Commit Graph

595 Commits

Author SHA1 Message Date
BFlat 6ffbfe7cea
Merge pull request #292 from storytold/fix/229-wasm-warning
i18n: the browser build's Match System uses supported() too (#229)
2026-10-08 21:01:21 +07:00
bflatastic 646a6842cd i18n: the browser build's Match System uses supported() too (#229)
`supported` was only called on desktop builds, so the wasm32 check
warned that it was never used. The browser build, which has no system
locale here, now resolves Match System through supported(None)
(English) instead of a literal.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 21:00:55 +07:00
bflatastic 3cc9520685 Test: an imported GLB shows in a new composition in software (#264)
The host test writes a binary glTF cube (built in the test), imports it
with the real media layer, makes New Comp from Selection and renders
with no accelerator (the CPU path an Intel HD Graphics 5500 most likely
gets): the comp is Advanced 3D and the red cube covers part of the
frame. Before the fix the comp stayed Classic 3D and drew nothing. The
engine test checks the switch, its single undo step, the toasts, that a
second model doesn't switch again, and primitives.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 20:45:07 +07:00
bflatastic 6d20cc2151 Engine: adding a 3D model switches a Classic 3D comp to Advanced 3D (#264)
Imported GLB/glTF models were invisible in the Composition viewer while
text showed. Only the Advanced 3D renderer draws model and primitive
layers, and new compositions (and New Comp from Selection) are Classic
3D by default, but adding a model layer left the comp's renderer alone,
so the model drew nothing on every backend. It wasn't the reporter's
GPU: on this machine the viewer showed nothing for a GLB in a new comp
with the GPU compositor (Vulkan) and with Mercury Software Only, and
the model in both once the comp used Advanced 3D.

As After Effects documents ("Advanced 3D gets automatically selected
when you add a 3D model to the composition"), layer.newModel /
layer.addItem of a model and layer.newPrimitive now switch a Classic
3D comp to Advanced 3D inside the same edit (one undo step, Geometry
Options added to its text and shape layers like Composition Settings
does) and toast that the comp changed renderer. Switching a comp that
has model layers back to Classic 3D toasts why they disappear.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 20:45:07 +07:00
bflatastic 3318cb0da1 Import: dropped and picked files show an Importing card (#270)
Files dropped on the window or picked in the Import dialog were probed
one after the other on the UI thread: the app froze while a video was
read, nothing said what was being imported or how many files were
left, and only the last new item was selected. People ended up
importing the same file again and again.

file.import takes `background`: the files are probed in a background
job (Window > Progress, jobs.list / jobs.cancel) that names the file
being read and how many there are ("b.png (2 of 3)"); then they are
added in one undo step, all selected (the Project panel scrolls to
them, a file already in the project arrives again as in After
Effects) and a toast reports the count ("Imported 3 items", with the
first error). Drops and the Import dialog use it, and an Importing
card at the bottom left shows the job with its progress bar and
Cancel. Agents and scripts still import at once by default. The
toast registers an automation id.

Test: background_imports_report_progress_and_select_what_arrived
(engine), dropped_files_show_import_progress_then_the_items_they_made
(ui_drag_drop).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 20:05:07 +07:00
bflatastic 285297ed93 Timeline: Puppet pin keyframes show in the Timeline (#273)
Moving a puppet pin keys its Position, but the Timeline didn't show
those keys where people look for them. U revealed every pin's Position
as one more flat "Position" row under the layer, indistinguishable from
the layer's own Position and from each other, and the reveal was a
snapshot: a pin placed or moved after U (or with the layer twirled open
and Effects closed) got keys that no row showed.

As in After Effects, revealed properties inside an effect now show
under the effect and its groups (Puppet > Mesh 1 > Deform > Puppet
Pin 1 > Position), twirled open by the reveal and closable like any
group; Transform and mask properties stay as they were. Placing, moving
or recording a pin in the viewer keeps its Position in view: on a
twirled-open layer its groups open, and a U reveal takes it in. A
collapsed layer stays collapsed. The keys select, move and delete like
any others.

Test: puppet_pin_keys_show_under_their_pins_in_the_timeline,
placing_a_pin_opens_its_groups_on_a_twirled_open_layer (ui_viewer).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 20:05:07 +07:00
bflatastic 02c75fcaf1 Workspaces: leaving Learn closes its tutorials (#272)
The Learn workspace opens the Home screen on its Learn tab, but no other workspace closed it, so
after Learn the tutorials stayed over Default, Review and the rest until a project was created or
Home was toggled. It wasn't about clicking quickly: any switch away from Learn kept them. Leaving
Learn for another workspace now closes the Home screen it opened.

