Problem: the Render Queue had no single-file uncompressed output, so
handing a render to an external encoder meant a lossy codec, ProRes,
or an image sequence plus a separate WAV.
Fix: add the "QuickTime (Uncompressed)" Output Module format. Frames
are stored as QuickTime 'raw ' samples: 8-bit RGB (depth 24, rows
padded to even bytes) or ARGB with RGB + Alpha (depth 32), written
through FilmCraft's existing QuickTime muxer with PCM audio
(16/24-bit or float) like ProRes. Format name `uncompressed` on the
control channel; disk-space estimate and Sample Format menu included.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Image sequences were found only by the desktop media prober: one picked
numbered still brought its whole run, with no way to import just that
frame, picking every frame made one sequence item per frame, the browser
couldn't make sequences at all, and a gap in the numbering closed up
silently.
The engine now groups numbered stills itself (engine/src/sequence.rs):
one picked file brings its run from its folder, several picked files of
one run import as that range, a picked or dropped folder imports its
files with each run as a sequence, and Force Alphabetical Order takes
every image of that type in the folder by name. `file.import` takes
`sequence` (default on), `alphabetical` and `frameRate`; Replace Footage,
Reload, proxies and render outputs probe the same way. The media layer
probes one file; the browser lists its file table for the run and
registers every frame with its media pool.
File > Import > File... asks, like After Effects' "PNG Sequence"
checkbox, whether picked numbered stills import as a sequence, with
Force Alphabetical Order and the frame rate. Sequences are named
`shot_[0001-0250].png`.
Interpret Footage gains Missing Frames (Show Placeholder, colour bars as
in After Effects, the new default; Hold Previous Frame; Skip) and Start
Frame (the frame number at the footage's first frame: trims or pads the
head). Saved projects keep Skip, so their sequences play as before.
Form notes keep a readable width and the form fits its rows, so OK stays
in view. docs/footage.md explains importing footage and sequences.
Test: tests_sequence (engine: run, picked range, every frame, Sequence
off, folder, alphabetical, Interpret Footage Missing Frames / Start
Frame, Replace Footage and Reload), project sequence unit tests,
sequence_gaps_show_placeholders_hold_or_close_up (media),
import_dialog_offers_the_image_sequence_option and
dropped_frames_import_as_one_sequence_with_sequence_interpretation (UI).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Renders on macOS came out as `Comp 1.mov.ecproj`, and an image
sequence's every frame as `Comp 1_00001.png.ecproj`; another output
was `Comp 2.mov.mov`.
Cause: the save dialogs for anything but a project went through the
project dialog hook, which filters to `.ecproj`; macOS's save panel
appends the allowed extension to any other name. 0.4.0's Render Queue
Choose File… used it (#192 moved Output To to its own dialog since),
and Save Frame As, Save Current Preview, Export Lottie, Save a Copy As
XML, Collect Files, Watch Folder and the Premiere export form's Browse
still did. Nothing then fixed the name: Output To kept `.ecproj` (no
format claims it), and changing the format replaced only the last
extension (`Comp 2.mov.ecproj` → `Comp 2.mov.mov`). `[compName]` of a
comp named `Comp 2.mov` also doubled it.
Fix: `Hooks::save_dialog` asks the dialog for the default name's own
extension (`pick_save_file`), the project dialog only for projects or
on hosts without another (the web); the desktop dialog has no filter
for a name without an extension (folders). `OutputFormat::with_extension`
makes an output path end in the format's extension exactly once
(project extensions and repeats of the format's dropped, a missing one
added; `logo.png.mov` kept), used by Output To, format changes and
`resolve_output`, so existing projects and templates render to the
right name too. Output To picks the file type from the extension
before a stray `.ecproj`.
Test: output_names_end_in_the_format_extension_once (project),
output_to_ends_in_the_format_extension_once (engine) and
save_dialogs_offer_the_file_extension (ui); the engine and ui tests
fail with the fix reverted.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Keep serving during long renders, recover failed workers, and remove only files opened by the interrupted export. Cover progress, cancellation, EOF and output ownership with regression tests.
