Three places built file URLs by string concatenation: Edit Original
(`file://{path}`), the Reveal commands via folder_url (`file://{dir}`) and
File.execute (`file://` with only spaces replaced by %20). On Windows that
produced `file://C:\Users\...`, and any path containing `#`, `%`, `?` or
non-ASCII characters named the wrong file (or none).
Add layer_menu::file_url: backslashes become `/`, drive paths get the third
slash (`file:///C:/...`), and bytes outside the plain path characters are
percent-encoded (UTF-8 for non-ASCII). folder_url, edit_original and
execute_file use it.
Tests: file_urls_are_well_formed, folder_url_names_the_containing_folder,
edit_original_opens_an_encoded_file_url, execute_file_opens_an_encoded_file_url.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Dragging the in or out edge of a selected layer's bar now trims every
selected layer by the same delta from its own in/out point, as in After
Effects. layer.timing gains relative inDelta/outDelta params (seconds,
frame-snapped), clamped to the comp start/end and to one frame of layer;
the drag stays one undo step via the merge key.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
As in After Effects, the Preset menu in Composition Settings / New Composition gets a Save
button (asks for the name in a Choose Name window; an existing name of yours is replaced) and a
Delete button for the selected preset of yours. Your presets keep frame size, pixel aspect and
frame rate, are listed above the built-in ones and live in the settings (`compPresets`), so they
survive restarts and Reset All. Commands: `comp.savePreset`, `comp.deletePreset`, `comp.presets`.
A hand-edited settings file loses only its invalid presets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Go to Time dialog's Frame field sends a float (5.0); time.set read
`frame` with as_i64, got None and failed with "need time, frame or
timecode". Read it as any JSON number and round.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Alt-click on a layer's Video, Audio, Solo or Lock switch sets that layer
apart: the other layers go off (or locked), and the next Alt-click brings
them back. Backed by layer.setSwitch {others: true}, one undo step.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A launch from the Dock, the Start menu or a launcher has no terminal, and
without RUST_LOG nothing reached standard error anyway, so start-up and
GPU warnings were lost unless Help > Enable Logging was already on.
The logger now writes EffectCraft's info records and everyone's warnings
to standard error and to Logs/effectcraft.log in the settings folder.
Each launch keeps the previous two runs' logs; the file is capped at
16 MiB. RUST_LOG still overrides the filter. Help > Reveal Logging File
shows this run's log unless Enable Logging is on.
Ported from storytold/pdfcraft#239.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: the extra panes of View > Switch View Layout were fixed to Top, Front and Right, and the 3D View menu only changed the main view.
Fix: every extra pane has a view selector (Active Camera, Default, Front, Left, Top, Back, Right, Bottom, Custom View 1-3). The choice is kept per comp in Views3D::panes (serde default, so older editor states load with Top/Front/Right) and set by the new command view.setPaneView {pane 0-3, view}. The Active Camera pane renders through the comp camera.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Problem: the Timeline shows non-drop timecode, but time.set (the current-time field) parsed
typed text as drop-frame at 29.97/59.94 fps, so committing the displayed time, or typing a
time, landed on another frame from minute 1 on (frame 1800 "0:01:00:00" -> 1798).
Fix: typed text is read as drop-frame only when it uses ';' fields; ':' and '.' follow the
displayed non-drop style. Regression test round-trips the display at both rates.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Problem: a movie whose profile the software decoders lack (H.264 High 4:2:2 / 10-bit)
probes fine, then every frame read fails; MediaPool logged the error per frame and returned
None, so the layer rendered black with no sign why in the viewer, Project panel or for agents.
Fix: MediaPool records the reason once per file (codec from the probe plus the decoder's text
without error wrappers; I/O errors stay with missing-footage handling), logs it once, and
exposes it through the new FootageSource::problem. The Composition viewer shows it on the
affected layer, the Project panel marks the item with a warning whose tooltip is the reason,
and project.summary / footage.info carry a "problem" field. Cleared when the file is
forgotten; only set when decoding really failed, so a hardware decoder that handles the file
shows nothing.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Three new 618-entry menu catalogs (ru, fr, de) with the same
(command, English label) keys as the existing six, registered in
CATALOG_CODES and the Settings language registry. Following the
Spanish/Portuguese precedent these are menu-only catalogs: panels keep
English for now.