Test: ui_panels leaving_the_learn_workspace_closes_its_tutorials (clicks through the workspace
tabs: the Home screen and the tutorials show only on Learn).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 18:40:05 +07:00
bflatastic 11f3736025 Panels: every scrolling panel has a scroll bar to drag (#271)
Most panels lay out their own rows and scrolled only with the mouse wheel: Effect Controls,
Effects & Presets, the Media Browser, Ease Presets and the Timeline's layer rows had no scroll
bar, Properties and Preview a thin indicator that couldn't be dragged, and Render Queue, History,
Markers, Character, Paragraph and Info didn't scroll at all, so a panel shorter than its content
cut it off. Without a wheel or a working touchpad there was no way down. The Project panel had
the only real scroll bars, hand-rolled, and its vertical one was hit-tested under the rows, so it
only dragged where no row was.

- widgets::scroll_bar: the Project panel's bars generalised (horizontal or vertical, drag the
  thumb or press the track to move it there, automation id with "scroll/max"); the Project
  panel's two bars and the Timeline's column bar use it, drawn over the rows.
- widgets::PanelScroll: the wheel offset, its clamping and the bar for a panel's own rows, used by
  Effect Controls, Properties, Effects & Presets, Media Browser, Ease Presets, Preview, Render
  Queue, History (which still follows the current state), Markers, Character, Paragraph and Info.
  The Timeline's layer rows get a bar on the right edge.
- Effect Controls: an animated vector's values (a puppet pin's Position) ran under the keyframe
  navigator in a narrow panel. They now end before it, moving left over the name, which is cut
  short.

Test: ui_scrolling panels_taller_than_their_space_have_a_scroll_bar_to_drag (eleven panels in a
short window: a press on the track and a thumb drag scroll them),
effect_values_stay_clear_of_the_keyframe_navigator.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 18:40:05 +07:00
bflatastic 6d2ef5a830 Menus: a long dropdown scrolls instead of running off the window (#269)
The menu bar's own menus (Edit has 30 entries) had no scroll area, only their submenus did, so
on a short screen Edit ran past the bottom of the window. The font menu was capped at 420
points and never moved up, the Preview panel's and the viewer's popup lists neither scrolled nor
moved, and the Timeline's Blending Mode and Expression Language submenus didn't scroll. egui's
scroll bars also only appeared while the pointer was over the list, so a list could only be
scrolled with a wheel or touchpad.

- widgets::popup_list: the one popup list behind popup_menu, the font menu, the Preview panel's
  dropdowns and the viewer's popups: as tall as the window allows, scrolling beyond, moved up to
  fit the window.
- widgets::menu_scroll: the same for menus and submenus (the menu bar's, Blending Mode, the
  Expression Language menu, the viewer's Select menu).
- Scroll bars always show (solid scroll style), so they can be dragged.
- A first window that doesn't fit the screen is maximized: the 1680 x 1020 default on a smaller
  screen is only shrunk to the monitor's size, so with its title bar it ran under the taskbar and
  cut menus off at the bottom of the screen even when they fitted the window.

Test: ui_scrolling a_menu_taller_than_the_window_scrolls (Edit in a 520-point window scrolls
its last entry into view and it takes the click); overflows_screen unit test.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 18:40:05 +07:00
bflatastic 4eb69e7577 Render: render.backend says why it renders on the CPU; mcp --gpu documented (#262)
get_project / render.backend reported "gpuAcceleration": true with
"active": "cpu" and no reason, which read as a broken GPU. The
headless MCP server only attaches the GPU compositor when started with
--gpu, which docs/agents.md didn't mention, and a failed --gpu said
only "no usable GPU adapter" (the adapter's error went to a log no
one sees). The session now keeps the host's reason there is no GPU
compositor (accel_note): the CLI's "headless: renders on the CPU
unless started with --gpu", or the desktop app's compositor setup or
retirement error. The status reports it as `why` whenever it renders
on the CPU (or that the project's renderer is Software Only). --gpu
failures include the adapter's error (Gpu::try_headless).
docs/agents.md documents `mcp --gpu`.

Test: render_backend_says_why_it_renders_on_the_cpu (engine).
Checked with effectcraft-cli mcp and mcp --gpu.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 18:09:01 +07:00
bflatastic 1c22615553 UI: Window > Ease Presets panel draws, edits and applies ease curves (#254)
A dockable panel (our own design) for the keys.easePreset commands. A
value graph shows the working curve with its two handles, which drag
to edit it; Apply eases the selected keyframes with it and From Keys
loads the curve between the first selected pair. Every preset is a
thumbnail drawn in code; a click loads it and applies it to the
selected keys. Save Current keeps the working curve under the name in
the field, and Rename and Delete act on the selected user preset.
Wide panels put the presets beside the graph; narrow ones below it,
the graph shrinking to leave a row of presets, scrolled with the wheel.

The panel state (working curve, selection, name) is serde in the UI
state, and every control registers an automation id (easePresets.*).
widgets::text_field is the search field without its magnifier.

