Unselected layers parented to, or track-matted by, a layer that moved into the
new composition kept ids that no longer exist in the outer comp. The command's
default name was always "Pre-comp 1"; it now picks the lowest unused number.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RDvxCS8xcR28VArjzn1x7U
The tracked frames lived only in memory, so a saved project lost them: a render in another
process (effectcraft-cli render-frame) segmented the frames again with the classic engine.
A propagate with a tracker now saves the frames it followed with the instance, in a hidden
parameter beside Freeze's (TrackCache: each frame's matte, Refine Edge band, colour models and
confidence, keyed by the inputs it was tracked from).
- They apply while the strokes and span they came from are unchanged, whichever model Settings
choose, so a project renders the same when it reopens, without the model loaded or chosen.
- A stroke or span change makes them stale until the next Propagate. A Propagate replaces them;
with the classic engine it leaves none.
- roto.status reports tracker.saved (the model they came from) and a notice when Settings
choose another model.
- The save at job completion is not an undo step (the frames are a cache of the strokes) and is
skipped if the strokes changed while tracking. Decoding checks the saved size, so a corrupt
project is ignored rather than overflowing.
Object Matte saves nothing. Projects saved before this change open unchanged (the parameter is
filled in on open).
Tests: a saved project reopens with the model unloaded and renders the saved frames through
Chain::ensure; choosing the classic engine keeps them until a classic Propagate replaces them; a
stroke change makes them stale. The SAM 2 tests and the failing-tracker test take the Roto test
lock.
Claude-Session: https://claude.ai/code/session_0136kZtXrYo5VUWEFxWduwUD
With SAM 2 (or MobileSAM) chosen, a propagate that started before the model had loaded ran
the whole job on the classic engine and reported nothing. The chosen model is now in use
before a job that segments with it starts (Roto Brush 2.0 / 3.0 and Object Matte):
- roto.propagate and the other Roto jobs wait for a load or download under way when called with
wait: true (bounded to 10 minutes). Without wait they refuse while the model is still loading,
and start the load in the background. A model that is not installed, or failed to load, is
refused either way.
- roto.status reports model {selected, installed, active, loading, error} and a notice while the
chosen model is not the one in use. source is "model" for a frame the model segmented on its own,
instead of "classical".
- Auto-propagate keeps edited instances pending while the model loads, and shows errors as toasts
instead of dropping them.
- Docs: what propagate does now; tracked frames live in the session that ran propagate and are not
saved in the project file, so a separate render process does not show them; roto.model.select
lists sam2.1-hiera-tiny.
Tests: a selected model that is not installed refuses to propagate (no weights needed); SAM 2
selected without wait is loaded before propagate (EFFECTCRAFT_SAM2). The SAM 2 tests and the
failing-tracker test take the Roto test lock, since they share the process-wide model slot.
Claude-Session: https://claude.ai/code/session_0136kZtXrYo5VUWEFxWduwUD
About 94 rows write Latin text and numbers directly against Japanese
("360度", "EffectCraftについて", "メモリとCPU"); 37 rows put a space on
one side ("メモリと CPU", "3D レンダラー", "{} 回使用"), and no row mixes the
two. The spaced rows now follow the majority. "getartcraft.com の EffectCraft"
keeps its spaces so the domain stays readable. Only Japanese values change;
no key or English text does.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01K5NRZNWfaSLBWVzV8hivyS
"Warn User When Executing Files" said the cursor, not the user, was warned.
The other 27 rows give the same English term one Japanese spelling in the
menu table and another in the UI table (track/tracking, Region of Interest,
Time Remapping, Separate Dimensions, Stabilize Motion, Hold, Brightness,
Vector Layer, Small Screen, Straight, Expression and a few more), or read
awkwardly ("({}) Selected Objects", "Interpret Unlabeled Alpha As"). Each
now follows the spelling the rest of the file already uses. Only Japanese
values change; no key or English text does.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01K5NRZNWfaSLBWVzV8hivyS
- The comp-sized shape is made by shape.newShape (new newLayer option) so it takes the Tools bar's
Fill and Stroke, and a polygon or star fits the shorter comp side.