The modified reveal compares each layer with a fresh layer of the same kind:
Audio, Material, Geometry, Camera and Light Options and a text layer's Path
and More Options now count when changed. Layer styles count in full, and
overridden Essential Properties are revealed.
Cameras and lights compare their Transform with their own defaults, and
separated X/Y Position with the comp centre, so untouched layers reveal
nothing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Project files now record activeComp and openComps next to savedBy, and
file.open restores them, so a project reopens on the comp it was saved
on (desktop app, CLI and MCP all open through file.open). Older files
and ids that no longer name a comp fall back to the first comp; older
versions ignore the new keys.
Fixes#748
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
anim.reveal only walked the layer's top-level groups, so Time Remap, which
sits at the root of the layer's property tree, was never revealed. Enabled
time remapping counts as a modification in itself.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Previous / Next Frame also answer to Cmd+Left / Cmd+Right Arrow, and Back / Forward
10 Frames to Cmd+Shift+Left / Right, next to the Page keys (After Effects' second
default keys). A command spec can now list several default shortcuts
(`alt_shortcuts`, `cmd!(…, ["PageDown", "Cmd+ArrowRight"], …)`); menus and tooltips
keep showing the first.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Port of storytold/photocraft#2445. Each theme in the appearance picker gets a
star at the right edge of its row. Starred themes are saved with the
preferences and listed in a right-click menu on the header's appearance button,
next to Appearance Settings, so switching between favorites takes one click.
Problem: computed Object Matte segmentations lived only in the in-memory
cache, so every restart or memory eviction segmented the shot again (After
Effects 26.5 keeps Object Matte results in its disk cache).
Fix: the persistent disk cache gets a third entry kind, Matte (folder
`mattes`, LZ4-compressed FrameSeg bytes, same checksum, atomic writes, LRU
eviction under the one size limit, purged with the rest). Entries are keyed by
the segmentation's chain key and scale; chain keys already hash the Input Key
(the layer's source, timing, masks and effects above), the prompt, the mode and
the model, so any change simply misses. The effects crate gets a SegStore
trait behind its memory cache: Chain::ensure reads from it on a memory miss
and writes what it computes. The engine installs the session's DiskCache as
the store (held weakly, so switching the disk cache off drops it). Roto Brush
segmentations go through the same chain and are persisted too. Frozen mattes
already persist in the project (the Frozen parameter).
Tests: engine tests_roto::object_matte_mattes_persist_in_the_disk_cache (a
second session on the same folder and project gets all tracked frames back
without being able to read a single input frame, renders identically, and a
moved prompt finds nothing); render disk_cache
segmentations_round_trip_and_reopen (round trip, reopen, damaged file is a
miss, size limit evicts).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: Object Matte computed its frames only on demand while rendering, so
playing a shot stalled on every untracked frame, there was no progress or way
to stop, and nothing kept the mattes once computed.
Fix: Object Matte runs through Roto Brush's job machinery (one job slot,
cancellable with roto.cancel, a worker thread on the desktop, a Web Worker in
the browser, never the UI thread). objectMatte.propagate computes the frames
around the reference frame (clipped to the layer) outward, filling the same
content-keyed segmentation cache the renderer reads; the engine's sync now
queues an instance for background tracking when its frames or prompt change.
objectMatte.freeze stores the final mattes in a new hidden Frozen parameter
(Roto Brush's FrozenCache format) under a key of the input, prompt, span,
model and matte settings; renders use them without segmenting while the key
matches; a frozen prompt is refused until objectMatte.unfreeze. Freeze is one
undo step and is dropped if the prompt changed meanwhile.
objectMatte.status reports progress, frozen state and computed frames. Effect
Controls shows Freeze / Unfreeze and Track / Stop with a status line (progress
banner). The frontend now polls Roto Brush / Object Matte jobs on their own:
before, a finished job (and so a Freeze result) was only picked up while a
Warp Stabilizer job was active. Job progress is set before the worker starts.