Test: clicking_an_ease_preset_eases_the_selected_keys_and_handles_edit_the_curve
(ui_keyframes); every_panel_registers_automation_ids_for_its_widgets
covers the new panel.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 17:25:00 +07:00
bflatastic 0717f12246 Keyframes: ease presets apply a saved curve to keyframe pairs (#254)
keys.easePreset.apply {preset | curve} eases every pair of neighbouring
selected keyframes of each selected property in one undo step: the out
side of the earlier key and the in side of the later one. A curve is
given as {outInfluence, outSpeed, inInfluence, inSpeed} or as handles
[x1, y1, x2, y2]. keys.easePreset.capture reads the curve between the
first selected pair; keys.easePreset.save {name, curve?} keeps it (or a
given curve), and list, rename and delete manage the user presets.

Twelve built-in curves are our own numbers (Linear, Smooth, Ease In-Out
Soft / plain / Strong, Accelerate and Decelerate with Strong variants,
Expo In-Out / Accelerate / Decelerate) and can't be renamed, deleted or
overwritten. User presets live in the config store (ease_presets.json),
loaded with the other settings. A file that isn't JSON gives no user
presets, and entries that don't parse, have no usable name or repeat a
name are skipped and logged. A failed write leaves the presets as they
were.

Test: a_preset_eases_every_selected_pair_in_one_undo_step,
a_curve_scales_to_each_dimension_and_follows_motion_paths,
apply_needs_neighbouring_keys_and_a_known_curve,
user_presets_save_rename_delete_and_persist,
a_corrupt_presets_file_loads_what_it_can (effectcraft-engine).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 17:25:00 +07:00
bflatastic cc594a7385 Keyframes: ease curves measure and apply the ease of a keyframe pair (#254)
An EaseCurve is the temporal ease of one segment independent of its
duration and values: the out side of the first key and the in side of
the second, as influence (%) and speed relative to the segment's
average speed (1 = linear, 0 = at rest). Its handles in the normalised
value graph are cubic-bezier points. apply() eases a pair of keys per
dimension, along the motion path for spatial values and as overall
progress for paths and gradients, the way Easy Ease shapes them; an
Auto Bezier key keeps its other side as it plays. measure() reads the
curve a segment plays back. Non-finite numbers are rejected and
influences and speeds clamped.

Test: handles_round_trip_and_reject_non_finite_numbers,
applied_curve_scales_to_each_dimension_and_measures_back,
spatial_curve_follows_the_motion_path,
linear_and_auto_bezier_sides_measure_as_they_play (effectcraft-keyframe).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 17:25:00 +07:00
bflatastic 25e5d0f9c0 Viewer: wrap the snap() doc comment (#253)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 17:14:18 +07:00
bflatastic 631c069557 Viewer: scale handles snap to the comp's and other layers' edges (#252)
Scaling a layer by a bounding-box handle didn't snap, so it couldn't
be scaled exactly to the comp. With snapping on (Cmd/Ctrl toggles it
during the drag), the dragged handle now snaps like a dragged layer's
feature: to the comp's edges, corners and centre and to other layers'
edges, corners, centres and anchor points, as the Snapping options
allow. A corner snaps both axes, an edge its own axis; with Shift the
corner slides along its line from the anchor point to the nearer
snapped edge, so the proportions stay and the layer lands on, say, the
comp's size.

Test: handle_drags_snap_to_the_comp_edges.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 17:14:05 +07:00
bflatastic 0ac5f9fb9b Timeline: Shift-dragging the work area snaps to the current time (#252)
Shift-dragging the work area's begin or end handle now snaps it to the
current-time indicator, keyframes, layer in and out points and markers
within 8 px, with the snap candidates the CTI and keyframe drags use.
The work area bar itself drags too, as in After Effects: it moves the
work area and keeps its length, and with Shift the nearer end snaps.

Test: shift_dragging_the_work_area_snaps_to_the_current_time.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 17:14:05 +07:00
bflatastic 41be200749 Viewer: Snapping options pick which layer features snap (#253)
Dragging a layer already snapped its feature nearest the pointer to
other layers' edges, corners, centres, anchor points and path points
and to the comp's edges and centre, and Cmd/Ctrl held during the drag
already turned snapping on or off against the checkbox. What was
missing were After Effects' Snapping options beside the Tools bar's
checkbox. The new menu turns Snap Edges Extended off (a layer's edges
then snap only along the layer, not across the comp) and each feature
family (edges, corners, centres, anchor points, mask and shape path
points) on or off, for the dragged layer's snap features and for the
targets alike. Agents set them with view.snappingOptions.

Layers whose eye is off (or that a solo hides) are no longer snap
targets, mask and shape path points of the dragged layer snap too, and
while snapping is on the feature that snaps is boxed during the drag.

Test: layer_drag_snaps_to_other_layers_edges_ctrl_toggles_and_options_apply
(UI), snapping_options_pick_the_targets and
snapping_options_command_sets_and_toggles (engine).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 17:14:05 +07:00
bflatastic 8d5e4ae0ef Timeline: a selected key selects its property and layer (#252)
Clicking (or marquee-selecting) keyframes in the Timeline selected only
the keys. Their property and layer stayed unselected, so the Graph
Editor, which shows the selected properties or else the animated
properties of the selected layers, came up empty until the property
was selected separately. As in After Effects, the Timeline's key
selection now selects the keys' properties and layers too (Shift adds
to them). keys.select takes this as `selectProperties`; the Graph
Editor's own key clicks leave what it shows alone.

