Problem: while a preview played, the RAM preview cache evicted the least
recently used frame. The frames just ahead of the playhead had been rendered
(prefetched) before the frames just shown, so once the cache was full they
were evicted first; prefetch asked for them again, but its queue ran in
request order, so they waited behind every frame further ahead. Playback
ran into a gap right ahead of the playhead while frames far ahead stayed
green, re-rendered the same frames over and over (about four renders per
frame shown when the preview was longer than the cache) and stalled for
seconds. The prefetch window could also reach further ahead than the cache
holds.
Fix: the playing preview tells Frames where it is (Frames::set_playhead).
Evictions then take frames the preview does not reach first (other series,
behind it without looping), least recently used first, then the frame it
reaches last; prefetch renders the frame it reaches first; queued prefetch
frames it no longer reaches are dropped (and leave the in-flight set). The
prefetch window stops at what the cache holds. The viewer puts a CPU frame
that needs no averaging on screen without copying its pixels.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Problem: scrubbing a long movie showed the frame under the pointer
seconds after the pointer stopped. Every viewer frame a free frame-pool
thread had started kept running: each seeked the movie's one decoder and
decoded up to a GOP, and the newest frame waited behind all of them on
the decoder's lock (45 min 1080p H.264/HEVC, GOP 250: 1.8-3.6 s for the
last frame of a drag; a single jump is 0.1-0.4 s). FilmCraft's decoder
already polls a cancellation flag, but nothing set one.
Fix: FootageSource::cancellable / called_off and CancellableFootage (a
per-render view whose frame reads run under the render's own flag, so
reads on other threads answer to the right render). MediaPool runs them
under filmcraft_media::cancel::with_cancel. The frame workers render
through it, and a newer viewer frame calls off the comp's running viewer
frames of other times. A called-off render is not cached (frames, disk,
layer cache). Drag latency is now 0.1-0.3 s.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* Release prep: bump to 0.8.0 and add a Linux riscv64 release build
- release.yml: new `linux-riscv64` job, ported from GridCraft. It cross-compiles on
ubuntu-24.04 against riscv64 libraries from ports.ubuntu.com (the Linux job's X11/Wayland/GL
-dev packages plus ALSA), ships effectcraft-<v>-linux-riscv64.tar.gz, and smoke-tests
effectcraft-cli under qemu-riscv64. The draft-release job now needs it, so its tarball is
uploaded and covered by SHA256SUMS.txt.
- packaging/linux/package.sh: cross-compiles when CROSS_ARCH/CROSS_TARGET/CROSS_COMPILE are set
(cargo --target, the cross strip, the EMULATOR smoke test), as GridCraft's does.
- Version 0.7.0 -> 0.8.0 (cargo xtask version set), Cargo.lock refreshed.
- README and docs/releasing.md list the riscv64 tarball.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* Fix FreeBSD CI: pointer_wrap test harness, wasm32 target, clippy as_chunks
- pointer_wrap tests: the harnesses dropped run_ui's FullOutput with the font atlas upload still
in textures_delta, and epaint 0.36's drop check panics on that in debug builds. Every
pointer_wrap test failed on every platform; FreeBSD is the only CI that runs them. Clear the
delta, as the other UI tests do.
- freebsd.yml: install wasm32-unknown-unknown in the VM. Without it the host plug-in test's build
of examples/plugins/posterize-bands failed (E0463, no std) and the test skipped silently; now
it builds and runs.
- media/convert.rs: chunks_exact(2) -> as_chunks::<2>() (clippy chunks_exact_to_as_chunks,
new in Rust 1.99); same pairs, same dropped remainder.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Claude Opus 5.5 <[email protected]>
Animated GIFs came in as one still frame in 0.7.0; bfbdadd3 (after that
release) probes them as movies. This end-to-end test imports a GIF file
through the wired session into a comp and checks the layer shows each of
its frames at its time, the path the viewer and exports share.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
file.import stores a path as given, so footage imported by the CLI or an
agent as `clip.mp4` was saved relative, and opening the project looked it
up from the working directory. The CLI, started in the project's folder,
found it; the desktop app, started from the Finder, Explorer or a launcher
in another folder, showed and rendered neither its picture nor its sound,
while the Project panel still listed the saved duration.
On open, a relative footage path that doesn't exist from the working
directory but does next to the project file is resolved there (After
Effects also looks for footage relative to the project). Paths that exist
as they are, and absolute ones, are kept.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
A text or shape layer's effect bounds are comp-sized (as in After Effects),
but its buffer surrounds only its content, and each effect grows the buffer
itself when it needs room. CC Smear and CC Tiler never did, so a smear was
cut off where the glyphs end and tiles filled only the text's box.