Tests: engine tests_roto::object_matte_background_job_cancel_and_freeze
(queued by the edit, returns at once with progress, cancel keeps a partial
result, completion computes all 25 frames, frozen renders recompute nothing,
unfreeze recomputes, undo restores); effects object_matte job_frames and
frozen-matte tests (stored pattern used, key mismatch and damaged data
ignored); ui-egui ui_object_matte Effect Controls Freeze end to end.
docs/agents.md: Object Matte section; docs/effects.md regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: Object Matte could only be applied through the objectMatte.apply
command; After Effects 26.2 picks the object directly in the viewer (click it,
or drag a box around it).
Fix: an Object Matte tool (with Roto Brush & Refine Edge in the Alt+W slot,
icon drawn in code). In the Composition viewer a click sets a point prompt and
a drag a box prompt (its centre the point) on the footage, solid or comp layer
under the pointer, converted to layer pixels through the layer's transform.
The layer's Object Matte (the selected one, else its last) is re-prompted;
Shift adds another. Everything goes through objectMatte.apply, which gained
`effect` to re-prompt an instance (point, box or no box, reference frame; the
reach kept unless given), so each prompt is one undo step; the effect is then
selected, so its point controls show in the viewer. Hover draws a crosshair
and the outline of the layer that would get the matte (a live matte preview
would need a segmentation per pointer move). Automation ids:
viewer.objectMatte.crosshair / .target / .box, tools.ObjectMatte.
Tests: ui-egui ui_object_matte (hover, click, drag box re-prompts the same
effect, Shift-click adds one, undo steps); engine
tests_roto::object_matte_reprompt_updates_the_instance. Checked with the
headless snapshot example (hover crosshair, box drag isolating a disk).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: the hand-maintained effect count in app.capabilities still said 306 after Object Matte was registered.
Fix: bump it to 307.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: After Effects 26.2's Object Matte (pick an object with a click,
optionally a box, get a matte that follows it) had no counterpart; only
stroke-driven Roto Brush existed.
Fix: an Object Matte effect (Effect > Matte, ec.matte.objectmatte) turns
the Object Point (and optional box) on a Reference Frame into Roto Brush
strokes and segments them with Roto Brush's engine, content-keyed cache
and the model chosen in Settings > Roto Brush (MobileSAM, classical graph
cut without it). Track Object carries the matte frame by frame up to 600
frames each way; otherwise every frame is segmented on its own. Feather,
Contrast, Shift Edge, Invert and a Matte view. The engine keeps its Input
Key current so upstream edits recompute it. objectMatte.apply creates one
from agents / the CLI. Unusable prompts pass the layer through.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: comp.new/comp.settings clamp sizes to 30,000 px, frame rates to
0.001-1000 fps and motion-blur samples to 2-64, but reading a project
(.ecproj and .ecprojx, templates, recovery, offload) accepted any value:
a 4-billion-px comp, solid or footage frame, a 0 or 10^18 fps rate
(zero-length frames), a negative duration or 4 billion blur samples all
reached the renderer. New Solid, Layer Settings, Import Solid/Placeholder,
Crop Comp and PSD import set sizes without the upper bound, and comp
sizes past 2^32 wrapped.
Fix: one set of limits in effectcraft_project::limits. Project::from_json
brings every item (and proxy) within them; from_json_repaired also says
what it changed, which file.open returns as `repaired` and shows in a
toast, so the project still opens. Project::add_item applies the same
limits to every new item, and the size-setting commands clamp with the
shared helpers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: nothing fuzzed project files. The hand-written .ecprojx XML reader
recursed once per nested <arr>/<obj> with no limit, so a deeply nested file
overflowed the stack and aborted the app instead of failing to open.