Test: a_key_clicked_in_the_timeline_shows_in_the_graph_editor
(ui_keyframes).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 16:19:53 +07:00
bflatastic d554724aa4 App: a launch whose window never drew makes the next use OpenGL (#243)
On some older Intel integrated GPUs (UHD 600, UHD with 2020 drivers)
the graphics driver crashes EffectCraft as its window's DirectX 12 or
Vulkan device is created (exit code 0xC0000005): the process
disappears with no message, and only WGPU_BACKEND=gl helped. A driver
crash can't be caught, so each launch now leaves a marker in the
settings folder until its window draws. A launch that finds the
previous one's marker switches the new Settings ▸ Startup & Repair ▸
Window Graphics (Automatic / OpenGL) to OpenGL and says so in the
status bar. A window that fails to open says the next launch will try
OpenGL. WGPU_BACKEND still wins; macOS has no OpenGL backend, so it
never switches there.

Tests: a_launch_that_never_drew_switches_the_next_to_opengl (app),
window_graphics_is_validated (engine). Checked end to end with a
leftover marker: the app opened on OpenGL with the notice and cleared
the marker.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 13:57:21 +07:00
bflatastic fdb655e78e GPU: the compositor declines OpenGL adapters at once (#243)
On OpenGL the compositor translated its compute kernels for tens of
seconds (22 s on an RTX 4090) before one failed validation and it fell
back to CPU compositing, all before the window's first frame. It now
declines GL adapters up front, as it declines adapters without compute
shaders. OpenGL is what Window Graphics falls back to for drivers that
crash with DirectX 12 or Vulkan.

Test: opengl_adapters_get_cpu_compositing_at_once (gpu tests_init;
skips without an OpenGL adapter).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 13:57:08 +07:00
BFlat 4d5765f158
Merge pull request #233 from ulanch/fix-variable-font-axis-test
Fix variable-font animator test axis selection and endpoint delta
2026-10-08 13:38:03 +07:00
bflatastic e61f0e5560 Effects: the sim golden test accepts macOS 27's libm hash for Mr. Mercury (#232)
On macOS 27.2 (rustc 1.98) one of the 404 pinned simulation hashes,
CC Mr. Mercury at non-default settings, 32 bpc, t = 2.2 s, came out
different. The reporter rendered every case at the commit that pinned
the hashes and at current main on that machine, and the frames were
byte-identical. So the code didn't change: the platform's libm did
(the hashes are exact f32 bits through sin, cos and powf). The test
now also accepts listed per-case libm variants, with that hash as the
first, and every other case stays exact. Its docs say how to tell a
libm difference from a code change.

Test: libm_variants_are_accepted_for_their_case_only (sim_golden; runs
on every platform).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 13:36:09 +07:00
bflatastic 468ed0b297 Logging: RUST_LOG prints to stderr, and start-up logs its milestones (#234)
The logger kept warnings in memory and wrote to a file only after Help
▸ Enable Logging, and it ignored RUST_LOG. An app that never opens its
window (macOS 27 on Apple Silicon, #234) therefore left no trace. Now
RUST_LOG (a level, or env_logger-style `target=level` directives)
also prints what it lets through to stderr, including eframe, winit
and wgpu. The desktop app logs its start-up milestones: opening the
window, the graphics adapter, the app created, the first frame drawn,
the window being asked to close, and the window closed.

Test: rust_log_filters_by_level_and_target (engine logging). Checked
by running the app with RUST_LOG=info and quitting it over the control
channel.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 13:32:16 +07:00
bflatastic 89e075d1b1 Shapes: Tools bar Tool Creates Shape / Mask and Fill / Stroke Options (#227)
The Tools bar had Fill and Stroke swatches and a Stroke Width, kept in
the interface only, so agents couldn't set them and new shapes could
only be a solid fill with a solid stroke. As in After Effects:

- With a shape layer selected and a shape tool or the Pen active, Tool
  Creates Shape / Tool Creates Mask choose whether drawing adds shapes
  to the layer or masks on it (Fill and Stroke hide while drawing
  masks).
- Clicking the word "Fill" or "Stroke" opens Fill Options / Stroke
  Options: None, Solid Color, Linear Gradient or Radial Gradient, the
  blend mode and the opacity. The swatches show the kind; Alt-click
  steps through the kinds.
- New shapes and Pen paths are painted with them: a Gradient Fill or
  Gradient Stroke across the shape for the gradient kinds.