CC Tiler now covers the whole layer rectangle; CC Smear grows by how far it
moves pixels (Reach x From->To), at most to the layer bounds, so footage
layers, whose buffer is their bounds already, are unchanged. CPU and GPU
alike.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
Every viewer request spawns a job on the frame pool. A pool thread blocked
inside a render (waiting on a parallel loop's join) runs other pool work
meanwhile, rayon's injected jobs included: the spawn of the next request
started a whole frame render on top of the waiting one. Dragging makes a
new revision, and a new viewer frame, every UI frame, so renders nested
without bound on every thread, each holding its buffers (a large image's
full-resolution copies), until all memory was used. Holding the layer still
makes no new revisions, which is why only moving it did this.
A spawn now drains the queue, and one that lands inside a render on its
thread returns at once; the render below takes the queued jobs when it is
done. Each pool thread renders one frame at a time.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
The Scrub helper and the real-properties test discarded FullOutput, so the
first pass' font-atlas texture delta panicked on drop in debug builds —
which is how the FreeBSD CI gate failed. Consume the delta the way the
rest of the crate's egui tests do.
Preserve legacy selection repair, modifier routing, viewer lifecycle and workspace persistence through the shared docking integration. Qualify the complete workspace gate by refreshing the 18 stale Audio Spectrum hashes for the existing linear renderer, with an independent synthetic-tone regression.
`effectcraft-cli mcp` had no way to keep an agent's file access to a folder;
the flags were unknown options. Both now take a folder (repeatable, as in
PhotoCraft): with either given, files are read only under a read or write root
and written only under a write root (none: no writes). Defaults are unchanged.
automation::confine::Confinement checks every engine command the backend runs
(execute_command, command_run, open/save_project, each engine.batch step), in
both headless and bridge mode, before it runs: the file parameters of the
commands that read or write files must be absolute paths inside the roots
(symbolic links resolved through the longest existing ancestor, `..` refused),
as must any other absolute path in a command's parameters. Commands that write
where they aren't told are checked against the target they would write: Save /
Increment and Save the open project's file, renderQueue.render every queued
output (renderQueue.list). Scripts, Execute File, Reveal in Finder, Open Recent
by index, `$N` file-path references in a batch, render_frame/screenshot paths
outside a write root and the bridge's UI-driving tools are refused while
confined. docs/mcp.md describes it.
Test: a confined headless server opens and saves inside its roots and is refused
outside them, for a relative path, `..`, a batch step, a `$N` path, Save to a
read-only root's project, the Render Queue's default output there, a symbolic
link out of the write root, and scripts; the unconfined server still writes
anywhere.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
The file dialogs were blocking rfd::FileDialog calls made inside eframe's frame,
that is inside winit's event handler. On macOS the dialog runs a nested modal
event loop there; a file dragged over the window while it was open reached
winit's handler again, which refuses re-entry with a panic across the
Objective-C boundary, aborting the app (Import with Cmd+I, then a drag).
Hooks gains file_dialog_async: a host that sets it shows a command's file dialog
(Import, Open, Save As, Save Frame As, presets, guides, templates, Collect Files,
Relink...) without blocking, and the command runs with the answer on a later
frame (menus::dialog_answered, drained at the start of each frame); a cancelled
dialog runs nothing. The macOS app implements it with rfd::AsyncFileDialog, a
sheet on the window answered when it closes, outside the frame. Other platforms
keep the blocking dialogs (winit queues their re-entrant events), as do the few
panel buttons that pick a file in place (Settings paths, shortcut import/export,
effect file pickers).
Test: with a non-blocking hook, Save As and Save Frame As return at once without
the blocking dialog, the save happens when the answer arrives from another
thread, and a cancelled dialog writes nothing. The macOS sheet itself needs a
manual check (Cmd+I, drag a file over the window, pick or cancel).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
widgets::keep_focus (Project panel rename and comment, Render Queue, Essential
Graphics and Timeline fields) selected the whole text whenever it saw its field
without the keyboard focus, not just on the frame the editor opened. Anything
that took the focus for a frame (an input method, another handler) then
re-selected the name, so the arrow keys seemed to do nothing and Backspace erased
the whole name, as reported on Linux. The editor now remembers the pass it was
last shown: it selects all only when it opens and otherwise just takes the
keyboard back with the caret where it was.
