Commit Graph
713 Commits
Author SHA1 Message Date
Z User 978ca419b9 Merge remote-tracking branch 'origin/main' into fix/environment-light-no-effect-cast-shadows 2026-10-27 08:54:33 +00:00
aiongg b7b75ed37a style: cargo fmt on the moved files 2026-10-26 21:54:30 +00:00
aiongg 4a5562c35b refactor(engine): move layer commands to cmd/layer/*.rs 2026-10-26 21:49:11 +00:00
aiongg 770e30d3ed refactor(engine): move settings model, page types and schema to settings/prefs/*.rs 2026-10-26 21:49:11 +00:00
aiongg bba3291b24 refactor(engine): move Session methods to session/{dispatch,edit,comps,render}.rs 2026-10-26 21:49:11 +00:00
aiongg 2b4fcdd3db refactor(engine): move error, services, document state, event, fonts and Session methods out of lib.rs 2026-10-26 21:49:11 +00:00
aiongg d76cfc7c45 refactor(engine): move cmd.rs helpers to cmd/{schema,enabled,params}.rs 2026-10-26 21:49:11 +00:00
aiongg eea1f50cd3 refactor(engine): move guard, logging, perf, sysinfo, storage to system/ 2026-10-26 21:49:11 +00:00
aiongg a7660a1e37 refactor(engine): move jobs, offload, remote to background/ 2026-10-26 21:49:11 +00:00
aiongg 85e26db57d refactor(engine): move learn, templates, demo, links to home/ 2026-10-26 21:49:11 +00:00
aiongg 1c565ba2df refactor(engine): move psd_import, vector, xml_project to interchange/ 2026-10-26 21:49:11 +00:00
aiongg d6b53650db refactor(engine): move doc_path, footage_check, footage_reload, sequence, media_browser, media_cache to footage/ 2026-10-26 21:49:11 +00:00
aiongg 9991466ff1 refactor(engine): move prefs, session_settings, config, shortcuts, autosave to settings/ 2026-10-26 21:49:11 +00:00
aiongg 3b5e19027e refactor(engine): move tracking, camera_track, mask_track, warp, roto, models to analysis/ 2026-10-26 21:49:11 +00:00
aiongg 35e66b17a6 refactor(engine): move tests_<topic>.rs files to src/tests/, tests.rs content to tests/session.rs 2026-10-26 21:49:11 +00:00
aiongg 48afb082d5 refactor(engine): move src/remote.rs tests to src/remote/tests.rs 2026-10-26 21:49:11 +00:00
aiongg fd2c828670 refactor(engine): move src/offload.rs tests to src/offload/tests.rs 2026-10-26 21:49:11 +00:00
aiongg a3ea645fc6 refactor(engine): move commands/ to cmd/, keeping commands as an alias 2026-10-26 21:49:10 +00:00
aiongg 887af7f2c6 refactor(engine): move src/commands/mod.rs to src/commands.rs 2026-10-26 21:49:10 +00:00
Dylan M. Taylor c618429252 Sonar: reduce cognitive complexity in footage reload, edit delete and text layout 2026-10-26 16:01:49 -04:00
Minher0 0539098887 Environment lights: review fixes — edit keeps Classic 3D, NaN sun guarded (#2436)
Three small fixes from the review of the shadow commit:

- light_settings switched a Classic 3D comp to Advanced 3D whenever the
  edited light was an Environment light (the resulting kind), so editing
  the intensity of one in a comp the user had switched back to Classic 3D
  dragged the renderer back. The switch now happens only on the
  non-Environment to Environment transition (the sources before and
  after), matching the docs; ordinary edits leave the renderer to the
  user.
- dominant_direction's thresholds let NaN through (every NaN comparison
  is false): a NaN or infinite texel produced a NaN sun direction and
  NaN shading with it. A non-finite weight or length now returns no
  direction — garbage casts no shadow.
- add_environment walked the full-resolution image for the dominant
  direction even when the light casts no shadows, where nothing reads
  it. Only a shadow-casting light pays for the pass now.