The options are engine state (EditorState.shape_tool) set with the new
shape.toolOptions command; shape.newShape and shape.newPath use them
unless given paint parameters (which now include fillType, fillBlend,
fillOpacity and their stroke twins; layer.newShape takes them too). A
Pen path without paint parameters now takes the Tools bar's stroke
(none by default) instead of a fixed 2 px white one. layer.addMask also
draws rounded rectangle, polygon and star masks, so every shape tool
makes a mask on a selected footage or solid layer (rounded rectangles,
polygons and stars made a new shape layer).

Test: shape_tool_options_paint_new_shapes,
masks_of_every_shape_tool_kind,
tool_creates_mask_draws_a_mask_on_the_selected_shape_layer,
fill_options_paint_the_next_shape.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 13:03:38 +07:00
bflatastic 0048569682 Shapes: Duplicate duplicates the selected shape items, not the layer (#227)
Edit > Duplicate (Ctrl+D) with a shape group or other shape item
selected in the Timeline duplicated the whole shape layer. As in After
Effects it now duplicates the selected items inside their group, each
copy above its original and numbered on ("Rectangle 1" gives
"Rectangle 2"), and selects the copies. With only layers selected the
layers are duplicated as before.

Test: duplicate_with_shape_items_selected_duplicates_them_in_place,
ctrl_d_duplicates_the_selected_shape_group_in_its_layer.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 13:03:38 +07:00
bflatastic 95bb346c89 Shapes: Copy, Cut and Paste shape items between shape layers (#227)
Edit > Copy with a shape group (or a path, fill, stroke or path
operation) selected in a shape layer's Contents copied the whole layer,
and Paste made a new layer. As in After Effects, Copy now copies the
selected items, Paste puts them into each selected shape layer's
Contents (above its selected item, in that item's group, else on top,
with names kept unique there: "Rectangle 2"), and Cut removes them, so
Cut + Paste moves them. Pasting with no shape layer selected is an
error rather than a new layer. Copying anything else clears the shape
item clipboard, as it does the other clipboards.

Test: shape_contents_copy_cut_and_paste_between_shape_layers,
ctrl_c_and_ctrl_v_copy_a_shape_group_into_another_shape_layer.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 13:03:38 +07:00
bflatastic 9968950b71 Shapes: drawing with a shape tool adds to the selected shape layer (#227)
With a shape layer selected, the Rectangle, Rounded Rectangle, Ellipse,
Polygon and Star tools made a new shape layer for every shape. After
Effects draws into the selected shape layer instead: the shape becomes a
new group on top of its Contents ("Rectangle 2", ...), placed by the
group's Transform. The new shape.newShape command does that (in the
layer's space, so a moved or scaled layer still gets the shape where it
was drawn), and makes a new shape layer only when no unlocked shape
layer is selected. The viewer's shape tools use it; masks on other
selected layers are unchanged. layer.newShape and the Pen's
shape.newPath share its layer and Contents helpers.

Test: shape_tools_draw_into_the_selected_shape_layer,
shape_tool_draws_into_the_selected_shape_layer.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 13:03:38 +07:00
bflatastic c4c28682eb Timeline: dragging over layer switches sets them all (#227)
Each layer switch toggled on its own click only, so hiding or locking
many layers took a click per layer. As in After Effects, pressing a
switch in the A/V Features or Switches column now sets it at once, and
dragging up or down gives the same switch of every layer the pointer
passes the state the first one got, whatever their own state was
(rows passed in a quick drag included). The whole drag is one undo
step: layer.setSwitch takes a `merge` key like other gesture edits.
A single click still changes only that layer, so clicking the eye of
one selected layer doesn't change the others (Layer > Switches still
sets all selected layers).

Test: dragging_over_layer_switches_sets_them_all.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 12:59:40 +07:00
bflatastic 6b95b7a182 Project panel: items dropped on New Composition make a comp (#227)
Dragging Project items onto the Create a new Composition button at the
bottom of the Project panel did nothing. As in After Effects, the
button now takes the drop and runs File > New Comp from Selection with
the dragged items (the selection when the dragged item is in it): one
item becomes a comp of its size, frame rate and duration holding it,
and several open the New Composition from Selection dialog. The button
is outlined while items are dragged over it.

Test: project_items_dropped_on_new_comp_make_a_composition.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 12:59:40 +07:00
bflatastic fab6dedd7c Effect Controls: right-click shows the Effect menu (#227)
Right-clicking the Effect Controls panel did nothing outside an
effect's header. As in After Effects, a right-click anywhere a control
has no menu of its own (the empty area, property names, buttons such
as Reset) now opens the Effect menu: Effect Controls, Last Effect,
Remove All, Manage Effects and every effect category, applying the
chosen effect to the selected layers. It is the menu bar's own Effect
menu tree and drawing code; an effect header keeps its own menu.

Test: right_click_in_effect_controls_shows_the_effect_menu.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 12:59:40 +07:00
bflatastic e008085a93 Spacebar: a tap previews on release, held it is the Hand tool (#227)
Spacebar started or stopped the preview on its press, so holding it to
pan the Composition panel (Space+drag already panned there) also
toggled playback. As in After Effects, plain Spacebar now runs its
shortcut when it is released, and only if no mouse button went down
while it was held and the press didn't go to a text field; key
auto-repeat toggles nothing more. Shift+Spacebar and the numpad
preview shortcuts still run on the press.