- Cmd+W on the Render Queue moves the focus to a panel that is still open.
- The Graph Editor's key menu is the Timeline's (one shared function): all its commands, labels in
the interface language, edits disabled on a locked layer.
- keys.delete and keys.set leave a locked layer's keys alone.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RDvxCS8xcR28VArjzn1x7U
Cancel and Preview-off merge the checkpoint, the preview's result and the project now (new
preview_merge module), so an edit made while the dialog was open stays. OK first brings the
preview up to the draft it finds, and Composition Settings OK applies the Resolution after a kept
preview. The Gradient Editor's OK syncs and sets the draft when it differs from the last preview.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RDvxCS8xcR28VArjzn1x7U
main follows the browser's language preferences itself now (set_system_locales /
first_supported), so this branch keeps only what it adds: the Russian, French and German catalogs
selectable by Match System and a locale, and their Undo and Redo menu labels.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RDvxCS8xcR28VArjzn1x7U
lib.rs and menus.rs were split (#2491): the dialog_state accessors, the undimmed canvas while a
dialog previews, and Escape-as-Cancel for the Gradient Editor and Preview move to app/window.rs,
app/frame.rs and menus/shortcuts.rs. Layer Styles' rollback keeps main's text-editor handling inside
the shared restore(). The dialog preview integration test joins the tests/it binary.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RDvxCS8xcR28VArjzn1x7U
The shape-tool double-click, Cmd+W handling and their tests move to the split header, menus/invoke
and engine test modules (#2491); the docking check in the Cmd+W test uses the craft_ui dock API.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RDvxCS8xcR28VArjzn1x7U
Dither can round a colour byte up while alpha rounds down (colour = alpha = 100.25/255 gives
alpha 100, colour 101), breaking the premultiplied invariant. Clamp each dithered colour byte
to the written alpha byte.
Test: dithered_premultiplied_colour_never_exceeds_alpha.
Resolve the export tests' module list (banding and h264_gpu_yuv both stay). #1631's
yuv420_frame checked Render Settings Color Depth itself; that depth is now the project's
depth for the whole render, so the GPU YUV path is taken only for 8 bpc renders. Above
8 bpc frames take the RGBA path, which dithers, so H.264 exports don't band either.
Test: renders_above_8_bpc_skip_the_planes.
Per review: as in After Effects, the region of interest lies inside the comp, so each converted
ROI edge is clamped to [0, w] / [0, h] and the far edge never passes the near one. A hostile ROI
reaching far outside the frame can no longer pad it into a huge crop, the wide-frame case keeps
its full width, and the i64 widening is no longer needed (frame_size is back to main's code).
Tests: hostile quads give edges >= 0 and a frame between 1 x 1 and the frame size, and an ROI
covering more than the frame is the whole frame.
An 8 bpc render has no finer values to dither, so its exports stay byte for byte what
they were (the pinned H.264 and ProRes files) and keep their size; 16 and 32 bpc renders
are still dithered on the way to 8 bits.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FYXhNN7W7nB6sKjwwU7CDM
The ROI crop clamped every converted edge to +/-20_000 px, which changed
valid crops: a supported 30_000 x 100 frame at scale 1 with ROI
[10000, 0, 20000, 100] produced 10_000 x 100 instead of 20_000 x 100.
Valid edges reach about 120_000 px (30_000 px at render scale 4.0).
Clamp converted edges to +/-1_000_000 instead, subtract from the frame size
in i64 and narrow to i32 with saturation, and widen the arithmetic in
OutputModule::frame_size to match. Hostile quads (huge, inf, NaN) still
degrade to a valid 1 px frame without overflow.
