Commit Graph

405 Commits

Author SHA1 Message Date
Brandon Thomas d350f4e7ac
Merge pull request #25 from storytold/pr/never-crash-lottie
Never crash: Lottie enum values can't overflow
2026-10-04 15:29:22 -04:00
Brandon Thomas a792844d7e
Merge pull request #16 from storytold/pr/never-crash-pdf
Never crash: PDF/EPS close-path, CFF outlines and PostScript radix numbers
2026-10-04 15:29:03 -04:00
Brandon Thomas e171c33686
Merge pull request #15 from storytold/pr/never-crash-svg
Never crash: SVG path data loop and deep nesting
2026-10-04 15:28:44 -04:00
Brandon Thomas 91a3b14cb2
Merge pull request #18 from storytold/pr/never-crash-psd
Never crash: PSD reader bounds overflow and input-sized allocations
2026-10-04 15:28:25 -04:00
Brandon Thomas a69f417d63
Merge pull request #28 from storytold/pr/never-crash-guard
Never crash: last-resort guard around command execution, and a logging panic hook
2026-10-04 15:28:05 -04:00
bflatastic 995d99f938 M4.11: one motion blur gate for layers, masks, effects and Advanced 3D
`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>
2026-10-05 01:55:34 +07:00
bflatastic 0b5cff1743 M4.10: a nested comp shows nothing before it starts or after it ends
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>
2026-10-05 01:47:54 +07:00
bflatastic 0fe6db00e8 M4.9: Preserve frame rate when nested or in render queue, Preserve resolution when nested
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>
2026-10-05 01:33:14 +07:00
Brandon Thomas e910858445 Never crash: PostScript radix numbers outside 2..=36
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>
2026-10-04 14:21:14 -04:00
Brandon Thomas 19c1d2ea1d Never crash: reject SVGs nested too deeply
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>
2026-10-04 14:05:58 -04:00
Brandon Thomas d1413d5209 Never crash: bound PSD descriptor nesting
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>
2026-10-04 14:05:55 -04:00
bflatastic fa27d621e0 M4.8: Edit ▸ Purge clears what it names: disk and snapshot purges keep the RAM preview, memory purges drop decoded footage
- 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>
2026-10-05 01:03:47 +07:00
bflatastic 5ce641c6b3 M4.7: Cache Frames When Idle renders the work area in the background
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>
2026-10-05 00:56:49 +07:00
bflatastic 6214aecdb9 M4.6: previews: Auto resolution keeps its scale while playing, Cache Before Playback plays what fits, achieved frame rate in the Info panel
- 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>
2026-10-05 00:52:50 +07:00
bflatastic 5648fdb1c2 M4.5: RAM preview: render options in the frame key, least-recently-shown eviction, stale frames freed at once
- `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>
2026-10-05 00:43:56 +07:00
Brandon Thomas 6144ca0804 Never crash: last-resort guard around command execution, and a logging panic hook
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>
2026-10-04 13:27:33 -04:00
Brandon Thomas 1da7dc4659 Never crash: Lottie enum values can't overflow
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>
2026-10-04 13:24:14 -04:00
BFlat 249cc145e3
Merge pull request #8 from storybored379/pr/fullscreen-shortcut-off-mac
Shortcuts: don't bind macOS-only Ctrl+Cmd shortcuts off macOS
2026-10-05 00:16:09 +07:00
bflatastic 948f06fbf2 M3.14: project files name the version that wrote them, never save unreadable, keep their format
- `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>
2026-10-05 00:08:07 +07:00
bflatastic 6fc39eb133 M3.13: menu bar: Group/Ungroup Shapes in the Layer menu, Window ▸ Learn, flowchart shortcuts, Center In View shortcut, Reveal in Explorer on Windows
- 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>
2026-10-04 23:58:00 +07:00
bflatastic a34d0c421b M3.12: Pre-compose keeps the composition's settings; New Comp from Selection is one undo step with After Effects' options
- 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>
2026-10-04 23:48:54 +07:00
bflatastic 89653f37de M3.11: layer commands respect locks, keep children in place on delete, arrange step by step, keep depth and separated dimensions, keep links on duplicate/paste
- 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>
2026-10-04 23:33:54 +07:00
Brandon Thomas dc573f77e6 Never crash: PSD reader bounds overflow and input-sized allocations
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>
2026-10-04 12:27:18 -04:00
bflatastic 753de070a0 M3.10: Layer Settings opens Solid Settings with "Affect all layers that use this solid"; settings dialogs register every control
