Following AGENTS.md's Never crash rules for the M3 / M4 additions:
- Cache Frames When Idle panicked (`clamp` with min > max) when the work area was inverted
(start set past the end); an empty work area now has nothing to cache.
- `file.newCompFromSelection`: the sequence overlap times the layer count overflowed for a huge
`overlapDuration` (wrapping to a wrong comp length without overflow checks); negative or
non-finite values fall back to 1 s and the product saturates. The lead item is read with
`get()` instead of indexing.
- Layer Settings' enablement reads the first selected layer with `first()`.
- Regression tests for both (each failed before the fix).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`Renderer::mb_on` (render options × the comp's switch × the layer's switch as the precomp
layers above limit it) now decides everywhere:
- Mask motion blur checked only the comp's switch and the layer's own switch, so Render
Settings ▸ Motion Blur ▸ Off for All Layers and a precomp layer with motion blur off still
blurred masks; it now takes the gate (`masks::MaskBlur`) and the comp's Samples Per Frame
(four in Draft) instead of a fixed eight.
- Effects that read the shutter (`EffectEnv::shutter`) get it only when the layer is motion
blurred in this render.
- Advanced 3D layers follow the precomp layers' Motion Blur switches too.
- The layer cache key of a layer with masks or effects includes whether it is blurred and the
comp's shutter and samples, so a buffer blurred for the viewer is never reused by a render
with motion blur off.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
These crates have no production panic sites: add the deny attribute so they stay clean
(geom, color, model, automation, host, export, plugin, and the desktop, CLI and web apps). The
plugin's wasm-only test module gets a separate cfg(test) attribute so clippy recognises it as
test code.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ui-egui without expect()/unreachable!(): the frame pool is optional (rayon's global pool if the
OS refuses threads) and gets a panic_handler, because a panic in a rayon spawn() job aborts the
whole process by default; render-queue progress, the text-edit anchor and the GPU viewer
texture are bound where they're checked; the settings panel's Bool arm no longer panics.
Denies the panic lints in the crate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A precomp layer trimmed out (or time-remapped) past its nested comp's end kept drawing the
nested layers whose bars ran on. Like After Effects, the nested comp now shows nothing outside
its own span (`Comp::covers`), flattened, through a proxy or with Collapse Transformations, on
the CPU and the GPU (both go through `Renderer::source` / `collapse_into`).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Composition Settings ▸ Advanced has both options (they were missing from the model, the
renderer and the dialog):
- Preserve frame rate: nested in another comp, the comp shows only its own frames
(`EvalCtx::nested_time` floors the precomp layer's source time to the nested comp's frame
rate; used for the nested frame, its proxy, aux channels, collapsed transformations and the
viewer's internal wireframes), and the Render Queue renders it at its own rate whatever the
Frame Rate override (`RenderSettings::rate`).
- Preserve resolution: nested in a comp rendered at Half / Third / Quarter, it renders at full
size and the buffer's scale places it.
- `comp.settings {preserveFrameRate, preserveResolution}`, `comp.info` reports them, scripts
read and set `CompItem.preserveNestedFrameRate` / `preserveNestedResolution`, Pre-compose
copies them, and the dialog registers `dialog.comp.preserveFrameRate` /
`dialog.comp.preserveResolution`.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
In EPS/PostScript, `0#7` asked i64::from_str_radix for radix 0, which panics (found by
fuzzing). Radixes outside 2..=36 are not numbers now.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
render: the debug-only quantisation check uses debug_assert! instead of panic!. gpu: the
test-only panic on a wgpu validation error is cfg(test) with a narrow allow, and release
builds only log. Test-only unreachable!() calls become panic!(). Denies the panic lints in both
crates.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Tick arithmetic saturates, seconds-to-tick conversion clamps to Tick::MIN..=Tick::MAX (NaN is
zero), zero rates/timebases no longer divide by zero, and timecode / feet+frames parsing and
formatting use checked or saturating math. `layer.timing {"delta": -1e308}` over the control
channel overflowed FrameRate::snap_nearest (found by fuzzing every command), and a timecode
field holding 99999999999999:00:00:00 overflowed parse_timecode. Denies the panic lints.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Effects without expect(): nested parameter groups are looked up with ? (falling back to the
effect's top level), the OCIO effects use named constants for the built-in ACES spaces instead
of expect()ing a table lookup, curve fitting and Path Text no longer expect on just-pushed
vectors. Test-only unreachable!() becomes panic!(). Denies the panic lints in the crate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
roxmltree recurses per element and overflowed a 2 MiB stack at a few thousand nested
elements (aborting the app). parse() now scans the element depth first and returns
Error::Xml beyond 256 levels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FCP 7 XML / FCPXML nested about 1 000 elements deep overflowed an 8 MiB stack in the XML
parser (aborting the app). Import now scans XML and OTIO JSON nesting first and returns
Error::TooDeep beyond 256 levels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The descriptor depth limit restarted at 0 inside every nested descriptor (Objc / GlbO /
ObAr), so a crafted file of 100 000 nested descriptors (2.4 MB) recursed until the stack
overflowed and aborted the app. The depth now carries through nested descriptors.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Every purge emptied the viewers' RAM preview; Purge ▸ All Disk Cache and Snapshot now leave
it (Image Cache Memory, All Memory, All Memory & Disk Cache, All and All 3D Cache still
clear it).
