury,
Caustics, Wave World, Foam, Shatter, Card Dance and Card Wipe render on the GPU
(fx_sim.rs / fx_sim.wgsl). The per-frame simulation / layout stays on the CPU
and is shared with the CPU effect through plans (effects::sprite_plan,
piece_plan, bubble_list, mercury_blobs, drizzle_drops, wave_world_plan,
caustics_setup); a tiled item rasteriser composites sprites, bubbles, blob
fields and textured pieces in the CPU's order and shading. Layer-dependent
sprite colours (refracting rain, star-burst and hair roots) are sampled per
pixel; piece plans read the frame back once.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- GPU in the browser: each frame worker opens its own WebGPU device (Gpu::request_deferred) and
renders the GPU compositor and GPU effects with deferred readbacks (effectcraft-gpu deferred):
readbacks keyed by content start with map_async and miss, the pass returns placeholders, the
layer cache's gate drops inserts, and FrameServer::resume renders again once the device
delivered. Backend Auto times whole frames per comp in the workers. Frames with effects go to
GPU workers instead of the page. CPU fallback without WebGPU in workers (?nogpuworkers).
- Fix: a WGSL constant (3.40282347e38) that Chrome rejects invalidated every GPU kernel in Chrome
(the page's compositor too); a test checks every float literal fits f32.
- Disk cache in the Origin Private File System: workers write sealed frame entries with sync
access handles (temp file + move), the page keeps the DiskIndex (LRU under the settings' limit,
at most half the quota) and reads hits instead of rendering; survives reloads; blue cache bar.
- Storage manager: Settings ▸ Disk ▸ Browser Storage (usage/quota, persistent storage, Clear
buttons, automation ids) and storage.info / storage.persist / storage.clear (StorageHost).
- Docs: web.md (GPU workers, deferred passes, disk cache, storage manager, threading design:
one engine instance per worker), architecture, preferences, parity (WEB-1), roadmap.
- Tests: deferred passes vs CPU on a real device, placeholder gating, frame server passes and
Auto, GPU worker routing + disk cache across a reload, storage commands and widgets, store
usage by kind; smoke test: GPU effect frames in workers with pixel parity, disk hits after a
reload, storage manager.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Timewarp without a Matte Layer is now planned once (time_fx::timewarp_plan: frames, shutter
instants, motion fields) and built by the CPU or the GPU from the plan; with a Matte Layer it
renders on the CPU (catalog::gpu_supported).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
VR Blur, Chromatic Aberrations, Color Gradients, Converter (all projections and
cube layouts), De-Noise, Digital Glitch, Fractal Noise, Glow, Plane to Sphere,
Rotate Sphere, Sharpen and Sphere to Plane run on the GPU (fx_vr.rs /
fx_vr.wgsl) with the CPU's equirectangular maths: seam-wrapping, pole-continuing
sampling and latitude-widened box blurs, per eye for stereo layouts.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
CC Environment now fades nearly transparent environment texels to black continuously
(colour / max(alpha, 1e-3)) instead of a hard 1e-6 un-premultiply cut-off, which turned the
filtered map's float noise into colour.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Apply Color LUT, OCIO CDL / Color Space / Display / File / Look Transform and
Color Profile Converter compile to colour programs (effects::color_program,
built next to the CPU effects) that fx_lut.wgsl interprets per pixel; LUTs
(1D, 3D, cineSpace shapers, inverses) are read from the storage buffer with the
CPU's nearest / trilinear / tetrahedral interpolation. Lumetri's Input LUT and
Look no longer force the CPU. Custom .ocio configs stay on the CPU.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
3D Channel Extract, Cryptomatte, Depth Matte, Depth of Field, EXtractoR, Fog 3D,
ID Matte and IDentifier run on the GPU (fx_depth.rs / fx_depth.wgsl): aux planes
upload as a texture and are resampled onto the buffer grid with the CPU's index
arithmetic; tests compare against the CPU at 1x / 2x aux resolution, padded
buffers, half resolution and 8 / 32 bpc composites.
Co-Authored-By: Claude Opus 5.5 <[email protected]>