Scatter Amount takes 0..1000, After Effects' recorded valid range in the
same units (pixels); the slider stays 0..127. The CPU and GPU renderers move
each pixel by one random offset of up to the amount, so a larger amount
costs the same; samples outside the layer are transparent.
Default and slider are unchanged.
Feather takes 0..32000, After Effects' recorded valid range in the same
units. The CPU and GPU renderers evaluate the feather per pixel in closed
form (a Gaussian of the distance to the wedge, radial_wipe_alpha), so a
wide feather costs the same and stays finite.
Default and slider are unchanged.
Width takes 1..32000 and Feather 0..32000, After Effects' recorded valid
ranges in the same units (pixels). The work stays bounded: the renderers
floor the width at 1 buffer pixel, sum at most 40 Gaussian terms per
pixel, and above 8 widths the feather is the even veil
(venetian_cover; the GPU hands that case to the CPU, as before).
Default and slider are unchanged.
Border takes 0..2000, After Effects' recorded valid range in the same units
(pixels). The CPU and GPU renderers compute the border per pixel in closed
form, so a wider border costs the same; one wider than the cells covers
them.
Default and slider are unchanged.
Hue Transform takes -1800..1800 degrees, After Effects' recorded valid range
in the same units. The CPU and GPU renderers wrap the hue (rem_euclid /
fract_euclid), so five turns render like the hue they end on, at the same
cost.
Default and slider are unchanged.
Hue, Lightness and Saturation go up to 1000 % and Grain Size down to 0 (it
keeps its wider maximum, 100), After Effects' recorded valid ranges in the
same units. Noise HLS Auto shares the controls and widens with them.
Defaults and sliders are unchanged.
The renderers need no change: hue wraps, lightness and saturation clamp per
pixel after the noise is added, and Grain Size is floored at 0.1 px on the
CPU and the GPU, so the new values cost the same and stay finite.
The amounts were written as "percent" in keyframe text because their range
was 0..100, and Grain Size would become "percent" at 0..100; UNITS rows keep
the units they had.
Blend goes up to 10000 (it keeps its minimum of 1, below After Effects' 5)
and Jitter up to 500 %, After Effects' recorded valid ranges in the same
units. Defaults and sliders are unchanged.
The CPU and GPU renderers capped Jitter's dither at 100 %, so higher values
would be stored but render as 100. Both now take it from one function,
four_color_jitter, which keeps the dither linear up to 500 %. Blend 10000
is a finite softening (Blend squared) at the same cost.
Jitter was written as "percent" in keyframe text because its range was
0..100; a UNITS row keeps that unit.
Input/Output Black and White of every channel take -10000..10000 and Gamma
goes down to 0 (it keeps its wider maximum, 10), After Effects' recorded
valid ranges in the same units (the .aep mapping is Conv::Plain). Defaults
and the 0..1 / 0.1..3 sliders are unchanged.
Gamma 0 renders as the existing 0.01 floor, an exponent of 100, so an HDR
value a few times Input White would overflow f32 and an infinite curve
times an empty output range is NaN. The curve is now bounded at +-1e6 on
the CPU (Lv::apply) and the GPU (fxt_lv), so the output stays finite over
the whole range; values below the bound are unchanged.
The engine regression (tests/effect_ranges.rs) sets both ends of each row
through prop.set, checks undo/redo, save and reopen, and that a project
saved with the narrower ranges opens with the new ones and its values.
A test walks every effect parameter the .aep table maps to a recorded After
Effects definition (fx_defs) and checks that the effect's hard range
(ParamUi::Slider min..max, what prop.set and the value editors clamp to)
covers After Effects' valid range, converted to EffectCraft's units the way
the importer converts values. Conv::number_scale is that conversion, now
shared by the importer and the test.
The parameters still narrower are allow-listed by issue (#3460-#3492); the
test fails on a new narrower parameter and on a row that is no longer
needed, so the list shrinks as the issues are fixed.
It arrived as a plain number, so Effect Controls neither dragged it over its
slider range nor clamped an edit to its valid range, as After Effects does.
* Expressions, Scripting: a layer's property numbers follow After Effects
In After Effects a layer's top-level number reaches the same group on every layer of a kind:
Marker is 1, and slots the layer has not used yet (Time Remap, Motion Trackers, Layer Styles,
Data, Sets...) keep their place. EffectCraft numbered only the groups a layer holds, without
Marker, so `layer(n)` and `layer.property(n)` reached a different group, and the numbers moved
as groups were added. Rigs that read a palette by number, such as
`comp("Palette").layer(1)(4)(n)(1)` on a shape layer, read Transform instead of Effects; their
`try` fell back to the stored value and every linked colour rendered near-black, with no
expression error.
`effectcraft_project::ae_order` holds After Effects' slot order per layer kind, observed in
After Effects 26.3 from a script (`layer.property(i).matchName`) and from an expression
(`thisComp.layer(..)(i).name`) on new layers of each kind. The expression host and the
scripting model resolve a layer's numbers through it: 1 is the markers, a used slot is its
group, an unused one is an empty group (never null, so loops over `numProperties` are safe).