- The memory purges also drop the decoded footage frames (`FootageSource::purge`, the media
pool's `clear_frames`; decoders stay open), so footage reads decode again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Composition ▸ Preview ▸ Cache Frames When Idle was only a saved checkbox. After a second
without input or edits it now renders the work area's frames (from the current time on, then
from the start) into the RAM preview, a few at a time behind the viewer's own frame, until the
work area is cached or the RAM preview budget is full.
Docs: preferences.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Viewer Resolution Auto rendered at half its scale while a preview played, so frames cached
while scrubbing were not played and frames cached by the preview were re-rendered once it
stopped. Auto now follows the zoom alike playing and paused (Fast Previews still lowers it
while dragging).
- Cache Before Playback waited for every frame of the range: a range larger than the RAM
preview budget evicted its first frames and never started. The range is now cut to the
frames that fit (90 % of Settings ▸ Memory & CPU's budget) with a message, then cached and
played.
- The Info panel shows the frame rate a playing preview achieves and whether it is real time
(`Playback::achieved_fps` / `real_time`, automation id `info.previewFps`).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- `FrameKey` carries a hash of the render options (`frames::opts_hash`): switching Fast
Previews (Draft / Fast Draft) or Realtime Shadows no longer shows frames rendered the other
way.
- Eviction drops the least recently shown frame (`Frames::get` touches it), not the oldest
inserted: a looping preview a little over budget no longer evicts the frame it shows next.
- Frames of earlier project revisions are dropped on every change (`Frames::drop_stale`); they
could never be shown again but held memory (and GPU textures) until evicted.
- The green cache bars (Timeline, Preview panel) count the frames of exactly what the viewer
shows — scale, 3D view / region of interest and options (`EffectcraftApp::shown_series`) —
instead of any frame at that scale.
- Playback loops compute the key's fixed part once (`EffectcraftApp::frame_series`).
- Docs: architecture.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
raster: the inpainting pyramid stops at a missing level, and video inpainting falls back to a
plain patch fill if the previous frame is missing, instead of expect(). path: curve fitting of
an empty point list returns a degenerate cubic instead of indexing/unwrapping, and Merge Paths
no longer has an unreachable!() arm. Denies the panic lints in both crates.
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>
Text layout and font resolution without expect(): an empty line list keeps the default bounds,
the line breaker stops instead of expect()ing a checked option, and font resolution falls back
to the first bundled face. The one remaining expect (the bundled-font database is never empty)
carries the documented narrow allow. Denies the panic lints in the crate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Session::execute runs every command (UI, CLI, control channel, MCP, scripts; file import,
export and save are commands too) through guard::guarded, which catch_unwinds a panic that
escapes the command and returns EngineError::Other("command `x` failed with an internal error
(...); it was stopped and your project is still open"). Edits work on a copy of the project, so
a command that panics mid-edit leaves the project untouched. The desktop app also installs a
panic hook that logs every panic through the app logger (then runs the default hook).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Scripts (Script Console, effectcraft-cli script, the MCP run_script tool) are parsed by Boa,
which recurses per nesting level and overflows the stack (aborting the app) at about 200
levels on an 8 MiB thread. run() now rejects a script nested deeper than MAX_NESTING (96)
brackets with a ScriptError before parsing; strings, template literals and comments are
skipped. Also replaces expect("console context") with an error, and denies the panic lints.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The camera solver, KLT pyramid and subspace (warp stabilizer) tracker expect()ed data-structure
invariants: a track point seen in a frame, a solved camera, a pyramid level. A missing value now
skips that point/track (or, for finish(), returns a SolveError: "no frame was solved") instead of
panicking. Denies the panic lints in the crate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Lottie stores line cap, line join, merge mode and some text-selector enums 1-based, and the
importer subtracted 1 from whatever number the file held: -1e308 (rounded to i64::MIN)
overflowed, a panic in debug builds (found by structural fuzzing). Use saturating_sub. Denies
the panic lints in the crate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
opusenc: the SILK state is used through if-let / let-else instead of expect("SILK state").