The harness does not reproduce the report's Linux behaviour itself (arrows reach
the field there); the tests cover the path that did: a unit test drops the focus
for a frame and checks the caret survives (and that reopening selects all), and a
kittest renames a Project item and a Timeline layer with Left / Right / Up /
Down / End and Backspace, editing part of each name.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
Motion-path hits were only handled for the Selection tool, so the Pen slot's
tools did nothing on a layer's motion path, and every Pen slot tool showed the
same crosshair. As in After Effects, on a motion path:
- Add Vertex (and the Pen) add a Position keyframe at the clicked frame dot,
with the path's value there (prop.addKey), so the path keeps its shape;
- Delete Vertex removes the clicked keyframe (keys.select + keys.delete);
- Convert Vertex switches it between Linear and Auto Bezier spatial
interpolation (keys.interpolation {spatial}).
motion_path now reports its frame dots for the hit test. Over the viewer the Pen
slot tools draw their own pen glyph (Pen, Add, Delete, Convert, Mask Feather) at
the pointer in place of the system cursor, and the Pen shows Add Vertex's pen over
a mask, shape or motion path it would add a point to.
Test: ui_viewer clicks a two-key motion path with each tool and checks the added
key, its spatial interpolation both ways, its removal, and the pointer.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
On Adreno (Windows ARM64) a failed vkAllocateMemory surfaces as an internal
ERROR_INITIALIZATION_FAILED, not out-of-memory. Gpu::within_memory only scoped
OutOfMemory, and wgpu's DeviceExt::create_buffer_init maps the new buffer at
creation and panics ("Failed to get mapped range") when the allocation failed,
taking down a frame thread. Buffers with initial contents are now created unmapped
and filled through queue.write_buffer (context::buffer_init), so a failed
allocation is only an invalid buffer and an error for the caller's scope, and
within_memory scopes Internal errors too, discarding the frame for the CPU path
as it does for out-of-memory.
The device was then lost, and egui-wgpu panicked on the main thread staging the
next frame's index buffer on the dead device. Once the host reports the
presentation device lost, the app draws nothing more (no mesh to stage), auto-saves
unsaved changes, keeps the crash-recovery marker so the next launch offers them,
and closes its window.
Tests: a device with a small buffer limit gets an over-limit and an unaligned
buffer_init without a panic and sees the error in its scope; the UI harness
reports a device loss and checks the next frame has no shapes, closes the window
and wrote the auto-save.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
Auto-Bezier end keys now carry handles along the path, so a straight two-key move went through
the arc-length table and landed a rounding error off its keys' midpoint (80.00000000000001).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
The MSI only installed a Start Menu shortcut. The wizard's folder page now has a
"Create a desktop shortcut" box (DESKTOPSHORTCUT, 1 by default; DESKTOPSHORTCUT=0
for silent installs) that adds an EffectCraft shortcut to the Public desktop. The
choice is recorded under HKLM\Software\EffectCraft so an upgrade keeps it, and an
upgrade from a release before this option adds none. test-msi.ps1 checks the
shortcut is created by default, kept by upgrades, removed on uninstall and absent
with DESKTOPSHORTCUT=0.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
A tool can hand EffectCraft its own font library (a path list) without
installing the fonts system-wide; the folders are scanned like the
system ones.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Effect Controls painted effect headers with fixed dark fills (#2a2a2a,
#2f3a52 when active) under the theme's text colour, so on Light the effect
names were dark on dark (1.1:1). The Timeline kept the selected layer's
time-graph row, the A/V and switch wells, the time navigator, the work area
bar and the expression field on fixed dark fills too.
Those surfaces are now theme tokens (fx_header, fx_header_active,
tl_graph_selected, switch_well, tl_nav_bar, tl_work_area_bar, expr_bg,
expr_text) with the dark values unchanged and light ones for Light. The
expression editor's syntax colours come from the theme as well: on the
light field a darker set keeps every category, enabled/disabled
expressions, matched brackets and line numbers at 4.5:1 or better
(contrast test, with a negative control showing the dark set fails there).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
A typed value committed by clicking elsewhere could be applied as an
offset, because dragged_id() is set on the press that commits it; a scrub
now needs a decided drag. In the Timeline, clicking a stopwatch or the
keyframe button acts on that layer's property only, as in After Effects
(the Properties panel and keyboard shortcuts act on every selected layer).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
With several layers selected, After Effects applies a property edit to the same property of
every selected layer; we changed only the layer whose row was edited (the Properties panel
showed only the first selected layer), so a stopwatch switched on one layer and later moves
of the others had nothing to keyframe (#355), and scaling or rotating a selection changed
one layer (#491).
- Engine: `prop.set`, `prop.toggleAnimation` and `prop.toggleKey` take `selected: true`:
the change also goes to the same property (by match path, `transform/scale`,
`effects/<effect>#n/<param>`) of every other selected, unlocked layer whose value has the
same kind, in one undo step (a scrub keeps folding into it through its `merge` key). With
`offset: true` (a scrub) each layer changes by the same amount from its own value; a typed
value sets them all. Position with Separate Dimensions is handled per layer.