Regression test next to hostile_roi_cannot_overflow_crop_math covers the
30_000 x 100 case, a scale 4.0 wide case and hostile inputs.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FYXhNN7W7nB6sKjwwU7CDM
Exports converted the float frame to 8 bits by plain rounding, so a smooth
gradient rendered at 16 or 32 bpc came out as flat bands, the same as at
8 bpc: raising the depth changed nothing visible. After Effects dithers
colours converted to 8 bpc for render and export; do the same.
- raster: dither_u8 and Image::to_rgba8_dithered / to_rgba8_over_dithered
round each channel up or down against a hash of the pixel position with
a fixed seed (deterministic, no clock or global RNG). A value already on
an 8-bit code, as everything rendered at 8 bpc is, is unchanged.
- export: Cx::pixels dithers the colour for every 8-bit output (stills,
H.264, ProRes, HEVC, AV1, VP9); GIF keeps plain rounding (palette).
- export: the Render Settings' Color Depth now overrides the project's
depth for the whole render instead of only quantising the finished
frame, so a 16 bpc render of an 8 bpc project keeps its precision.
Tests: crates/export/tests/it/banding.rs (ramp export at 8/16 bpc and with
Color Depth overrides), raster unit tests for dither_u8.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FYXhNN7W7nB6sKjwwU7CDM
Turbulent Displace read its noise through value_noise, whose quintic fade also
eased the evolution axis. Near every whole revolution the pattern hardly moved:
Evolution 0 and 37 degrees (or 360 and 400) differed by well under a hundredth of
the frame, so different Evolution values looked identical, and the motion sped up
and slowed down within each revolution (the #1816 symptom).
Add value_noise_linear_z (x and y keep the fade, z is linear) on the CPU and in the
WGSL kernels and use it for Turbulent Displace on both paths. value_noise is
unchanged, so the other effects and the pinned simulation goldens are unaffected.
Tests: CPU test that non-equivalent Evolution values (fractional, past 360, past
720) all differ and that Cycle Evolution still matches 0/360; unit test of the
linear z axis; GPU-vs-CPU cases at small and large Evolution.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FYXhNN7W7nB6sKjwwU7CDM
A WAV's markers were never read, so its audio layer showed none. The importer
now reads the file's cue points (`cue ` chunk named by `LIST/adtl` `labl` and
`note`, sized by `ltxt`) and Adobe's XMP markers (`_PMX` chunk, `xmpDM:markers`
entries as elements or attributes, in frames of the track's `xmpDM:frameRate`).
A marker present in both encodings is listed once. The reader is bounds-checked
and caps the marker count and XMP size.
- `Footage.markers` (optional in the file format) holds them at footage time; a
layer made from the footage starts with them.
- Layer ▸ Markers ▸ Update Markers From Source also works on footage layers.
- Markers from a file have no label colour.
Tests: reader unit tests (cue, note, ltxt, both XMP forms, both encodings,
truncated and hostile files), a probe test, and an end-to-end test through the
fully wired session. Not checked against a WAV written by Adobe's tools.
Claude-Session: https://claude.ai/code/session_013fTnVxnXTv2MBW6uj2PPyU
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The Gradient Editor's Preview now covers the other settings dialogs that edit
something that exists: Solid Settings on a solid layer, Camera Settings, Light
Settings and Composition Settings. A change of the draft reaches the project at
once, so the canvas shows it while it is made.
- One shared mechanism (`panels::live_preview`): each step goes back to a
checkpoint of the project and undo history taken when the dialog opened, then
runs the dialog's command once. So the project is always "as it opened, plus
one command": OK leaves one undo step, Cancel and Escape restore the
checkpoint, Preview off applies nothing until OK, and switching it off takes
back what was applied.
- A previewing dialog opens at the lower right, without the dark backdrop, and
the window behind it is no longer greyed out; it can still be dragged by its
title. The same dialogs creating something new (New Solid, New Camera, New
Light, New Composition) are unchanged and have no Preview.
- `Placement` is public, and `EffectcraftApp::dialog_state` gives tests and
automation the drafts.