vp9enc: the motion-search SAD and inter prediction return early without a reference frame
instead of expect("reference"). Denies the panic lints in both crates.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replaces the encoder's 8 expect()/unwrap()/unreachable!() calls with handling that can't
panic: coding-unit decisions without a candidate report an infinite cost, inter helpers
without a reference picture return a neutral result, residual_coding of an all-zero block
writes nothing, the impossible Intra arms are no-ops, and the edge padding of an empty row uses
0 instead of unwrapping. Denies the panic lints in the crate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replaces the encoder's 11 expect()/unreachable!() calls on internal invariants with handling
that can't panic: the rate-control state is passed in rather than re-borrowed, inter decisions
without a reference frame fall back to intra, per-plane results are bound directly, and the
writer's impossible branches become debug_asserts. Denies the panic lints in the crate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An expression nested about 60 brackets deep overflowed the stack of a 2 MiB thread in the
JavaScript parser (release and debug; ~200 levels on 8 MiB), which aborts the whole app: it
can't be caught. The array-maths rewrite also nests one call per arithmetic operator, so a long
sum went the same way, and the rewriter itself recursed per bracket. rewrite() now measures the
nesting (brackets plus chains of prefix operators) before and after rewriting and turns an
expression deeper than MAX_NESTING (32) into a RangeError; check_syntax reports the same error.
Also replaces the unreachable!() in the bracket-tree builder with a let-chain, and denies the
panic lints in the crate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- `Project::to_file_json` writes `savedBy` (the EffectCraft version) ahead of the project and
checks that the text reads back before anything is written: JSON has no NaN or infinity, so
such a value made a file that saved but could never be opened. Save now fails with a message
and the file on disk is left as it was.
- Opening a project saved by a newer EffectCraft warns that settings this version doesn't know
are lost on saving; `file.open` reports `savedBy`. A file that isn't a project names itself in
the error.
- Increment and Save keeps the extension (`.ecprojx` stays XML); Save a Copy writes XML for
`.ecprojx` / `.xml` paths, like Save As.
- Docs: architecture (document model), parity.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Layer::motion_trackers_mut expect()ed the group it had just inserted; it returns an Option
now and track.motion reports an error if the group is somehow missing. Denies the panic
lints in the crate (the project model behind .ecproj files).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Group Shapes (Ctrl+G) / Ungroup Shapes (Ctrl+Shift+G) sit in the Layer menu itself, as in
After Effects (they were under Mask and Shape Path).
- Window ▸ Learn opens the Home screen's Learn tab.
- Composition ▸ Composition Flowchart is Ctrl+Shift+F11 and Window ▸ Flowchart Ctrl+F11 (the
flowchart had the panel's shortcut and the panel none).
- Layer ▸ Transform ▸ Center In View shows Ctrl+Home.
- "Reveal in Finder" reads "Reveal in Explorer" on Windows and "Reveal in File Manager" on
Linux (`menus::platform_label`).
- Docs: parity (View ▸ New Viewer noted as not yet).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Pre-compose makes the new composition with the original's pixel aspect, background, motion
blur and frame blending settings and 3D renderer (`Comp::nested_like`); it kept only size,
rate and background.
- File ▸ New Comp from Selection records one undo step (two per item before) and takes each
item's pixel aspect. Several items selected open the New Composition from Selection dialog:
Single / Multiple Compositions, Use Dimensions From, Still Duration (default from Settings ▸
Import ▸ Still Footage), Add to Render Queue, Sequence Layers with Overlap, Duration and
Transition. `file.newCompFromSelection {single, dimensionsFrom, duration, addToRenderQueue,
sequence, overlap, overlapDuration, transition}`; `layer.addItem {duration}` for stills.