Tests: editing an existing Environment light in a Classic 3D comp keeps
the renderer and stays toast-silent; a NaN and an infinite environment
image yield no sun direction.
2026-10-26 13:40:53 +00:00
Minher0 863f0e49c1 Render the Environment light's shadow from its image (#2436)
The Casts Shadows option Environment lights got is only half a fix if
nothing shades for it: an image lights the scene from every direction,
and what occludes that light is the image itself — its dominant bright
region, the sun in a sky map.

- dominant_direction finds it: the radiance-weighted mean texel
  direction (solid-angle weighted, rotation applied). A uniform image
  cancels to zero — a flat default environment shines from everywhere
  at once and casts no shadow, which a uniform environment test pins.
- The shadow is one orthographic map over the scene from that
  direction, after the lights' maps, like a parallel light's: PCF
  widened by Shadow Diffusion, darkened by Shadow Darkness, cleared
  when nothing casts, the image is directionless, or the texel budget
  drops it.
- It darkens the environment's own diffuse and specular light on
  Accepts Shadows surfaces and counts in Cast Shadows Only. CPU and
  GPU (WGSL) do the same; Globals carries the environment's sun
  direction and shadow settings (40 → 44 floats, preflight updated).

A bright-disc environment turned to shine from behind the camera now
shadows a sphere onto the floor behind it, Cast Shadows off lights it
evenly again, and the GPU scene's sky gradient takes a shadow-casting
Environment light. Also: the renderer-switch toasts read "...renderer,
which draws 3D models", the dialog's Casts Shadows checkbox gets an
auto id (dialog.light.casts) the tests click, and the docs' Environment
notes cover the shadow.
2026-10-26 13:05:16 +00:00
Minher0 1599790ac9 Light Environment lights: default environment, Casts Shadows, Advanced 3D switch (#2436)
An Environment light had no visible effect, and its Light Settings dialog had
no Casts Shadows option — both halves of #2436.

No effect had two causes:

- Classic 3D (the default for new comps) skips Environment lights entirely,
  so creating one did nothing. Adding one (or changing a light's type to it)
  now switches the comp to Advanced 3D in the same undo step, with a toast,
  exactly as model and primitive layers already do; switching back to
  Classic 3D with an Environment light in the comp explains itself too.
- In Advanced 3D, a light with no Source and no Environment Layer produced no
  environment at all. It now falls back to a flat default environment of the
  light's colour × intensity, as After Effects does, so the light always
  lights the scene per its parameters.

Cast Shadows was missing because the dialog and the light's property groups
shared one gate (Falloff and Shadows together) that excluded Environment.
The two are now split: every light but Ambient gets Casts Shadows, Shadow
Darkness and Shadow Diffusion (stored, edited and carried over on type
changes), while Falloff stays on Parallel/Spot/Point only — an environment
light shines from every direction at once and has no use for a falloff.

Tests: the renderer lights a card from a sourceless Environment light (colour
and intensity drive it, zero intensity lights nothing), the engine switches
Classic comps to Advanced 3D on creation and type change (one undo step,
toast, and the Classic 3D switch-back toast), Environment lights take and
carry shadow options but no Falloff, and the dialog ticks Casts Shadows on
a new Environment light.
2026-10-26 09:43:47 +00:00
skylar taylor-barrick 69b9ce2bd1 M0.37: reconcile shared docking and qualify migration follow-up 2026-10-26 06:47:07 +01:00
skylartaylor f842a58a4f M14: clarify text selection and footage playback contracts 2026-10-25 22:25:40 +01:00
Dylan M. Taylor e821feeec4 Merge pull request #2274 from storytold/sonar/rust-s4325-s1612
sonar: method paths instead of closures (rust:S1612)
2026-10-25 16:36:06 -04:00
skylar taylor-barrick 47bf08a15e M-egui037: document migration behavior and guard atomic batch rollback 2026-10-25 19:56:09 +01:00
Dylan M. Taylor e88feff569 engine.batch: drop the events a rolled-back atomic batch queued
A failing atomic batch restored the project, history and state but left the
events its steps had already published, so the UI could open the comp the
rollback had just undone. Snapshot the event count with the other snapshots and
truncate before the rollback bumps.