Claude-Session: https://claude.ai/code/session_013fTnVxnXTv2MBW6uj2PPyU
The Gradient Editor edited a draft and set the property only on OK, in a
centred dialog over a dimmed, greyed-out window, so the canvas could not show
the gradient while it was edited. In After Effects the dialog sits at the lower
right, the window stays at full brightness, and the canvas updates live
(Preview checkbox).
- Preview (on by default): each edit is applied with `prop.set` and one merged
undo step; OK keeps it, Cancel and Escape roll back to a checkpoint of the
project and undo history taken on open (the Layer Styles dialog's mechanism,
now shared). Preview off sets the property on OK only, as before; switching
it off takes back what it applied.
- The editor opens at the lower right (`Placement` for modal dialogs), without
the dark backdrop, and the window behind is no longer faded
(`Dialog::leaves_window_undimmed`); clicks still don't reach it.
- Other dialogs are unchanged.
Claude-Session: https://claude.ai/code/session_013fTnVxnXTv2MBW6uj2PPyU
The report says a roving key goes back to its original time after other keys are edited. Editing
the last key's value and then its time keeps the roving key at its share of the path, as the
Rove Across Time description says, so this adds a regression test for both edits. It passes on
this branch; the reported sequence is not reproduced yet, so the report still needs the exact
steps.
Claude-Session: https://claude.ai/code/session_0136kZtXrYo5VUWEFxWduwUD
Double-click a shape tool in the toolbar to add a shape layer the size of the composition, at
its centre, for backgrounds, mattes and overlays, as After Effects does. It uses layer.newShape
with the tool's kind, so the undo label and the command are the same as drawing one.
Covered by tests::a_comp_sized_shape_layer_sits_on_the_comp_centre; the double-click itself is
not covered by an automated test.
Claude-Session: https://claude.ai/code/session_0136kZtXrYo5VUWEFxWduwUD
The Graph Editor had no menu for keyframes. Right-click now opens the same key menu as the
Timeline, for the commands that apply from the graph: Edit Value, Copy and Paste, selecting
equal or neighbouring keys, Hold, Rove Across Time (spatial properties only), Easy Ease,
interpolation and Delete. The items run the existing keys.* commands, so undo and the
automation ids are unchanged.
A right-click on an unselected key selects it first, as a click does.
Not covered by an automated test; checked by compiling and by reading the menu against the
Timeline's.
Claude-Session: https://claude.ai/code/session_0136kZtXrYo5VUWEFxWduwUD
With the Render Queue active, Cmd+W ran comp.close on the active composition, so the composition
next to the queue closed and the queue stayed open. Close now follows panel focus, as Clear does:
the queue closes and the composition stays open.
Covered by menus::tests::cmd_w_in_the_render_queue_closes_the_queue_not_the_comp.
Claude-Session: https://claude.ai/code/session_0136kZtXrYo5VUWEFxWduwUD
Split out of 7782ab01 (shapes: Reverse Path Direction …; work area keys) for upstream, where it
belongs with the commands it binds.
(cherry picked from commit 7782ab015a01613c1685cb6dda48d48c3b1db67b)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01F2dXDtF1ivCLP4tQwFveQ4
(cherry picked from commit b58cfb7434e147535e66582718b8856bd3ce1230)
(cherry picked from commit ff4876054f3cbf9388954602e8fe7288d136c255)
(cherry picked from commit 79d083a8c2a0bfa4663445257149a0d0ce491987)
With --compare, exits 1 when a matched run got more than PCT % worse in CPU time, peak memory, max RSS
or instructions retired (wall time follows the load and is never gated).
Checks: xtask fail_over test (1 passed).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TEytG1Qum4TJrMTLKjgwDa
(cherry picked from commit c34be4d12f3a61f4e386256ae54d75c6bc7f875d)
(cherry picked from commit 6e3eab96493726c551ec1e66174ac08b5591e4c2)
(cherry picked from commit 2e066f4073b300d8bace04419a7d4af3f3242b2e)
(cherry picked from commit 351a4b96c0)
footage.relink {item, path} relinks one item and every other missing item that moved with it (one undo
step); Replace Footage on a missing item does the same, as in After Effects. File > Dependencies >
Relink Missing Footage in Folder... (footage.relinkFolder) finds missing files by name in a folder;
footage.missing lists them. The footage check after open finds files that moved along with the
project's folder, without marking the project modified. Paths compare by parts, so Windows and macOS
projects relink either way.
