The worker stores a report and then wakes the interface; the test took
the report as soon as it was there and asserted the wake count right
after, which can run before the wake. `next` now waits for the n-th wake
and then takes the stamps, as the engine tests' `wait_for` does.
Checked with 50 ms between the worker's report and its wake: this test
passes; the previous one fails at `wakes == 1`.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two engine tests leaned on elapsed time. "It keeps stamping while the
window is in front" slept 300 ms and wanted more than three stamps: a
worker held up on a loaded machine stamps fewer. "Nothing watched,
nothing stamped" slept 60 ms after sending the empty set and then wanted
no stamp at all, but a worker already past its wait with the old set
stamps that round once more, whenever it gets to run.
The first now waits (at most 10 s) until the stamps arrive. The second
checks the invariant instead: after `set_watched(∅)` at most one round of
the old set (one file) can still come, so the count may grow by one and
no more; a worker that ignored the empty set stamps every 20 ms and still
fails it.
Checked with the worker slowed (100 ms after each wait, 50 ms between the
report and the wake): these tests pass; the previous ones fail at
"it keeps stamping while the window is in front".
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Settings ▸ Import ▸ Reload Footage Changed on Disk used to spawn a stat thread every two seconds
from the UI thread, request a repaint 100 ms later to collect it, and request another repaint every
2 s in between, for every project with items, focused or not: the whole interface redrew on a timer
for footage that hadn't changed.
`footage_reload::Watcher` is one long-lived worker: the interface tells it what to watch (recomputed
when the project revision or the preference changes) and whether the window is in front; it stamps
the files every 2 s while the window is in front, every 10 s while another app has the front, at once
on focus regain and on a new set, and hands the stamps over — calling `ctx.request_repaint()` — only
when one differs from its last look. Nothing watched means the thread sleeps. `apply_stamps` and the
reload semantics are unchanged; `start_scan`/`poll_scan`/`Session::footage_scan` are gone. No new
dependencies: the stat loop is also what footage on a network share relies on, where FSEvents would
not report another machine's writes.
Tests: the watcher wakes the interface for the first stamps and for each change and never for an
unchanged file; behind another app it rests until the window is back; nothing watched is nothing
stamped and a new set is reported whole (and dropping it ends the thread); the host test
`the_watcher_notices_a_footage_file_changed_on_disk` saves a PSD from "another app" and sees it
reloaded once.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
`Readbacks::new` spawned a thread that slept 100 ms and checked for expired readbacks forever,
whether or not anything was pending: ten wakeups a second for the life of every desktop session
with a GPU compositor (12–13 idle wakeups/s measured, against 0.4–1.8 for the sibling apps).
The worker now waits on a condition: indefinitely while nothing is pending, otherwise until the
earliest deadline or until what is pending changes (start, complete, cancel, retire poke it).
It owns the state behind an `Arc<Inner>` rather than the `Readbacks`, so dropping the context
closes it instead of leaking the thread. Timeout, exactly-once callbacks, panic isolation and the
browser's timer path are unchanged.
Measured on an M2 Max (release build, window on screen, 60 s samples, A/B interleaved): idle
wakeups 12.15/s → 2.63/s not frontmost, 12.36/s → 2.72/s frontmost.
Tests: an idle worker does not wake; a due deadline wakes it when due; dropping the context stops
it; the existing panic/strand test moves deadlines through a hook that notifies the worker.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Refraction samples are clamped to the layer rectangle instead of the buffer, so a sample past the
layer's edge in a buffer with transparent padding (a half-resolution preview's, a text or shape
layer's) repeats the layer's edge pixels rather than reaching the pale colour that stands in for
transparent ones. Transparent pixels inside the layer still show it. Same bounds on the GPU path.
Re-pins the four half-resolution CC Bubbles golden hashes (aarch64 macOS); the full-resolution
ones are unchanged. Adds a CPU test and a GPU-vs-CPU parity test on padded buffers.
ffmpeg 4.2 writes 2 in the sample entry of an AAC PCE layout and FilmCraft
decodes as many channels as that names, so the 6.1 check now reads a copy
naming all seven instead of skipping. Configuration 12 moves to the
synthetic layout tests.
Tones encoded with FilmCraft's AAC encoder, with the configuration rewritten
to 11, 12 or ffmpeg's 6.1 PCE where the coded elements fit it, so nothing
depends on ffmpeg or skips. Expected gains come from each channel's speaker.
The gains of an AAC source now come from the configuration FilmCraft decodes
it with, read from MP4/MOV (esds), Matroska (CodecPrivate) and LATM in MPEG
TS/PS (its first StreamMuxConfig). Channel configurations 3 to 6, 11 and 12
arrive reordered to WAVE order, 4 as L R C Cs, 7 in element order. A program
config element goes by its element positions, except the six structures in
which ffmpeg's encoder fills its own channel order across them (an LFE in a
side SCE, a back centre in a side pair), recognised by its "Lavc" comment.
ADTS can only signal configurations 1 to 7 that FilmCraft decodes, which the
channel count tells apart. A decode of fewer channels than the layout keeps
its first ones (7 of configuration 7's 8 in MPEG-TS LATM).
The README quoted 306 effects in three places while the registry (and the
generated docs/effects.md) had 307, now 308. A catalog test checks every
effect count the README gives against the registry.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Dragging a mask or shape vertex, a tangent or a Pen point against the
edge of the Composition panel now pans the view toward that edge, faster
the further out the pointer is, and the point keeps moving with it, so
zoomed-in rotoscoping no longer stops at the panel edge (as in After
Effects).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ci(deps): bump storytold/craft-common-actions/.github/workflows/windows-arm64.yml from 8bb4e5ab95443171104ad88113fe1ef9b0e5ce3f to fa5ef18780cf5e7d5d3b8de068de56cffc83cac5 in the actions group