Holding Spacebar over the Timeline's ruler and time graph is the Hand
tool there too: dragging scrolls the time graph (when zoomed in, never
before the comp's start or past its end) instead of moving bars, keys
or markers.

Test: spacebar_taps_preview_and_held_spacebar_pans_the_viewer,
spacebar_drag_scrolls_the_time_graph.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 12:59:40 +07:00
bflatastic fd572949f3 Settings: Language ▸ Match System follows the system language (#229)
The interface language was English unless Japanese was chosen in
Settings ▸ General ▸ Language. Language now has a Match System choice
(`general.language` = `system`), the new default: the operating
system's interface language where EffectCraft has a translation
(Japanese), else English, as After Effects installs in the system's
language. English and Japanese can still be chosen; a language chosen
before stays. The browser build stays in English with Match System,
since it has no Japanese font of its own.

The system language comes from sys-locale (MIT OR Apache-2.0, no
dependencies on the desktop platforms), on desktop builds only.

Tests: match_system_uses_the_system_language_where_there_is_a_catalog
(i18n), interface_language_is_validated_persisted_and_backward_compatible
(engine).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 12:58:11 +07:00
bflatastic 2c7eca7ef2 Viewer: a press on a selected layer behind others acts on it (#230)
A press in the Composition panel always acted on the topmost layer
under the pointer, so a selected layer could not be dragged where
another layer covered it: the press selected the layer in front. As in
After Effects, a selected layer under the pointer now comes first: it
stays selected and a drag moves it. With no selected layer there the
topmost layer is picked as before, and Shift still toggles the topmost
one. The context menu's list of layers under the pointer shares the
same hit test.

Test: viewer_press_prefers_a_selected_layer_under_the_pointer
(ui_viewer).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 12:47:30 +07:00
bflatastic 7612b220ef Project panel: a panel too short for the scroll bar draws (#231)
The Project panel's vertical scroll bar clamped its thumb between 16
points and the track's height. When the track was shorter than 16
points (an empty project in a 1280 x 800 browser window at device pixel
ratio 2, or any short panel), that clamp panicked on the first frame:
the browser canvas went blank and the app stopped responding. The
thumb is now at most the track's length, and both scroll bars share
the calculation.

Test: a_short_project_panel_draws (ui_project_rows).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 12:38:10 +07:00
bflatastic 754e80bdf9 Effects: Turbulent Displace displaces the whole layer, not one quadrant (#227)
Edge pinning (Turbulent Displace's default Pin All, Wave Warp's
Pinning, Bulge's Pin All Edges) holds the layer bounds still: a
comp-sized rectangle for shape and text layers. That rectangle started
at the layer's origin, but a shape layer's content surrounds its origin
(anchor 0,0), so everything left of or above the origin counted as
outside the layer and was pinned: only the bottom-right quadrant of a
centred shape moved.

The renderer now passes the bounds' top-left in layer coordinates
(EffectEnv::bounds_origin): (-w/2, -h/2) for layers without a source
rectangle, (0, 0) otherwise. util::pin_rect places the bounds there and
the three effects use it on the CPU and the GPU. Effect point
parameters keep their current layer coordinates.

Test: edge_pinning_displaces_all_of_a_centred_shape_layer,
edge_pinning_on_a_shape_layer (GPU vs CPU).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 12:20:10 +07:00
Alex Ulanch d506a80639 Fix variable-font animator test axis and endpoint selection 2026-10-07 21:38:19 -07:00
Brandon Thomas ab5ebfbae1
About: contributor and model credits compiled in (grab bag + table, self-submitted names) (#228)
* About: contributors compiled in from contributors.json (grab bag + table, sortable, name toggle)

About EffectCraft now has tabs About · Contributors · Models, following the craftrules standard
(standards/contributors.md): contributors/contributors.json is generated by
craftrules/scripts/contributors.py and baked into the binary by crates/ui-egui/build.rs as static
tables. Each contributor line: @username, opt-in display/real name, PRs, commits, lines +/−/Δ,
binary assets +/−, first/last commit. Sortable by every column; alphabetical ignores case and
the leading @. Every control registers an automation id (about.tab.*, about.credits.*).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Contributors: self-submitted names in contributors/people.toml; AGENTS.md credit-yourself section

build.rs reads contributors/people.toml next to the generated contributors.json and shows a name only
for entries the generator verified as written by that person (craftrules standards/contributors.md).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Contributors: regenerate (verified people.toml entries)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 21:16:47 -04:00
Claude a831d12975
Puppet: dragging pins keeps the layer under the Puppet cached (#212)
Every pin move re-rendered the Puppet's input (source, masks and the
effects before it) at full size on the UI thread and deep-copied it
for the mesh overlay: the cache key of a layer's input hashed all of
its effects, so moving a pin of the Puppet changed the key of its own
input. The input key now covers only the effects that run before the
Puppet, and the overlay shares the cached buffer.