Checks: engine relink:: / footage_check:: (13 passed with replay::), host relink:: (1 passed),
clippy -D warnings (engine, host, ui-egui, script, cli, xtask). Not run: ui-egui i18n tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TEytG1Qum4TJrMTLKjgwDa
Upstream port: the folder search (footage.relinkFolder) is left out, since upstream's file.relinkFootage already scans a folder; the module is relink_moved.rs next to upstream's relink.rs.
(cherry picked from commit ea7923535fb81693ed95aa0fe768b850b347b2a9)
(cherry picked from commit d15e853a720304c1032e21974d84e1501c6edfc3)
(cherry picked from commit 0b8a328dda1fb727488e912a13f94a2ef4147d03)
(cherry picked from commit 9d85bfde72)
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
`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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
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 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
apply_visuals pinned egui's theme preference to Light or Dark on every
apply. egui syncs that to the native window (ViewportCommand::SetTheme),
winit then gives the NSWindow an explicit Aqua/DarkAqua appearance, and a
window with its own appearance no longer receives the system's
ThemeChanged events, so Sync with System froze on the first frame's
appearance.
Our visuals now go into both of egui's styles (light and dark), and the
preference is System while the appearance mode is Sync with System, so the
window keeps following the OS; fixed Light / Dark modes still pin it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
Measured against After Effects at 32 bpc:
- Classic Color Dodge, Classic Color Burn and Classic Difference at partial opacity: AE
fades the source toward the mode's neutral colour (0 for Dodge and Difference, 1 for
Burn) by the opacity and applies the classic formula at full strength (b / (1 − k·o),
|b − k·o|, 1 − (1 − b) / (1 − k·(1 − o))). We mixed the full-strength result by opacity:
up to 45/255 off on ordinary 0–1 footage.
- Overlay, Exclusion, Luminosity, Color Burn and Classic Color Burn keep their plain formula
for values above 1 (HDR passes). They were missing from `supports_hdr`, so their inputs
were clamped to 0–1 (Exclusion was up to 208/255 off); Classic Color Burn also clamped
its result at 0, where AE keeps negative values.
The CPU blend (color::blend_pixel) and the GPU kernel (common.wgsl) change together.
Tests: the reporter's formulas for each case (blend.rs); the CPU/GPU parity test of every
blend mode at every bit depth (over-range values, 70 % opacity) passes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
Spatial properties move along their path by arc length: a table of 96 chords per segment,
read back by linear interpolation of the curve parameter. Within each cell that mapping is
linear, so the speed (the Graph Editor's speed graph, a central difference of the
position) jumped at every cell boundary and was off by up to ~2 % on a curved path: a
sawtooth over a constant-speed move, and a slight wobble in the motion itself.
The table now holds Gauss-Legendre arc lengths, and `at_length` refines the cell's linear
guess with Newton steps on the true arc length (|B'(u)| as the derivative), so position and
speed follow the path exactly.
Test: linear keys along a strongly curved path give a constant speed (within 0.1 %) at
every sample; the old mapping was off by 2 %.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
A multi-layer OpenEXR file without an unnamed RGB layer (Blender's compositor File Output)
was decoded twice per frame: `layered_image` decoded every channel to find the picture,
then `MediaPool::aux` decoded the same bytes again into the aux-channel cache for
EXtractoR and Cryptomatte. The first EXtractoR layer doubled the frame time.
The footage path now reads the picture from the aux-channel cache (`cached_layered_image`),
so the decode it makes is the one EXtractoR and Cryptomatte reuse. (Step 1 of the issue;
reading only the picture's channels and keeping half channels as f16 are still to do.)