Fix: a dependency-free, deterministic, seeded mutation fuzzer for File > Open
(JSON and XML seeds from the demo, byte and JSON-structure mutations, the real
file.open path, first queries and a thumbnail render; each input under
catch_unwind with a deadline; bounded for cargo test, longer runs via env
vars). The XML reader now stops at the JSON reader's 128-level limit, with a
regression test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: app.scheduleTask(code, delay, true) queued the task and then
skipped it (eval_with_tasks: `if repeat { continue; }`), so repeating
tasks - what ScriptUI panels use for polling and refreshing - never ran.
One-shot tasks scheduled by handlers or in the Script Console never ran
either.
Fix: tasks live per script context (crates/script/src/tasks.rs) with a
due time. Frontends run the due ones every frame through the new
ScriptUi::run_tasks hook (the egui app does; agents and headless hosts
use the `script.runTasks` command). Script-host threads get a Tick
message, inline hosts (Script Console, web) run in their kept context.
A repeating task runs every `delay` ms until app.cancelTask, until it
throws (reported once, then cancelled), or until its owner goes: the
script's last window closing, or - for scripts without windows and the
console - the project being closed or replaced (ScriptUi::project_epoch).
Bounds: at least 50 ms between runs, at most 64 pending tasks per
script, one run per pass (no catch-up bursts), task code nested too
deeply is refused, the engine's loop and recursion limits apply. Ticks
only reach the hosts of the session that scheduled them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: the Render Queue had no single-file uncompressed output, so
handing a render to an external encoder meant a lossy codec, ProRes,
or an image sequence plus a separate WAV.
Fix: add the "QuickTime (Uncompressed)" Output Module format. Frames
are stored as QuickTime 'raw ' samples: 8-bit RGB (depth 24, rows
padded to even bytes) or ARGB with RGB + Alpha (depth 32), written
through FilmCraft's existing QuickTime muxer with PCM audio
(16/24-bit or float) like ProRes. Format name `uncompressed` on the
control channel; disk-space estimate and Sample Format menu included.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: ScriptUI controls never sent mouse events to scripts.
addEventListener("mousedown" | "mouseup" | "mousemove" | "mouseover" |
"mouseout" | "click") listeners never ran, so custom-drawn controls
(onDraw + mouse, as DuScriptUI builds them) could not react to the pointer.
docs/plugins.md listed this as missing.
Fix: scriptui.js builds a ScriptUI MouseEvent (clientX/clientY relative to
the target, button, detail = click count, screenX/Y, modifier keys,
getModifierState, stopPropagation, preventDefault) and delivers it in the
capture, target and bubble phases. addEventListener takes the capture flag.
The parent walk is bounded, so a script-made parent cycle cannot hang it.
Each published control lists the mouse events a listener wants
(Widget::mouse, inherited from containers). The new scriptui.mouse
command dispatches one event with clamped, finite values and rejects
unknown types and disabled controls. The egui ScriptUI view hit-tests the
pointer over script windows and docked panels, skipping covered layers and
windows blocked by a modal dialog. It sends mouseover/mouseout,
mousemove, mousedown/mouseup with click counts, and a click carrying the
pointer details in place of the plain click, so a checkbox still toggles
once. Handlers run under the existing script limits; a throwing listener
reports an error and the window keeps working.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: After Effects 26.2 spreads a Ctrl+Alt (Cmd+Opt) hot-text scrub
over the selected layers by selection order (first unchanged, last the
whole change, the ones between even shares). Our multi-layer scrub
(#491) always moved every selected layer by the same change.
Fix: prop.set takes `proportional` (with `selected` + `offset`); each
participating layer, the scrubbed one included, gets index/(n-1) of the
change in selection order, in one undo step; the first layer is left
alone (no key added). The Timeline value editor sends it while Ctrl+Alt
(Cmd+Opt) is held; that chord no longer fine-scrubs or unlinks Scale.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: the Media Browser listed .dpx files and After Effects imports
DPX and Cineon scans (stills and numbered sequences), but import
refused them: nothing could decode either format, and .cin was not even
an image to the browser, so its runs never grouped into sequences.
