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M13.14: lazy project open, non-blocking UI with large projects, bench --ops
- 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>
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co-authored by
Claude Opus 5.5
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41f672eef5
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8a4a2bfc52
@@ -34,7 +34,13 @@ printf '{"id":1,"method":"engine.execute","params":{"command":"comp.new","params
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Useful query commands for `engine.execute` (they aren't journaled or undoable): `project.summary`,
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`comp.info {comp?}`, `layer.tree {layer, comp?, depth?, time?}` (every node has a `path`),
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`prop.get {layer, path, comp?, time?}`, `editor.state`, `command.list {filter?, enabledOnly?}`.
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`prop.get {layer, path, comp?, time?}`, `editor.state`, `command.list {filter?, enabledOnly?, schemas?}`,
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`command.describe {command}` (params doc and JSON Schema), `app.capabilities` (version, counts,
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export formats, parity summary), `jobs.list` (Progress panel jobs, e.g. the background
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`footage.check` after File ▸ Open).
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Every engine command is reachable through `engine.execute`, and every interactive widget of every
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panel registers an element id; both are enforced by `crates/ui-egui/tests/ui_agent_audit.rs`.
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## UI state
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