- Docs: parity.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Locked layers can't be selected (Timeline click, Select All, Ctrl+Up/Down; shy layers while
hidden too) and are left alone by Clear/Delete, Arrange, Layer ▸ Transform and Center Anchor
Point, which fail when every target is locked (`commands::unlocked`, `commands::selectable`).
- Deleting a parent unparents its children where they are, in the same undo step: the
pick-whip compensation moved out of `layer.setParent` into `layer::parent_fixes` /
`ParentFix::apply`, which now also handles separated X/Y Position.
- Bring Forward / Send Backward move each selected layer one step (a non-contiguous selection
was squeezed into one block).
- Center In View / Fit to Comp keep a 3D layer's Z (and Fit keeps Scale/Anchor Z); Reset /
Center / Fit / Center Anchor Point work with separated dimensions (`layer::update_position`).
- Duplicate and paste keep parents and track mattes, following the copies when both were
copied; paste dropped them always.
- Docs: agents, parity.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Layer bounds come straight from the file as four i32s. Rect::width/height subtracted them in
i32 (overflow: a panic in debug builds, garbage sizes in release), and layer_pixels allocated
width x height pixels before reading any data, so a 100-byte file claiming a 2^31-square layer
hit "capacity overflow" (or an out-of-memory abort). Widths are now computed in i64 and
clamped, every decoded image is capped at 2^28 pixels (Error::Unsupported beyond that), zlib
data is inflated with a limit of the expected size, RLE count tables and UTF-16 strings
reserve no more than the remaining bytes, and the per-pixel copy only visits the part of the
layer that lands in the output. Denies the panic lints in the crate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Layer ▸ Layer Settings on a solid or adjustment layer opens Solid Settings on the layer's
solid (it ran an empty command before): name (renames the layer and the solid), size, Pixel
Aspect Ratio, colour, and "Affect all layers that use this solid". It starts off, as in After
Effects, so changing a solid other layers share gives this layer its own copy.
`layer.settings {pixelAspect?, affectAll?}` → `{layer, solid?}`; `layer.newSolid {pixelAspect?}`.
- Nulls ask for their name; text and shape layers have no settings (the entry is disabled).
- Composition Settings / New Composition and Solid Settings register an automation id for
every control (`dialog.comp.*`, `dialog.solid.*`). Composition Settings takes any typed frame
rate besides the list, and New Composition starts from the last settings used.
- Colour buttons in both dialogs show the stored sRGB colour (`widgets::srgb_color_button`);
egui's linear picker showed it lighter.
- Docs: agents, parity.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The smart-object branch of the layered-file decoder bound the footage layer twice and
re-read it with expect("embedded implies a layer"); bind it once with a let-chain. Denies the
panic lints in the crate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The s, b and b* operators closed the path even when there was no current point, which kurbo
asserts against (a panic in debug builds; found by fuzzing). Close only when a subpath is open.
CFF charstrings that draw before their first rmoveto now start the subpath at the current
point, as Type 1 charstrings already did. Denies the panic lints in the crate (it had no panic
sites).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Path data like "M0 0 L10 0 Z9" repeated Z implicitly for the stray number; Z consumes no
numbers, so the parser looped forever appending close-paths until memory ran out (a 1-byte
change to a valid SVG used 24 GB and was killed). A number after Z is a syntax error, so
parsing now stops there and keeps what was read, as the spec asks. Also denies the panic lints
in the crate (it had no panic sites).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Removes the six expect() calls from timeline export/import and denies the panic lints in the
crate. A precomp layer whose source item is not a composition (a damaged project, or an item
that was deleted) made export panic in Exporter::sequence; it now leaves that layer out.
Exporter::sequence and track_item return Option, the Motion/Opacity/Volume effect defaults
come from effect_or_new (None if FilmCraft's registry lacks one), and import's motion() skips
a layer without a transform group.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Quit and the window's close button, File ▸ New Project, Open Project, Open Recent, Close
Project, the demo project and a Home template show Save / Don't Save / Cancel when the
project has unsaved changes (Save asks for a path when untitled; cancelling that keeps the
project open). File ▸ Revert asks to discard. Before, all of them dropped unsaved work
without asking.
- The window title shows the project's path and `*` while it is modified.