Co-Authored-By: OpenAI Codex <noreply@openai.com>
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
#154: renderQueue.add (and render.addOutputModule) applied `format`, then
dropped it before applying the output path, so `--format hevc --out
x.mp4` saw the .mp4 extension and switched the module back to H.264
(and ProRes / VP9 for .mov / .webm). An explicit format now wins and a
mismatched extension follows it (x.webm → x.mp4 for AV1), as choosing a
format in the Output Module renames Output To; an extension that agrees
with the format keeps the name as given. The format error lists hevc and
av1 everywhere (one FORMATS string).
#155: a `comp` that names no composition (name or id) failed with "no
active composition". comp_id now reports it as `no composition "Nope"`
(EngineError::NoSuchComp), and comp_for_queue passes that on instead of
collapsing it.
Tests: an_explicit_format_wins_over_the_output_extension and
an_unknown_comp_is_named_in_the_error (engine). Checked with the CLI:
the files are hevc/hvc1 and av1/av01 and decode cleanly with ffmpeg.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Removes the engine's production expect() calls: background-job polling (camera, mask, roto,
point and warp tracking, render queue) uses let-else / if-let instead of take().expect("job"),
command helpers bind what they checked instead of re-reading it with expect, the menu bar falls
back to an empty tree (logged) instead of expect()ing that a constant parses, and
autotrace/text animator group lookups no longer expect a just-inserted group. perf.rs, the
benchmark harness behind `effectcraft-cli bench --ops`, opts out with a module-level allow.
Test-only unreachable!() calls become panic!() (clippy.toml allows panics in tests). Denies the
panic lints in the crate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 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 <noreply@anthropic.com>
Render Settings: field render with 3:2 pulldown phases, effects/solo/guide
layer/color depth/frame blending/motion blur overrides, custom time sampling
(duration), storage overflow through a quota hook. Output Module: crop
(edges or region of interest), resize (presets, lock aspect, quality),
straight/premultiplied/alpha-only channels, post-render actions, include
project link, audio channels and PCM formats, WebM bitrate and key frame
interval. Render Settings / Output Module templates with built-ins and
defaults per slot (Edit > Templates dialogs), render logs next to the
output, Notify on completion. All through renderQueue.* commands and
persisted in the project.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Reconciled with main's keyframe labels (same Keyframe::label field; keys.setLabel and
keys.selectLabelGroup from main are kept, M14.5's duplicates removed; Edit ▸ Label on
selected keys delegates to the label helper), proxies (RenderOpts::proxy next to
nested_switches/draft_shadows), offloaded renders (Work carries nested_switches), wasm
audio pump (preview mix rate), variable font axes and mask feather points.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Persistence: settings, shortcuts, recent projects, imported media, saved projects and
auto-saves live in OPFS (IndexedDB fallback) through an in-memory mirror flushed in the
background (apps/effectcraft-web/src/store.rs, persist.rs); ConfigStore gains FileOps so
auto-save / recovery work in the browser store; the session snapshot restores the last
project + editor state on reload; File > Open Recent works from storage.
- Audio: Web Audio output (AudioWorklet, ScriptProcessor fallback) fed by AudioPlayback::pump
on wasm32; A/V sync from AudioContext.currentTime; meters; unlock on first gesture.
- Background jobs: engine::offload (WorkerRequest/WorkerReply protocol, Offload trait,
run_request); Render Queue, tracker, mask tracker, Warp Stabilizer and Roto Freeze run in Web
Workers (a second engine instance on the shared compiled module), progress streamed back;
cancel terminates the worker.
- GPU: WebGPU viewer frames drawn straight from the compositor's texture (gpu_display on
wasm32 when the viewer draws plainly); async readback (Gpu::read_display_async) for pixels.