Test: input_keys_ignore_later_effects.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018gnTnH3Jmk5zr4tMq1Mc9f
2026-10-07 22:13:19 +00:00
Claude b4d2d58eeb
Masks and Project panel: selecting a mask selects its points; linked Mask Feather; selection box (#203)
- Selecting a mask in the Timeline (its row or Mask Path), or a shape's
  Path, selects all its points, so dragging one in the viewer moves the
  whole mask, as in After Effects. Delete still removes the mask, and
  selecting another property deselects the points.
- Mask Feather has the chain link (Constrain Proportions, on by
  default, Alt edits one value) and no longer takes negative values;
  Scale's link shows as a toggle too.
- Dragging in the Project panel's empty area draws a selection box
  (Shift / Cmd adds); a click there deselects.

Tests: selecting_a_mask_selects_its_points,
mask_feather_values_are_linked_and_not_negative,
dragging_in_the_empty_area_box_selects_items.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018gnTnH3Jmk5zr4tMq1Mc9f
2026-10-07 22:13:19 +00:00
Claude b26f55a775
Shapes and timeline: toolbar Fill / Stroke edit selected shape layers; Alt+Shift+P reveals; click below layers deselects (#205)
- With a shape layer selected, the toolbar shows its Fill, Stroke and
  Stroke Width (with any tool) and editing them changes the layer's
  fills and strokes, as in After Effects (new shape.fillStroke, one
  undo step per picker or drag). Shapes drawn without a stroke get one
  when a stroke colour or width is set, so changing the stroke now works.
- Alt+Shift+P (A, S, R, T) reveals the property it keyed on each layer.
- A click in the time graph below the last layer deselects the layers
  (it only deselected keyframes), so a shape tool draws a new shape
  layer instead of a mask on the selected image.

Tests: toolbar_fill_and_stroke_paint_selected_shape_layers,
toolbar_stroke_edits_the_selected_shape_layer,
add_position_key_reveals_position,
clicking_below_the_layers_deselects_them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018gnTnH3Jmk5zr4tMq1Mc9f
2026-10-07 22:13:19 +00:00
Claude b8b13b1cec
Timeline: shape layers get the Contents "Add:" menu; Classic 3D shows Change Renderer (#206)
Trim Paths, Merge Paths, Repeater and the other path operations
existed (layer.addShapeItem) but no menu added them to a shape layer.
Like After Effects, a shape layer's Contents row now has "Add:" with
Group, Rectangle, Ellipse, Polystar, Path, Fill, Stroke, Gradient Fill,
Gradient Stroke and the path operations; with a shape group selected
they go into it. layer.addShapeItem gains the empty Path and Gradient
Stroke kinds.

A 3D text or shape layer in a Classic 3D comp now shows Geometry
Options with "Change Renderer…", which opens Composition Settings on
its 3D Renderer tab (Advanced 3D comps show the extrusion options).

Popup menus are as tall as the window allows and open upward near its
bottom: the 20-entry Add menu was cut at 420 px, hiding Trim Paths.

Tests: shape_contents_add_menu_adds_path_operations,
classic_3d_shape_layers_offer_change_renderer.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018gnTnH3Jmk5zr4tMq1Mc9f
2026-10-07 22:13:19 +00:00
Claude c357a53e5e
Viewer: frames wider than the GPU's texture limit are shown (#201)
An 11000 x 2200 comp at Full resolution renders on the CPU, and the
frame went to egui as one texture over the device's 8192 px limit:
the upload failed every frame (a panic in debug builds) and the window
stopped drawing. Creating a comp that size at Full did the same.

Frames, snapshots, the channel / exposure view, other viewers, the
Layer and Footage panels and the Roto Brush overlay now go up averaged
down by the smallest whole factor that fits. The full frame stays
readable for pixel readouts.

Tests: frames_over_the_texture_limit_are_averaged_down and
full_resolution_frames_wider_than_the_texture_limit_fit (panicked
before).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018gnTnH3Jmk5zr4tMq1Mc9f
2026-10-07 22:13:19 +00:00
Claude 6e31677718
Preview: sound starts once rendering keeps real time (#208)
Since #103, a preview with audio stayed silent until every frame from
the playhead to the end of the preview (or what fits in the RAM
preview) was cached. The prefetch only renders a few frames ahead, so
on a normal work area the sound came near the end or on the second
loop, even when the comp rendered in real time.

The held sound now also starts once the silent preview has kept real
time for a quarter second with the prefetch window ahead cached. A
comp that can't render in real time still waits for the cache, as #103
intended; a stall clears the measured rate so the sound doesn't cut in
and out.