- The modified mark follows undo: the session keeps the snapshot it last opened or saved
(`Session::saved_project`), so undoing, jumping in the History panel or rolling back a batch
to the saved state clears it.
- An edit that changes nothing (a value set to what it already is) records no undo step and
doesn't mark the project modified (`Project::same_content`, comparing untouched comps by
pointer).
- Agents' `engine.execute` / MCP calls are never asked; `ui.menu.invoke` shows the prompt like a
click (automation ids `dialog.unsaved.save` / `dontSave` / `revert` / `cancel`), and the
control channel's `app.quit {force: true}` skips it.
- Docs: architecture, agents, control protocol, parity.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The getters were registered as keySpatialInTangent / keySpatialOutTangent,
so scripts using the documented After Effects names failed with
"TypeError: not a callable function" (setSpatialTangentsAtKey and the
other keySpatial* methods already use AE's names).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
segment_value treated any non-Linear in-side of the next key as Bezier,
so a key set to Hold (KeyframeInterpolationType.HOLD, add_keyframe
"interpolation": "hold", or the Keyframe Interpolation dialog, which set
both sides) turned the linear segment into it into an ease-in with the
default ease: 0 -> 100 over 2 s read 27.0 instead of 25 at 0.5 s. Hold
only affects what follows the key, which the out side already handles.
The Graph Editor and the Lottie exporter already treat a Hold in-side as
linear, so exports didn't match the preview either.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Off macOS `Cmd` maps to Ctrl, so Enter Full Screen's Ctrl+Cmd+F parsed
to the same keys as Find's Cmd+F and both commands were bound to Ctrl+F
(ui_and_menu_shortcuts_do_not_collide fails on Linux and Windows).
Shortcuts that use both Ctrl and Cmd can't be typed distinctly there,
so they are skipped when the key bindings are built off macOS.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
warp.status solved the stabilization plan (Subspace Warp eigen-decompositions and mesh fits)
on the page the first time it saw an analysis: ~4.9 s blocking the browser's event loop in
the smoke test. The analysis job now sends the plan summary with its result, and a settings
change has a WarpPlan job solve it (status reports stabilizing meanwhile). Desktop unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
contentFill.generate sends its plan (FillPlan) to a browser job worker:
the layer's frames render in passes on the worker's WebGPU device, the PNG
sequence goes back to browser storage (Services::store_file), and the page
adds the fill layer when the plan returns (WorkerReply::Fill). The smoke
test checks it; docs updated.
Co-Authored-By: Claude Opus 5.5 <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>
The geometry stays on the CPU as per-frame plans shared with the CPU effects (bolts, mask
strokes, scribbles, contour segments, audio marks, glyph strokes, waves, flood-fill region,
eyedropper sample); segments and convex polygons are tile-binned and rasterised on the GPU
with the CPU's coverage functions. CPU output unchanged (gen_golden). CC Threads' exact ties
at round parameter values are a documented exception; Fractal stays on the CPU (needs f64).
Regenerated docs/effects.md, docs/parity.md EFF-5.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GPU render passes for CC Particle World / Systems II, Particle Playground,
CC Ball Action, CC Pixel Polly, CC Scatterize and Curl Noise (fx_particles,
chunked multi-pass raster); Shatter wireframe views, Foam extras, Timewarp
with a Matte Layer, strong Warp Fisheye/Twist (CPU f64 inverse map) and
custom .ocio configs no longer fall back to the CPU. CPU refactors pinned by
particle_golden / timewarp_golden / sim_golden hashes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Inner/Outer Key's trimap and Cleanup strokes, Color Link's sample and CC Glass/Plastic's
light are shared with the CPU effects (CPU output unchanged: gen_golden). CC Plastic now
reads its Bump Layer (it read the nonexistent bumpMap id).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Pin exact CPU pixel hashes of the simulation effects refactored into shared
GPU plans in M13.23 (CC Rainfall/Snowfall/Star Burst/Bubbles/Drizzle/Hair/
Mr. Mercury, Caustics, Wave World, Foam, Shatter, Card Dance, Card Wipe):
404 frames over default and non-default settings, four times incl. a seek
backwards, 8 and 32 bpc, full and half resolution. Verified bit-identical
between 7a5a93b (before M13.23) and 808ca70 (after).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FilmCraft's AV1 decoder now frame-threads by default, so a picture may