- PWA: manifest, service worker precaching the build (xtask fills list/version), icons copied
from assets/app-icon; COOP/COEP kept from cached responses; offline reload works.
- window.effectcraft: saveToBrowser, listStored, removeStored, flush; info() reports storage,
audio, gpu, workers.
- Tests: native store + protocol + offload (render, track, cancel) tests; smoke.mjs extended
(GPU path, worker render responsiveness, audio gesture + playback, reload persistence,
Open Recent, offline reload).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Items (footage and comps) carry a proxy rendered in their place at the source's size when
its switch and Render Settings > Proxy Use allow it; Create Proxy queues a half-resolution
render whose post-render action attaches it. Interpret Footage gains Separate Fields
(upper/lower first, fields become frames at twice the rate), Guess alpha with matte colour,
explicit matte colour, Invert Alpha, Interpret As Linear Light; non-square footage, solids
and precomps are stretched by their pixel aspect in the comp. The four proxy stubs are gone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New L3 crate effectcraft-gpu: a wgpu compute backend for the per-frame
compositing walk (layer transforms with the CPU's nearest/bilinear/bicubic
sampling and minification pre-filter, motion-blur accumulation, track
mattes, Preserve Transparency, layer style passes and knockout, all 38
blend modes as a WGSL port of color::blend, 8/16 bpc clamp+quantise,
colour-space conversions). 3D runs, adjustment and wireframe layers run on
the CPU between GPU steps. GPU effects with the CPU semantics: Gaussian,
Fast Box and Directional Blur, Glow, Levels, Curves, Hue/Saturation, Tint,
Fill, Gradient Ramp, Fractal Noise, Drop Shadow, Brightness & Contrast,
Exposure, Invert, Transform (registry gpu badge from effects::GPU_EFFECTS).
render: Backend (Cpu/Gpu/Auto) in RenderOpts, the Accelerator trait and
Renderer::accel, GPU effect chains in the effect stack, hooks for the GPU
walk. Project setting gpu_acceleration (Mercury GPU Acceleration / Software
Only), render.backend command, file.projectSettings renderer. Session and
Render Queue exports carry the accelerator. CLI --gpu and bench --gpu.
Tests compare GPU vs CPU renders (blend modes x bit depths, transforms,
masks, mattes, motion blur, colour management, styles, collapse,
adjustment fallback, every GPU effect) and skip without an adapter.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Implement 20 formerly disabled menu stubs: Look at Selected/All Layers
(2D viewer fit, 3D view cameras, active camera), Switch View Layout (1/2/4
views in the viewer) and Share View Options, Create Camera from 3D View,
Add Output Module (every module encodes the item's frames), Pre-render
(queue + Import & Replace Usage post-render action), Save Current Preview,
RotoBezier / Convert To Bezier Path, Group / Ungroup Shapes, Set First
Vertex, Free Transform Points, mask Motion Blur (sub-frame mask samples),
Feather Falloff (smooth/linear), Hide Locked Masks, and workspace
save / save as / edit. Tests incl. undo.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- apps/effectcraft-web (L6): eframe web runner booting the shared EffectcraftApp with a browser
session: in-memory file table, <input type=file> pickers and drag-and-drop for open/import,
downloads for Save and Render Queue outputs (several files as one stored .zip), and the
window.effectcraft promise API over the control channel. Demo project on start.
- wasm32 runtime fixes: web-time for Instant/SystemTime (render, engine, export, ui-egui);
Frames renders queued jobs on the UI thread (Frames::pump) instead of a thread pool;
Render Queue runs inline; relative outputs resolve under / ; control PNGs inline.
- effectcraft-export: per-job output Sink (files to memory instead of disk); host FileExporter
carries it; test that sink exports touch no file.
- xtask web [--dev] [--serve PORT] (wasm-bindgen 0.2.129, optional wasm-opt, COOP/COEP server);
effectcraft-web in WEB_CRATES. docs/web.md, headless Chrome smoke test, favicon (+attribution).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>