`numProperties` at layer level and `propertyIndex` of top-level groups are After Effects'
numbers too. 3D model and primitive layers keep EffectCraft's own numbers.
* Expressions: a layer's top-level groups by After Effects match name
`thisLayer("ADBE Effect Parade")`, as scripts such as Karton write their expressions, reaches the
group through the same table as the layer's numbers: Effects, or an empty group for a slot the
layer has not used, and `("ADBE Marker")` the markers.
* Expressions, Scripting: review follow-ups for After Effects layer numbers
- An enabled Time Remap (a top-level property) reports After Effects' number 2 as its propertyIndex.
- In scripting, an unused slot resolves to the same empty group by match name
(`property("ADBE Layer Styles")`) as by number (`property(7)`).
- The empty group is callable like any group: `layer.property(7)(1)` is null, not a TypeError.
A definition of parameters that are not kept, shared by many instances, was
walked again for each one without spending the budget; long popup item
names were kept per instance with each item counted once.
A pseudo effect's match name (Pseudo/0.25) was its group's match id, so a
match path to its parameters (keyframe paste, pick whip) was cut apart at
'/' and '.' and found nothing. The effect id stays the match name.
A docked panel's solid bars, once shown, took their width from the viewport, so a window that exactly filled its dock stayed too large and kept its bars. The bars are now hidden while the window fits its dock (to the whole point, #2585) and stay solid when it overflows (#269).
The viewers replace their picture only when the frame key changes, and a
frame rendered again after a LUT change had the same key, so the old look
stayed on screen. The viewer frame keys carry the LUT generation (in memory
only), which also leaves frames still rendering with the old LUT unasked
for, so the refusal of late frames is no longer needed.
A precomp instance whose Essential Property names another LUT file renders
with that file, but a layer reading the instance through a layer parameter
was keyed on the nested comp's own file, so editing the overriding file left
that layer cached.
Past 1024 followed files, the trim kept only files with a cached LUT and
dropped the one being noted (its LUT is cached right after), so a later
edit to it went unnoticed. The tests start from an empty folder.
The watcher stamped only the files whose parsed LUT was still cached, so
with more LUTs than the cache keeps, an edit to an evicted one left the
viewer's frames stale. The cache now remembers the stamp each LUT file was
last read with (bounded separately), and keeps at most 64 LUTs and 512 MiB
of tables. Frames finishing while the viewer empties its cache are refused.
Renders now follow a LUT file, but the viewer and RAM preview kept the
frames already rendered with the old one. A small worker stamps the LUT
files in use every two seconds and wakes the interface when one changed;
the interface then drops its frames, and a frame whose render started
before the change is not kept when it finishes.
A skipped instance was reported through the capped detail list, so past 20 effect losses it was only counted. It now goes through the per-effect grouping under a key of its own, so it is named like any effect without a counterpart and is not merged into a kept instance's line.
Analysing a tracker reused its saved tracks only when their key was
today's, so solving a 0.22 project again (after a Solve Method change)
tracked the footage again, and failed when it was offline.
Their keys were compared only with today's signature, so the first edit
of a project saved by 0.22 (even adding it to the render queue, as
effectcraft-cli render does) cleared both analyses and queued them again,
and lost them when the footage was offline.
One check, warp::key_matches, now accepts a key made from today's
signature or from the one 0.22 wrote for the same frames, and keeps it.
Warp Stabilizer, the 3D Camera Tracker and Roto Brush all use it.
The regression test opens a project saved by the released 0.22.0 CLI.
A parameter past the budget was skipped and the next one tried, so the
rest of the effect, and every later effect without a counterpart, still
read its shared definitions and built popup items. The first parameter
that does not fit now ends the budget; a later effect without a
counterpart is reported on its own line without reading its definitions.
The docs now say that a placeholder's layer parameters report their keys
and expression.
A layer graded with Apply Color LUT or Lumetri's Input LUT and Look was
cached by the parameter text alone, so the same frame kept showing the old
LUT from memory and from the disk cache after the file changed. A layer's
cache key (and the key of a layer reading it, through a precomp too) now
holds each LUT file's size and modification time, and a render lists the
LUT files it read, so a frame kept on disk made with an older file is not
used.
The Warp Stabilizer, 3D Camera Tracker and Roto Brush signatures hashed
the footage item's derived Debug text, so every new Footage field changed
every signature and dropped every saved analysis (placed_page did in 0.23).
Write the same text from a named list of fields instead: a new field no
longer compiles until it is decided there. Pin the text in a test.
load_lut kept the first result for a path for the life of the process: an
edited file, or one created after a failed load, was never read again.
Each file-backed entry now keeps the file's size and modification time and
is read again once they move; inline .cube text stays cached by content.
The cache keeps at most 32 LUTs (least recently used goes first).