Fix: a small pure-Rust reader written from the public SMPTE 268M and
Kodak Cineon specifications (crates/media/src/dpx.rs): luma, RGB, RGBA
and ABGR at 8/10/12/16 bits, 10-bit filled method A/B, 12-bit in 16-bit
words, both byte orders, lines padded to 32-bit words, unrotated
orientations and the pixel aspect ratio; the codec names the transfer
(log, linear, ...) and code values are shown as stored. RLE, signed,
float, Y'CbCr, packed 10/12-bit and transposed files are refused with a
clear error; every header field is bounds-checked and the data length
verified before allocating. Probe and frame decode use it first;
is_importable, the Media Browser kinds and the import dialog list
.dpx/.cin.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: EffectCraft shipped only 8 original text-animator presets against
After Effects' 621; there was no Transitions category (ranked gap #7).
Fix: an original preset library, crates/engine/presets/transitions.json
(23 presets on our own Transition effects and layer opacity: fades,
directional and diagonal wipes, clock and fan reveals, blinds and slats,
pixel/mosaic dissolves, card flips, CC grid, radial scale, line sweep and
jaws wipes; In and Out). New commands anim.applyBuiltinPreset (adds the
effects with values and keyframes from the current time, one undo step,
reports any path that doesn't fit) and anim.builtinPresets. Effects &
Presets lists them under * Animation Presets > Transitions; double-click
applies. Sidecar and ATTRIBUTION.md entry; gaps/effects-parity updated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: After Effects 26.3's font menu can show only variable fonts.
EffectCraft's font menus (Character panel, Properties ▸ Text) had no such
filter, and text.fonts / MCP list_fonts didn't say which families are
variable.
Fix: the font scan marks a face variable when its table directory has an
fvar table declaring axes (header read only, no extra file loading). The
font menu gets a "Variable fonts only" checkbox above the results; it
combines with the typed search, keeps the keyboard in the search field and
stays set while the app runs. text.fonts reports `variable` per family and
takes `{variable: true}`; list_fonts passes it through. Catalog rows for
ja, zh-Hans, zh-Hant and uk.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: In Advanced 3D, an extruded shape or text layer was one mesh in
its paint colour. After Effects colours the front, bevel, side and back
of an extrusion separately (shape Contents ▸ Add ▸ Front/Bevel/Side/Back,
text Animate ▸ Front/Bevel/Side/Back), and EffectCraft had none of it.
Fix: The extruder can split its mesh by surface (front cap, bevel rings,
walls, back cap). Shape layers get Front / Bevel / Side / Back contents
items (layer.addShapeItem kinds frontColor…backColor, one item per
group, colouring every paint of the group and its nested groups; the
innermost wins). Text animators get Front / Bevel / Side / Back Color,
blended over the character's fill or stroke by the selection. Paints
with a surface colour render as one mesh per surface. Menus, the
Contents Add: pop-up and the menu translations list them. The other
surface material properties (Ambient, Diffuse, Specular, Metal,
Reflection, ...) remain.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: with shape layers selected, the Tools bar's Fill Options / Stroke
Options (None, Solid Color, Linear Gradient, Radial Gradient, and the
swatch's Alt-click cycle) only changed the defaults for new shapes.
shape.fillStroke had no kind, so a selected layer's fill or stroke could
not be removed or turned into a gradient from the toolbar; it had to be
edited in the Timeline. The swatch also kept showing the tool's kind, not
the layer's.
Fix: shape.fillStroke takes fillType / strokeType. None switches the
layers' Fills and Gradient Fills (or Strokes) off; another kind switches
them on and turns them into that kind, keeping the uid and the
properties both kinds share (blend mode, opacity, width, dashes...), and
gives a group with paths and no such item one (gradients span the
group's paths). It reports the first layer's fillType / strokeType, and
the toolbar shows them. The kind picks in the options popup and the
Alt-click cycle apply to the selected shape layers, one undo step each.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: After Effects 26 imports FBX models into Advanced 3D comps; File > Import rejected
.fbx, so FBX product shots and scenes could not be used.