come out of a later decode call; the round-trip check wants each
packet's picture from its own call.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Bump the FilmCraft crates from 89cfbf2 to 2c5ba7a (118 commits; no API
changes needed here), whose Matroska reader now decodes the VP9 alpha
stream from BlockAdditions. The compositing QA scenario now checks that
WebM renders round-trip their alpha like ProRes 4444.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CC Rainfall, Snowfall, Star Burst, Bubbles, Drizzle, Hair, Mr. Mercury,
Caustics, Wave World, Foam, Shatter, Card Dance and Card Wipe render on the GPU
(fx_sim.rs / fx_sim.wgsl). The per-frame simulation / layout stays on the CPU
and is shared with the CPU effect through plans (effects::sprite_plan,
piece_plan, bubble_list, mercury_blobs, drizzle_drops, wave_world_plan,
caustics_setup); a tiled item rasteriser composites sprites, bubbles, blob
fields and textured pieces in the CPU's order and shading. Layer-dependent
sprite colours (refracting rain, star-burst and hair roots) are sampled per
pixel; piece plans read the frame back once.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- GPU in the browser: each frame worker opens its own WebGPU device (Gpu::request_deferred) and
renders the GPU compositor and GPU effects with deferred readbacks (effectcraft-gpu deferred):
readbacks keyed by content start with map_async and miss, the pass returns placeholders, the
layer cache's gate drops inserts, and FrameServer::resume renders again once the device
delivered. Backend Auto times whole frames per comp in the workers. Frames with effects go to
GPU workers instead of the page. CPU fallback without WebGPU in workers (?nogpuworkers).
- Fix: a WGSL constant (3.40282347e38) that Chrome rejects invalidated every GPU kernel in Chrome
(the page's compositor too); a test checks every float literal fits f32.
- Disk cache in the Origin Private File System: workers write sealed frame entries with sync
access handles (temp file + move), the page keeps the DiskIndex (LRU under the settings' limit,
at most half the quota) and reads hits instead of rendering; survives reloads; blue cache bar.
- Storage manager: Settings ▸ Disk ▸ Browser Storage (usage/quota, persistent storage, Clear
buttons, automation ids) and storage.info / storage.persist / storage.clear (StorageHost).
- Docs: web.md (GPU workers, deferred passes, disk cache, storage manager, threading design:
one engine instance per worker), architecture, preferences, parity (WEB-1), roadmap.
- Tests: deferred passes vs CPU on a real device, placeholder gating, frame server passes and
Auto, GPU worker routing + disk cache across a reload, storage commands and widgets, store
usage by kind; smoke test: GPU effect frames in workers with pixel parity, disk hits after a
reload, storage manager.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
render: three_d::adv::SplitRun (Renderer::split_adv_run) hands draw_run's split path to an
accelerator as data (main scene, special layers far to near, 3D mattes drawn solo);
Renderer::sky_draw / three_d::SkyDraw for Environment Light Background layers. gpu: the walk
draws skies (adv_sky kernel), resolves each special layer, hides it behind the nearer main
scene (occlude kernel) and composites it through the 2D path without readbacks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Timewarp without a Matte Layer is now planned once (time_fx::timewarp_plan: frames, shutter
instants, motion fields) and built by the CPU or the GPU from the plan; with a Matte Layer it
renders on the CPU (catalog::gpu_supported).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
VR Blur, Chromatic Aberrations, Color Gradients, Converter (all projections and
cube layouts), De-Noise, Digital Glitch, Fractal Noise, Glow, Plane to Sphere,
Rotate Sphere, Sharpen and Sphere to Plane run on the GPU (fx_vr.rs /
fx_vr.wgsl) with the CPU's equirectangular maths: seam-wrapping, pole-continuing
sampling and latitude-widened box blurs, per eye for stereo layouts.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CC Environment now fades nearly transparent environment texels to black continuously
(colour / max(alpha, 1e-3)) instead of a hard 1e-6 un-premultiply cut-off, which turned the
filtered map's float noise into colour.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Apply Color LUT, OCIO CDL / Color Space / Display / File / Look Transform and
Color Profile Converter compile to colour programs (effects::color_program,
built next to the CPU effects) that fx_lut.wgsl interprets per pixel; LUTs
(1D, 3D, cineSpace shapers, inverses) are read from the storage buffer with the
CPU's nearest / trilinear / tetrahedral interpolation. Lumetri's Input LUT and