- 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>
2026-10-04 23:22:09 +07:00
Brandon Thomas 8e4e29844e Never crash: PDF close-path operators and CFF outlines without a current point
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>
2026-10-04 12:15:02 -04:00
Brandon Thomas 6708ff55b4 Never crash: SVG path data no longer loops forever on a number after Z
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>
2026-10-04 12:14:58 -04:00
bflatastic e0ed28f55d M3.9: closing a modified project asks to save it first; the modified mark follows undo
- 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>
2026-10-04 23:02:14 +07:00
storybored379 18fcc48046 Shortcuts: don't bind macOS-only Ctrl+Cmd shortcuts off macOS
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>
2026-10-04 01:17:34 -07:00
Brandon Thomas a006ed5765 M13.32: web main-thread stall: Warp Stabilizer plans solved in job workers
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>
2026-10-04 03:40:46 -04:00
Brandon Thomas f9e1807962 Merge branch 'main' into worktree-agent-abff9a10f06a98f2c
# Conflicts:
#	crates/gpu/src/tests_deferred.rs
2026-10-04 03:16:01 -04:00
Brandon Thomas 3921e6c680 M13.30: Content-Aware Fill in a job worker on its GPU
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>
2026-10-04 03:15:54 -04:00
Brandon Thomas c59e0a6407 Merge main into M13.28 worktree
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 02:57:55 -04:00
Brandon Thomas 91f4a603a9 Merge branch 'main' into worktree-agent-abff9a10f06a98f2c
# Conflicts:
#	docs/parity.md
2026-10-04 02:57:35 -04:00
Brandon Thomas f3715aac32 M13.30: web depth and polish
- 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>
2026-10-04 02:57:17 -04:00
Brandon Thomas c4315818da M13.28: GPU generators (fx_gen2): Lightning, Advanced Lightning, Beam, Lens Flare, Radio Waves, Vegas, Stroke, Scribble, Write-on, Paint Bucket, Eyedropper Fill, CC Glue Gun, CC Threads, Audio Spectrum/Waveform, Basic Text, Path Text
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>
2026-10-04 02:56:00 -04:00
Brandon Thomas 1c855c3e07 M13.29: GPU effects part D (particles and remaining fallbacks)
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>
2026-10-04 01:35:56 -04:00
Brandon Thomas 5df9cde182 M13.28: GPU pixel ports (fx_pixel2): CC Cross/Radial/Vector Blur, Reduce Interlace Flicker, CC Composite, Color Link, Cineon, HDR Compander/Highlight Compression, Grow Bounds, CC Overbrights, CC Block Load, CC Burn Film, CC Glass/Plastic, CC HexTile, CC Mr. Smoothie, Inner/Outer Key, CC Simple Wire Removal, Basic 3D
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>
2026-10-04 01:33:54 -04:00
Brandon Thomas 764c3a31ad M13.28: golden hashes of the plan-drawn CPU effects (pinned before the GPU refactor)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 01:06:40 -04:00
Brandon Thomas b9f09869eb M13.29: particle effects golden hashes
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 01:04:43 -04:00
Brandon Thomas d5bb5ad994 Merge branch 'main' into worktree-agent-a9fea98fe9839069d 2026-10-04 00:52:53 -04:00
Brandon Thomas b3a228ed74 Merge branch 'main' into worktree-agent-a3d97efbded4f5ed3 2026-10-04 00:50:03 -04:00
Brandon Thomas ce6ece4cd4 M13.27: sim effects golden hashes
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>
2026-10-04 00:50:03 -04:00
Brandon Thomas b73028d999 Merge branch 'main' into worktree-agent-a9fea98fe9839069d (filmcraft rev 2c5ba7a: AAF and OMF interchange)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 00:45:00 -04:00
Brandon Thomas 8cb6d34c58 M13.26: import command keeps After Effects' menu label
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 00:41:06 -04:00
Brandon Thomas 1b61d81f3b Merge branch 'worktree-agent-a139f16b3a4130998' 2026-10-04 00:39:13 -04:00
Brandon Thomas 05b614990b Merge branch 'main' into worktree-agent-a9fea98fe9839069d 2026-10-04 00:25:43 -04:00
Brandon Thomas 955422819c M13.26: Premiere Pro interop commands (file.importTimeline, file.exportTimeline with ProRes 4444 pre-renders), File menu entries, export dialog, docs and pixel round-trip tests
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 00:25:43 -04:00
Brandon Thomas 808ca70d47 Merge origin/main (M13.22 GPU effects part A) into M13.23: both GPU effect lists (236), docs recounted 2026-10-04 00:17:37 -04:00
Brandon Thomas 299fe09efe Merge branch 'main' into worktree-agent-a139f16b3a4130998 2026-10-04 00:15:57 -04:00
Brandon Thomas 32c53aa35e av1enc tests: decode with a single-threaded filmcraft-av1 decoder
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>
2026-10-04 00:15:39 -04:00