Test: after a frame of a layered file is decoded, its aux channels come from the cache
without reading the file again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
A nested comp too deep or too large for a GPU texture now takes the CPU
path for its layer, as before #641, instead of failing the whole frame;
only a device failure does. The warning no longer fires every frame
(which pushed every other warning out of the System Report's log), and
names the no-readback case and regions of interest.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
The UI behaves as in After Effects (the Import dialog's Sequence checkbox
starts off, dropped files are stills, dropped folders make sequences), but
file.import without sequence or drag keeps importing a numbered still's
run, so existing scripts and agents keep working.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
After Effects' `app.project.workingGamma` (2.2 or 2.4, ignored with a working space) sets
the curve an unmanaged project uses: at 2.2 the piecewise sRGB curve, at 2.4 a pure 2.4
power curve. EffectCraft always used sRGB, so linear EXRs (Interpret As Linear Light) from
a 2.4 project came out darker in the shadows (0.18 → 0.461 instead of 0.490).
- `ProjectSettings::working_gamma` (default 2.2, serde default for old projects).
- The colour pipe's unmanaged curve is the Working Gamma's (sRGB, or Rec. 709's pure 2.4
curve): Interpret As Linear Light encodes untagged footage with it and Blend Colors Using
1.0 Gamma linearizes with it; it is part of the pipe's cache key. The GPU path takes the
same conversions.
- `file.projectSettings {workingGamma: 2.2|2.4}` (other values are refused, as in AE),
`app.project.workingGamma` in scripts and a Working gamma choice in Project Settings.
Test: render test with linear 0.051 / 0.18 / 0.5 footage (0.290 / 0.490 / 0.749 at 2.4,
0.250 / 0.461 / 0.735 at 2.2, the values measured in AE), linear blending at 2.4, a working
space ignoring the setting, and the cache key.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
With no GPU compositor the report only said "GPU: none", though the host had recorded the
reason (`Session::accel_note`: the compositor's setup error, a retired GPU preview, a
headless start) and the window's wgpu adapter was known. Users with a capable GPU (#596, an
RTX 4070) couldn't tell why it wasn't used.
The report now carries `gpuNote` (the reason, when there is no compositor) and
`windowGraphics` (the adapter, backend, device type and driver the window draws with, which
the desktop app records when it sets up the GPU), and the text shows
"GPU: none (CPU compositing): <reason>" and "Window graphics: …"; the issue line names the
reason too.
Test: the compatibility report test sets a reason and an adapter and checks the JSON and text.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
The ruler scrub set the time under the pointer and never moved the visible span, so with
the timeline zoomed in a scrub couldn't go past the edge, and a preview ran the CTI out of
view. As in After Effects:
- zoomed in, a scrub held past either end of the ruler scrolls the timeline that way,
faster the further past, with the CTI riding the edge (repainting while held);
- during playback, when the CTI leaves the visible span the view pages to start at it
(not past the comp's end).
Tests: a unit test of the paging and edge speed, and a kittest that holds a scrub past the
right end (the view scrolls, the CTI stays at the edge), then past the left end, then plays
from beyond the view (it pages to the CTI). (#468's Shift+F and black-layer items need
more information and aren't part of this.)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
In the right-hand panel stack only the tab (the name plus its padding) answered clicks, so
the rest of the header bar did nothing, a small target for short names like Audio. As in
After Effects, the rest of the strip now toggles the panel too and focuses it. A stack group
holds one panel, so the bar is unambiguous; the panel menu keeps its own click. The bar
registers the automation id `panel.header.<Panel>`.
Test: a kittest clicks near the right end of Preview's header bar (collapses), its middle
(expands) and its panel menu button (stays open).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
A split's first side was sized with `f32::clamp(20.min(avail), (avail - 20).max(0))`.
`f32::clamp` panics when its lower bound exceeds its upper one, which happened for any
split with 0 < avail < 40 pt. Dragging the viewer/Timeline divider up takes the area above
it down to 40 pt, so the splits nested there (the right column's vertical split and
others) got about 36 pt and the layout panicked; no guard covers egui's update, so the app
closed with no dialog.