Look no longer force the CPU. Custom .ocio configs stay on the CPU.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
3D Channel Extract, Cryptomatte, Depth Matte, Depth of Field, EXtractoR, Fog 3D,
ID Matte and IDentifier run on the GPU (fx_depth.rs / fx_depth.wgsl): aux planes
upload as a texture and are resampled onto the buffer grid with the CPU's index
arithmetic; tests compare against the CPU at 1x / 2x aux resolution, padded
buffers, half resolution and 8 / 32 bpc composites.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
comp.new / comp.settings passed `frameRate` straight to
FrameRate::from_f64, so 0 (or anything below 0.0005) became a 0/1 rate
and the next frame-duration computation divided by zero, killing the
process (and an MCP session with its unsaved project); a negative rate
was accepted as-is. Scripts hit it via addComp(..., 0) or
comp.frameRate = 0. Return a parameter error like renderQueue.add's
frameRate check does.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
boa leaves the value stack of inner call frames behind when an exception
leaves a script (or a function called from Rust) from a nested call. Every
property read throws the pending-host-request abort from inside a prelude
helper, and so does any helper error (`thisComp.layer("Ghost")`), so the
thread's runtime filled up after ~100 evaluations of a pick-whip
expression: from then on every expression on that thread failed with
"RuntimeLimitError: reached the maximum stack size" and silently fell back
to its keyframed value (e.g. a follower layer stops following after ~90
render_frame calls).
Wrap the script and `__finish` in try/catch and rethrow from their own
frame, which unwinds the stack; backtraces (error line numbers) survive.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Fill's ADBE Fill-0002 is Color (documented numbering); essential.* controls by name with
a listing error; an explicit comp param satisfies a command's active-comp enablement.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- footage.check: background footage check after File > Open (Progress panel), not an undo step
- timeline: track-matte / parent menus built only while open (was O(n^2) per frame);
expression-row lookup per layer; panels hold Arc<Comp> snapshots instead of deep clones
- Project panel: virtualised vertical scrolling, selection reveal, thumbnails rendered off
the UI thread
- effectcraft-cli bench --ops (engine::perf + ui-egui::bench)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- gpu: pooled working textures (released once every encoder that could read
them is submitted), shared zero images, reused readback staging buffers,
direct readback into Image; NaN-poisoned scratch images under test and
NaN-aware diffs; validation errors panic under test
- render: AutoPick (per comp / scale / path EWMA of CPU vs GPU frame times,
warm-up and periodic re-probe) behind Backend::Auto; viewer uses it too;
cached adjustment footprints (uploaded once)
- gpu fx_warp: Warp, Bezier Warp, CC Bend It, CC Page Turn, Smear, Reshape,
Color Emboss, Cartoon; sliding-histogram median for large radii; CC Power
Pin perspective < 100
- cli: bench --gpu reports Auto and per-frame upload / readback MB
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- command.describe / list_commands {schemas} give each command's params JSON Schema;
MCP describe_command, add_effect, list_effects and get_state (app.capabilities)
- effectcraft-cli exec --list [--schemas]
- headless UI audit: every panel kind's interactive egui widgets are covered by
automation ids (fixed: timeline navigator, label swatch, bar trim edges, group and
property name cells)
- command lookup is indexed
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adding a property already in the Essential Graphics panel adds a mirror
(EgKind::Mirror: own name and place, one value in the comp and in every
instance; editing, reverting or pushing either acts on both). A property
control can also drive further properties of the comp (links follow the
main property both ways and take instance values). essential.addMirror,
essential.linkProperty, essential.unlinkProperty; panel badges and menu;
ExtendScript addToMotionGraphicsTemplate(As), canAddToMotionGraphicsTemplate,
motionGraphicsTemplateName, controller count/name and
exportAsMotionGraphicsTemplate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Advanced 3D runs render entirely on the GPU: every motion-blur sub-sample
rasterised, resolved and averaged, the depth-based iris depth of field
(Classic 3D bokeh spans, highlight boost, progressive levels), the sRGB
encode and the composite over the GPU canvas (Accelerator::render_3d,
Renderer::prepare_adv_run, adv3d.wgsl). Wireframe outlines draw on the GPU.