Fix: a clean-room FBX 7.x reader in effectcraft-model (binary node records with 32/64-bit
offsets and zlib arrays, ASCII syntax) and a scene builder: meshes with normals, UVs and
per-polygon materials, the Model hierarchy with the SDK transform (pivots, offsets, pre/post
rotation, rotation order, geometric transform), Lambert/Phong materials onto
metallic-roughness with embedded or relative textures, and GlobalSettings axes turned to
Y-up. Wired into import, probing, the media browser and the file dialog. Hostile input
(truncation, corruption, huge arrays, deep nesting) fails with an error.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: After Effects 26.3 pastes copied vector artwork as shape layers. Edit ▸ Paste only
knew the app's own clipboard, so SVG markup on the system clipboard was ignored; turning SVG
into shapes needed an imported footage file and Create Shapes from Vector Layer.
Fix: a new `edit.pasteSvg {svg, name?, comp?}` command builds a shape layer from SVG text with
the same conversion as Create Shapes from Vector Layer (paths, fills, strokes, gradients, clip
masks), above the selected layer with the SVG canvas centred in the comp, as one undo step;
oversized, non-SVG or shapeless text is rejected. In the UI, Ctrl/Cmd+V (and the native Edit ▸
Paste) run it when the system clipboard holds SVG. Copying in the app already replaces the
system clipboard with a note, so SVG there is newer than the app's clipboard.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: After Effects 26.3 copies the current composition frame to the
system clipboard; EffectCraft could only write it to a file (Save Frame As).
Fix: new command comp.copyFrame {comp?, time?, scale?} renders the frame as
Save Frame As ▸ File does and emits Event::CopyImage (pixels not
serialized); the egui frontend puts it on the clipboard after checking the
buffer size. In the Composition menu (translated) and the viewer's context
menu; drivable by id over the control channel / MCP.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: After Effects 26 imports STL models besides glTF and OBJ; we
refused .stl files, and the Media Browser and import dialog did not list
them as models.
Fix: a pure-Rust STL reader in effectcraft-model (binary and ASCII,
detected from the contents; several ASCII solids and polygon loops;
VisCAM/SolidView and Materialise Magics facet colours as plain
materials; Z-up turned to the model's Y-up; faceted normals from the
winding). Truncated, empty or non-finite input is an error, never a
crash. .stl is now a model extension for import, probing, the Media
Browser, the import dialog and the system report.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Settings > Appearance > UI Scale offered only 75, 100, 125, 150, 175 and
200 %, so a size between 75 and 100 wasn't possible. It is now the shared
numeric field (Kind::Int(75, 200, "%")): type or drag any whole
percentage. The engine already stored the scale as a clamped integer and
the UI applies it with set_zoom_factor, so the range, the default, live
preview, Cancel and saved preferences are unchanged; the preset list
goes.
Numeric settings now apply a typed number once it is entered (Enter or
leaving the field), not at every keystroke: typing 85 used to apply the
partial 8, clamped to 75, and resize the whole interface before the 5.
Dragging still applies as it moves.
Tests: the UI Scale test types 85 a key at a time (nothing applies and
the field keeps the keyboard until Enter), Cancel, 50 and 300 clamp to
75 and 200, 90 with OK, and a new app with the saved preferences starts
at 90 %. The GPU Information transaction test types 125.
Six effectcraft-engine tests failed on a Windows machine whose working directory
and home folder are on different drives:
- rq_tests::add_configure_render and tests_stubs::{add_output_module_encodes_twice,
pre_render_imports_and_replaces, post_render_actions_import_and_set_proxy,
log_notify_and_overflow_settings} used "/tmp/..." output paths. On Windows that
has no drive letter, so the render queue resolves it against the home folder's
drive (C:) while std::path::absolute, which the tests compared with, uses the
working directory's (D:). They only passed where both are on one drive, as on CI.
They now build their outputs with tests_stubs::tmp_out, a path under the OS temp
directory that is absolute on every platform and unchanged on Unix.
- footage_check::relative_footage_is_found_next_to_the_project compared strings:
Windows joins the stored "media/clip.png" onto the project's folder and leaves
mixed separators. It now compares the paths by components.
Test-only: the render queue stores the path it writes to, so the product is
consistent. effectcraft-engine --lib: 497 passed (6 failed before).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>