🤖 Generated with Codebuff
Co-Authored-By: Codebuff <noreply@codebuff.com>
2026-10-25 13:14:28 -04:00
skylar taylor-barrick dec327b98a egui037: Preserve text ownership across unrelated history changes 2026-10-25 13:03:14 +01:00
skylar taylor-barrick 18206c1014 Fix text ownership after composition removal and simplify playback helpers 2026-10-25 11:40:05 +01:00
skylar taylor-barrick 57220d4d6a Fix egui 0.37 text ownership and simplify UI lifecycle handlers 2026-10-25 10:18:26 +01:00
skylartaylor 9ee853715d M0.37: migrate EffectCraft to egui 0.37
Reconcile main 991904888a and preserve the reviewed lifecycle, IME, rendering and lockfile changes.

Formatting, strict lint, layers, assets and WASM passed. Full CI retained 3,961 passes, 14 baseline-matching GPU failures and 31 ignored executions. The local review commit has explicit approval to retain these documented failures; native/browser acceptance and paired app performance remain open.
2026-10-25 02:01:16 +01:00
Dylan M. TaylorandClaude Sonnet 5.5 4e9fa51f12 sonar: method paths instead of closures (rust:S1612)
Poison recovery, OsStr::to_str and char predicates only; S4325 casts are
f64 to f32 and stay.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-24 08:17:16 +00:00
aiongg 9a9574baaa Merge #2016: Settings: list the languages alphabetically by their own name (@nikolainyegaard) 2026-10-24 02:12:11 +00:00
aiongg 0db7ddb089 Merge #2228: End an open text edit when Deselect All runs (#2096) (@ChristopherLinnett) 2026-10-24 02:10:16 +00:00
aiongg ad2f3a5e96 Merge #2184: Reload a numbered still as its own file (#2074) (@HEOJUNFO) 2026-10-24 01:12:00 +00:00
aiongg 34e2facd54 Merge #2177: engine: deleting a layer clears the references to it (#2153) (@Anubhav-Rai) 2026-10-24 01:11:56 +00:00
aiongg cce71f69fc Merge #1946: #1926: an edit no longer stamps every image-sequence frame for the disk cache (@ded-achtung) 2026-10-24 01:10:55 +00:00
aiongg 46302da794 Merge #2178: Reject malformed thumbnail text without crashing (#2135) (@Maokus) 2026-10-24 01:10:42 +00:00
aiongg b6c1cff444 Merge #1833: Tests: serialise disk-cache-opening tests with the roto tests (@iannitram) 2026-10-24 00:13:55 +00:00
aiongg d664e403ae Merge #2185: Project Settings: Frame Count, Start at 0 or Start at 1 (@marcoarnulfo) 2026-10-24 00:13:55 +00:00
Christopher Linnett a661f2ed60 Merge main into fix/issue-2096-deselect-during-text-edit
main moved crates/ui-egui/tests/ui_text_edit.rs to tests/it/ (one test binary per crate); this branch's test changes follow the move.
2026-10-24 07:59:29 +08:00
aiongg ac5fc076df Merge #2050: 3D: add a New 3D Primitive dialog to Layer > New (@tylerjenningsw) 2026-10-23 23:33:19 +00:00
aiongg bae27ebbe7 Merge #1841: Cryptomatte: pick the ID under a point into the Selection (effect.pickCryptomatte) (@MatejKozlovsky) 2026-10-23 23:33:10 +00:00
aiongg b7f8eb9019 Merge #2106: engine: a keyframe on the out point no longer warns (#2084) (@gmrmad1) 2026-10-23 23:21:33 +00:00
aiongg 4db5e01f69 Merge #2108: engine: resolve effect match-name paths in prop_ref (#2064) (@gmrmad1) 2026-10-23 23:21:33 +00:00
aiongg fefe4b8a91 Merge #1843: i18n: Georgian (ka) interface language (@devius) 2026-10-23 21:45:52 +00:00
aiongg 295d104e19 Merge #1699: Preview: replaced browser media gets a new disk-cache key (#1253) (@vbasky) 2026-10-23 21:36:58 +00:00
aiongg ce73d42c42 Merge #1929: Layer: replace a layer's source with Alt-drag and Ctrl+Alt+/ (#991) (@ki2pixel) 2026-10-23 21:26:51 +00:00
aiongg d0675be78b Merge #1850: Timeline: layer switches, labels and modes act on the whole selection (#1849) (@ki2pixel) 2026-10-23 21:26:33 +00:00