- The Timeline, Properties and Effect Controls panels pass `selected` (and `offset` while a
value is dragged). The Properties panel heads "(N) Selected Objects" (zh-CN / zh-TW / ja /
uk rows).
- Viewer: a bounding-box handle drag scales every selected layer by the same ratio about its
own anchor point; the Rotation tool turns them all by the same angle (one undo step).
Tests: engine test (stopwatch, scrub offset, typed value, keyframe button, one undo step,
unselected layers untouched); kittests: the Properties panel with three layers selected
(header, stopwatch on all three undone in one step, a scrub moving all three by the same
amount) and a handle drag scaling two selected layers.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
The viewer projected a 3D layer's box, its axis gizmo and its Extended Viewer outline
through the camera with a plain perspective divide. A point at or behind the camera
(w ≤ 0) flips through infinity, so a layer turned or moved so that part of it reaches past
the camera drew long lines across the viewer, and its handles and hit area flipped too.
- `layer_quad` (handles, hit tests, marquee) is None for a layer reaching past the near
plane, so nothing is placed or picked on a flipped quad.
- `layer_outline` clips the box to the part in front of the near plane (Sutherland-Hodgman
in homogeneous coordinates); the selection outline and the Extended Viewer use it.
- The 3D axis gizmo's arrows are clipped the same way (`project_segment`).
Tests: a box crossing the near plane keeps only its front part, one wholly behind draws
nothing; gizmo segments are cut at the plane and never flip.
Note: the reporter's exact setup (ellipse, X/Y Rotation, Orientation) wasn't reproduced
in a headless probe with the default camera, where the layer stays in front of it; this
fixes the projection fault that draws such lines.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
A stack (the Default workspace's right column) held one panel per frame. Dropping a panel
onto the middle or the tab strip of a stacked panel inserted a new stacked frame below it,
and dropping on its top or bottom edge split the whole column.
A stacked frame now holds tabs (`StackEntry { panels, active, open, height }`):
- Center / tab strip drops add the panel as a tab of the anchor's frame and show it.
- Top / Bottom drops add a frame of its own above / below the anchor's frame only.
(Left / Right still split the column: a frame can't hold a side-by-side split.)
- Clicking a frame's shown tab (or its header bar) expands / collapses it; another tab
shows that panel. Closing a tab keeps the frame; its last tab removes it.
- Saved workspaces from before (`{"panel": …}` per frame) still load.
Tests: dock unit tests (Center / Top / Bottom on a stack, insert_tab, close, old saved
entries); a kittest dragging Effect Controls onto Properties makes a two-tab frame whose
tabs switch the shown panel.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
GpuContext::new built every compute pipeline up front and failed as a
whole when one didn't build. On DirectX 12, FXC (wgpu's default D3D shader
compiler) aborts on the `pointwise` effect kernel, so the whole app fell
back to CPU compositing.
The compositor's own kernels are still required, but the effect kernels
(`pointwise`, the blur/glow/shadow passes and every fx_* kernel) are now
optional: one that fails to build is logged and listed
(GpuContext::unavailable_kernels), and a GPU effect chain that dispatches a
missing kernel reports it (Enc::take_missing) so those effects render on
the CPU while everything else stays on the GPU.
This does not make FXC accept `pointwise` (that needs a Windows/FXC box to
bisect); it limits the damage to the effects using it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
Measured against After Effects 26.3 with the original
examples/ae-spatial-tangents.jsx (three paths, ten keys, even and uneven
timing): an auto-Bezier key's out tangent is (next - previous) / 6 and
the in tangent its mirror, whatever the key times; an end key uses its
one neighbour, (neighbour - key) / 6. EffectCraft gave end keys none and
scaled middle tangents by segment length, so paths with auto-Bezier keys
ran up to 28 px from AE's. All ten tangents now match; path samples are
within 0.05 px.
Tests that relied on end keys having no tangent now expect AE's: Spatial
Bezier keeps auto keys' handles (linear keys still get a third), the
motion-path handle is drawn at a sixth, and a straight loopOut path is
compared within 1e-9. docs/fidelity records the method and scores.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A shape's Fill and Stroke Color (and every other colour property) in the
Timeline only had a swatch that opens the colour picker; After Effects puts
an eyedropper next to it to sample a colour from the Composition panel.
The Timeline now shows that eyedropper (`timeline.prop.<uid>.eyedropper`),
reusing Effect Controls' viewer pick: click it, then click in the
Composition panel, and the property is set to the sampled colour.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f