The split size now goes through `split_first` / `clamp_ordered`, which never panic: when
the room is too small for both minimums the lower bound wins, and non-finite sizes fall
back to it. The gutter drag uses the same clamp.
Tests: a dock unit test lays out every workspace in rects too short and too narrow for its
minimums (it panicked before) and checks `split_first` on hostile sizes; a kittest drags the
divider above the Timeline 2000 pt up and 3000 pt down.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
Cause: the Roto Brush and Refine Edge diameters live in the editor state and
the roto.options command sets them, but the UI never did: the Layer panel
only painted strokes and the bottom bar only set the view mode, so the brush
size could not be changed.
Fix, as in After Effects: Cmd-drag (Ctrl-drag on Windows and Linux) in the
Layer panel resizes the active brush (Roto Brush or Refine Edge) without
painting. The circle stays at the press point, its edge follows the pointer,
and the size is shown while dragging. The tools bar shows a Diameter field
(header.roto.diameter) while a Roto Brush tool is active. Both go through
roto.options, and the next stroke uses the new radius. Diameter is in all
four interface catalogs.
Test: roto_brush_ctrl_drag_resizes_the_brush (a 20 px Cmd/Ctrl-drag makes a
40 px brush and paints nothing, the next stroke's radius is half of it, and
the Diameter field is registered).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
(cherry picked from commit b4183c28eea34ba097d7a16153b84fcf7aeea045)
Cause: Apply Color LUT's only parameter, `lut`, was ParamUi::Hidden (set only
through commands), so the effect could not be used from the UI. Effect
Controls also had no widget for any ParamUi::Text parameter (only EXtractoR's
channels had one), so Cryptomatte's Selection, the OCIO effects' config file /
file / config names and Colorama's Output Cycle could not be set either.
Fix: a new ParamUi::File { filters } for paths. Effect Controls shows the
file's name (None when empty) and a Choose... button that opens the host's
file dialog with those extensions and sets the path (prop.set, so agents use
the same command). As in After Effects, applying an effect with an empty file
parameter from the UI (Effect menu, Last Effect, drops, Effects & Presets)
opens the file dialog straight away; cancelling keeps the effect without a
file. Apply Color LUT's LUT (.cube) and the OCIO Config File (.ocio) and File
(.cube/.3dl/.csp/.cc/.ccc/.cdl/.spi1d/.spi3d/.spimtx) use it. Text
parameters get a single-line field that sets the value when it loses the
focus (Esc keeps the old text). Saved projects are upgraded on open: a
Hidden or Text parameter whose spec is now a File parameter takes the File
UI and keeps its path (effects::migrate). docs/effects.md regenerated.
This covers #473's first part (the Selection field); picking mattes in the
viewer, the layer popup from the file's metadata, the GPU path and quoted
commas are separate.
Tests: effects hidden_and_text_paths_become_file_parameters (migration); ui
file_and_text_parameters_have_widgets (the LUT is asked for on apply and
inverts red to cyan, the Choose... button picks another LUT, typing into
Cryptomatte's Selection sets it).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
(cherry picked from commit 403863f703999d19d3a83d9976f76bdc7577e682)
Cause: SequenceOptions::from_params defaulted `sequence` to true for
file.import, so any numbered still (IMG_0001.jpg) brought its whole numbered
run from its folder, and several picked or dropped stills with a common
prefix became one sequence. Dropped files never asked, and the Import
dialog's "<format> Sequence" checkbox started ticked.
Fix, matching After Effects: file.import takes picked and dropped files as
stills unless `sequence: true` (the Import dialog's Sequence checkbox, which
now starts unticked; Force Alphabetical Order implies it), while the numbered
stills inside a picked or dropped folder still import as sequences
(SequenceOptions::folders), and `sequence: false` (Alt-drag of a folder)
imports a folder's files one by one. Replace Footage, reload, proxies and
render outputs keep detecting their sequence (SequenceOptions::default and
from_params are unchanged), and mediaBrowser.import keeps bringing a numbered
still's run unless `sequence: false`. docs/footage.md and docs/agents.md
describe the new defaults.