* Export, Media: H.264, ProRes, HEVC, VP9, AV1, AAC, MP4 and Matroska come from craft-libs
crates/export and crates/media use craft-video, craft-audio and craft-media
(one craft-libs rev) instead of filmcraft-h264enc, -prores, -aac, -isobmff,
-matroska and -opus. The av1enc, hevcenc and vp9enc crates are removed:
craft-video carries the same encoders, with the later changes merged in
storytold/craft-libs#829. Their round-trip tests move to crates/export/tests
and run against craft-video.
opusenc stays (craft-libs has no Opus encoder yet), as do filmcraft-mpegts
and the filmcraft-vp9, -hevc and -av1 decoders the tests use as oracles.
* Pin craft-libs at the main commit that has the encoder colour description (e7c3dda7)
release.yml also runs nightly on main with craft-common-actions' dry-run: every release build
except macOS, with nothing signed, pushed or drafted. Breakage that only the release build hits
(riscv64, Flatpak, FreeBSD, packaging) then shows up the next morning instead of on release
day, as it did on 11 Nov 2026.
* Scripting: run-time compiled code passes the nesting check; bounded file masks, socket line search and file reads
eval and the Function constructors compiled script-built strings without
the bracket-nesting check the script itself passes, so a short script could
overflow the parser's stack. A host hook now checks every dynamic
compilation. Folder.getFiles turned masks into a backtracking regular
expression; a two-pointer wildcard match replaces it. Socket readln
rescanned the whole buffer after every read; only new bytes are searched.
Script files that are not regular files (pipes, devices) are not read.
* address review: check_nesting scans template interpolations, file masks keep wildcard length
* address review: file masks fold case as /i does; the nesting check skips regular expression literals
* address review: nesting scan reads ++/-- and keyword-named properties as division context
* address review: property-name state set at each word start; a number's decimal point is not a property dot
* address review: a leading hashbang line is a comment for the nesting scan; eval source is checked as it stands
* fix(scriptui): bound the edges and bands a fillPath is tessellated with
* address review: cap the triangles a ScriptUI fill produces
* address review: raise fillPath limits (65,536 edges, 262,144 bands, 4M triangles, work cap); fill what fits and log a warning instead of nothing
* address review: bound the fillPath crossing scan: edges swept by top, pairs and boundaries counted against the work and band budgets
* address review: bands with crossings that were not cut are left unfilled when the crossing scan is over budget
* address review: bands left out of a fill still count against the work budget
* fix(engine): index sequence runs and folder listings on import; probe relink candidates once
* address review: cap relink candidates before cloning paths; reuse a picked folder's listing for its run lookups
* Effects: cap Camera Lens Blur and median radii
Camera Lens Blur built its iris table (one row per pixel of radius) from an
uncapped Blur Radius before any size check, and the median window is filled
(2r + 1)^2 per row from an uncapped Radius, on the CPU and the GPU. The
radius is now capped where the work is built: 2000 buffer pixels for the
lens iris (UI max 500) and 512 for the median window (UI max 255), on both
paths.
* address review: cap camera lens reach with the spans
* track: face skin search visits only window ring pixels; cap stabilizer smoothing window
* address review: stabilizer window test asserts the cap with a far jump
* address review: smoothing radius covers every supported Smoothness (1000%, Smooth More, 240 fps); a frames x radius work cap bounds planning
* Camera tracking: repeated observations of one camera combine into one contribution per parameter
* Camera tracking: parameter-slot lookup for points that repeat a camera
* VP9 encoder and WebAssembly plug-ins: refuse short planes, limit memories and tables
encode_frame sized and filled superblock-aligned coding planes from the
configured dimensions (up to 65536 x 65536) even when the planes passed in
held a few bytes, making up the missing samples; it now encodes nothing for
planes shorter than the frame. The plug-in sandbox capped each linear
memory but not how many memories or tables a module declares, or their
elements; one memory, four tables and 65,536 elements per table are
allowed.
* address review: checked size arithmetic in the encoder's short-plane guard
* fix(flatpak): allow release checks and self-update helpers
* test: keep Flatpak permission parsing within strict Clippy rules
* chore: bump version to 0.24.1 for the Flatpak update fix
* Render settings: a saved Frame Rate override is held to the supported rates
* Render settings: describe shows the rate an out-of-range override renders at
* PDF functions and mesh shadings: charge retained values, refuse short tables, bound lattice rows and raster work
Depth-limit fallbacks were not charged to the function node budget; cached
copies of a function deep-copied its coefficient and program vectors while
only its nodes were charged; sampled functions made up missing samples as
zeros; calculator programs had no size limit; a lattice row was filled
before any limit applied; and overlapping mesh triangles each scanned their
whole bounding box.
The node is charged before the depth check; coefficients, bounds, encode
arrays and calculator operators are charged (eight to a node) so cached
copies carry their cost; a sampled function shorter than its table is
unsupported; calculator programs hold at most 4,096 operators; lattice rows
past the triangle limit are refused and vertices stop at it; and triangle
bounding boxes share a budget of 64 passes over the raster.
* address review: bound calculator token count while parsing
* address review: count skipped calculator tokens toward MAX_CALC_OPS
* address review: skip arrays and dictionaries in a calculator program without building them
* address review: scalar tokens in a skipped compound are passed over without building them