Fixes NaN environment lookups for straight up/down normals on Metal.
bench --gpu gains an Advanced 3D comp (--adv3d).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Application/Mode/Bandwidth API with OpusEncoder::with_application and
with_mode; SILK analysis-by-synthesis encoder mirroring the decoder's
fixed-point reconstruction with noise feedback, LTP, NLSF quantisation and
per-frame rate control; hybrid CELT from band 17 in the shared range coder;
pre-skip 120 in every mode. Oracle tests against filmcraft-opus and ffmpeg
(native opus + libopus).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Effect Controls: Lumetri RGB and hue/saturation curve graphs, Colorama's
palette wheel, Glow's colour map strip and Arbitrary Map curves, Reshape
correspondence buttons and viewer handles (all prop.set, one undo step per
gesture, automation ids). Preview panel scrolls; Composition/Timeline tabs
get close, label swatch and viewer lock; Effect Controls tab the layer
swatch; dropdowns elide long text. Fix the browser start (no default disk
cache folder on wasm32). Browser smoke test covers frame workers, waiting
renders and the Media Browser.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Viewer frames render in long-lived Web Workers holding a project replica
(engine::remote: structural JSON diff/patch, Mirror, FrameServer); the
frame cache hands jobs to a RemoteFrames renderer (UI-thread fallback).
Roto Brush propagation runs in a job worker and streams segmentations
back (FrameSeg binary form), relayed to frame workers. Control-channel
wait:true commands whose job is offloaded reply when it ends. The Media
Browser browses a pluggable Browser: the file system on the desktop;
browser storage and File System Access folders on the web.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Levels (Individual Controls), Gamma/Pedestal/Gain, Photo Filter, Change Color,
Change to Color, Leave Color, Broadcast Colors, Color Balance (HLS), Video
Limiter, PS Arbitrary Map, CC Toner, CC Color Offset, CC Kernel, Auto Levels /
Contrast / Color and Equalize (histograms measured on the CPU, applied on the
GPU) on the GPU; Hue/Saturation colour ranges and Levels' channel controls no
longer fall back to the CPU.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Depth of field in Advanced 3D comps uses the camera's iris (Fast Rectangle, Triangle to
Decagon, rotation, roundness, aspect, diffraction fringe) and highlight gain/threshold/
saturation through the Classic 3D bokeh kernel. Collapsed precomps in an Advanced 3D comp
add their nested layers as real geometry (meshes, extrusions, cards) lit by the parent;
2D collapsed precomps draw nested 3D layers with the parent's renderer. Text and shape
strokes extrude as bevelled meshes stacked in paint order (model extrude_stacked).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Planes prepared for the GPU carry their depth of field (padding, radius map, levels) and the
bokeh_boost / bokeh_prefix / bokeh_gather kernels blur them where they are drawn, with the CPU's
spans; GPU-vs-CPU agreement tests for iris shapes, highlights, fringe, Fast Rectangle, tilted
planes and a 2D layer with a 3D track matte.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Preview panel: five shortcuts (Spacebar, Shift+Spacebar, Numpad 0, Shift+Numpad 0,
Alt+Numpad 0) each with saved options (include video/audio/overlays/layer controls, loop,
cache before playback, range incl. play around current time, play from, frame rate, skip,
resolution, full screen, play cached frames, move time to preview time), persisted in
prefs; playback.settings.get/set; the playback loop follows the preview plan.
Align panel: layer.align {edge, to} and layer.distribute {mode} engine commands (bounds
through transform and parents, one undo step); Align Layers to dropdown and Distribute row.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CharStyle/TextDoc variations (layer.setText variations), shaped with harfrust instances so
advances follow HVAR/gvar, outlines drawn at the design-space position, animator deltas relative
to the style's values, Character panel Variable Font Axes fields (character.axis.<tag>).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
nonAffineTransform and the warp descriptor (named styles with bend / distortion, custom
envelope quilt meshes via ObAr meshPoints) are baked as placed over the placed bounds
(SourceLayer::placed), at up to 4x resolution.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Text with embedded TrueType, CFF (Type1C / CIDFontType0C / OpenType), Type 1 and Type 3 fonts,
standard-14 fallback to the bundled OFL fonts; Flate / DCT / inline / stencil images with SMask,
Indexed and ICC alternates; luminosity / alpha soft masks and the 16 blend modes in the SVG
render tree; tiling patterns; calculator functions; file.import page and Footage::page;
Create Shapes from Vector Layer keeps clips (page clips as layer masks, nested clips as Merge
Paths Intersect).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>