Test: preview_with_audio_sounds_once_rendering_keeps_up (a 30 s comp
sounds within 2 s, without skipping a frame first).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018gnTnH3Jmk5zr4tMq1Mc9f
2026-10-07 22:13:19 +00:00
Claude e87e1b763e
Effects: Audio Spectrum and Audio Waveform follow time in the viewer (#209)
Both visualisers read their Audio Layer's samples around the frame
time, but they weren't in TIME_DEPENDENT, so the viewer's layer cache
gave the layer one key for every frame and showed the first frame's
spectrum for the whole preview. Export doesn't use that cache, which is
why it rendered correctly.

Test: audio_spectrum_follows_time_through_the_layer_cache renders a
tone that starts at 0.5 s through a shared layer cache after t = 0 and
compares it with an uncached render (it showed the stale baseline).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018gnTnH3Jmk5zr4tMq1Mc9f
2026-10-07 22:13:18 +00:00
Brandon Thomas 3af4649429
Rename PrintCraft to PdfCraft (storytold/pdfcraft) (#207)
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 15:37:26 -04:00
BFlat f2b2fa811c Render Queue: clicking the Output To file name opens a save dialog (#192)
Clicking an item's Output To file name opened an inline editor on the
name template (`[compName].[fileExtension]`), so there was no way to
pick a folder from there. Choose File… in the menu beside it did open
a dialog, but the project save dialog: filtered to .ecproj and opening
wherever the OS chose.

As After Effects' Output Movie To, clicking the file name now opens a
save dialog at the current output (its folder and name) for the output
format's extension, and the chosen file becomes the output. Choose
File… opens the same dialog. Alt-click still edits the template in
place, and hosts without a save dialog (the web) keep the inline
editor. The desktop `pick_save_file` hook opens in the folder of a
default path.

Test: clicking_the_output_file_name_opens_the_save_dialog.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 20:29:29 +07:00
BFlat 1db3698719 Window: saved workspaces are listed in Window ▸ Workspace (#191)
Save as New Workspace stored the layout and `window.workspace` could
switch to it, but the Workspace submenu was a fixed list of the
built-in workspaces, so a saved one never appeared and could not be
chosen from the menu.

The submenu now has a `savedWorkspaces` dynamic node after the
built-ins (DynCtx carries the saved names), in the in-window and native
menus, with a check mark on the current one as the built-ins have.

The in-window submenu was also too short to show it. egui lays out a
new submenu in a default 400 pt area, and the scroll area inside took
that height and kept it, so Window ▸ Workspace (514 pt) opened with its
last rows (Undocked Panels and below, where saved workspaces go)
scrolled out of view. Submenus now open at their full height and scroll
only when taller than the window.

Tests: saved_workspace_is_listed_in_the_workspace_menu (picks it from
the menu bar), saved_workspaces_are_in_the_native_workspace_menu.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 20:17:28 +07:00
bflatastic c1e13b1f66 Export: AV1 WebM refuses an explicit RGB + Alpha request (#166)
apply_output checked `channels: rgba` against the module before it
applied `webmCodec`, and choosing AV1 then quietly dropped the channels
to RGB. So `render --format webm --webm-codec av1 --channels rgba` (one
renderQueue.add) succeeded and wrote an opaque AV1 stream.

The codec options now apply before Channels, so the existing "has no
alpha channel" error (how an unsupported channels request is already
reported) refuses the combination; for WebM it names the codec: "AV1
WebM has no alpha channel (VP9 WebM has)". Choosing AV1 alone on an
RGBA VP9 item still switches it to RGB, as changing the format does.

Test: av1_webm_refuses_requested_alpha.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 15:48:17 +07:00
bflatastic 247187872d Render Queue: Output To an .mp4 file keeps an HEVC or AV1 module (#179)
apply_output switched the format whenever the Output To extension mapped
to a different format, and `.mp4` maps to H.264 only, so
renderQueue.setOutput with an .mp4 path (even the item's own default
name) turned an HEVC or AV1 module into H.264 and the render wrote an
H.264 stream.

The extension now changes the format only when the current format
doesn't write it (OutputFormat::extension): HEVC, AV1 and H.264 all write
.mp4, so they stay; `.mov` on H.264 still picks ProRes and `.mp4` on
ProRes still picks H.264.

Test: output_to_keeps_a_format_that_writes_the_extension.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 15:48:17 +07:00
bflatastic 5d2083b64c Comp: comp.new / comp.settings no longer advertise an `advanced3D` key (#177)
Their params docs wrote the renderer as `renderer? classic3D|advanced3D`.
Without a `:`, the doc parser reads `|` as "or another key", so
`advanced3D` became an accepted key in the schemas and the unknown-key
check: `comp.new {"advanced3D": true}` succeeded and made a Classic 3D
comp.

The docs now use the value-list form the other commands use,
`renderer?: classic3D|advanced3D`. The key is removed rather than
implemented: it would only duplicate `renderer` (and could contradict
it). A scan of every command's schema found no other key that came from
a value list.

Test: renderer_values_are_not_parameter_keys (not in the schema, rejected
as unknown, `renderer` still works on both commands).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 15:48:17 +07:00