Tests: sequence import_takes_stills_unless_asked_for_a_sequence and engine
numbered_stills_import_as_stills_by_default (one dropped still and two picked
IMG_ stills stay stills, a dropped folder makes one sequence, the checkbox
brings the run); the existing sequence tests pass `sequence: true`; ui
import_dialog_offers_the_image_sequence_option (unticked by default: a still;
ticked: the run) and a_dropped_folder_imports_as_one_sequence_with_sequence_interpretation
(two dropped frames: two stills; the folder: one sequence).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
(cherry picked from commit aa3c31db9ab3a774ee2f8ba867e1bafc1fce7aba)
Cause: render::content_bounds (used by snapping's targets and source, Align,
Distribute, the viewer's bounding box and handles) took shape layers' bounds
from draw_bounds, the rasteriser's safety rectangle: 1 px of anti-aliasing
padding around fills and width x miter limit / 2 + 1 around strokes. Two
squares snapped edge to edge therefore stayed 2 px apart, or much more with
strokes.
Fix: shapes::content_bounds uses visual bounds, as After Effects' layer bounds
do: the path bounds plus half the stroke width (through the draw's group
scale), with no anti-aliasing or miter padding. Rendering keeps draw_bounds.
Tests: render shape_content_bounds_are_the_visual_edges (a 100 x 100
rectangle is exactly +-50, +-55 with a 10 px stroke); engine
shape_layers_align_by_their_visual_edges (widths 100 / 110, Align Left puts
both edges exactly at 0).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
(cherry picked from commit bfd0abd7437ad1d38652e3aef51f9ba5dea9100b)
Cause: write_on_plan drew a single dab at the current Brush Position. Stroke
Length, Brush Spacing and the Paint/Brush Time Properties were declared but
unused, so an animated brush showed a moving dot that dropped every earlier
mark.
Fix: as After Effects describes Write-on, a dab is laid every Brush Spacing
seconds from the layer's start up to the current time, each lasting Stroke
Length seconds (0: for ever). Their positions come from the host's parameters
at their times (EffectHost::params_at, which the renderer implements). Paint
Time Properties > Opacity and Brush Time Properties > Size (or Size &
Hardness) keep each dab's own opacity / size; otherwise the current values
apply to all. One frame draws at most 4096 dabs (longer strokes space them
out and join them). Without a host the current dab draws, as before. Colour
and hardness stay one per stroke (the paint plan has one colour and hardness),
so Paint Time Properties > Color and per-dab hardness aren't modelled. The GPU
path uses the same plan.
Test: write_on_accumulates_a_stroke_along_the_animated_brush (the report's
fixture: start and midpoint marks stay at 0.5 s with the end still clear, all
marks at 1 s, Stroke Length 0.25 keeps only the recent trail, Brush Spacing
0.5 gives three separate marks, per-dab opacity).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
(cherry picked from commit c82c9aeb685eab0cb36ca69c0b337781f4bad258)
Cause: puppet::solve binds each moving pin to its nearest mesh vertex and fixes
that vertex at position + (vertex - rest), an offset in rest space with no
rotation or scale. puppet.addPin set a new pin's position to the click, so in
a bent region the bound vertex was pulled to where it would be unrotated, and
the mesh jumped as soon as the pin was added.
Fix: addPin picks the position that keeps the bound vertex at its current
deformed place: the vertex's deformed position minus the rest offset. On an
unbent mesh that is the click itself (round-off is snapped back to it), so
existing pins behave as before.
Test: a_pin_added_to_a_bent_mesh_moves_nothing (two pins, one moved to bend
the layer, then pins added at three places on the bent part: at most a few
edge pixels change from solver round-off; before the fix about 250 did).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
(cherry picked from commit 16151203b304d565b425873fdd33ae082cae483b)