Every selector of a comma list cloned the whole declaration block, and every
element scanned every rule, so a sub-megabyte <style> could demand billions of
string pairs. Selectors now index one shared block, the sheets are capped at
20 000 selectors and 50 000 declarations, rules are bucketed by id/class/type
so an element checks only candidates, and matching work over all elements is
charged against a 50M-step budget that fails the import instead of doing it.
Found while testing crates/geom/src/lib.rs:362-390 (pivot check at line 367)
Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The search test now pins every row (layer, Contents, group, path/fill/
Transform) so a future regression that re-adds the inner Contents row or
reorders the flattening fails loudly. Docstrings cover the functions the
diff touches (group_row, all, rec, push_group) for CodeRabbit's
docstring-coverage pre-merge check.
- scriptui.js: replace the self-comparison NaN check (o.max === o.max) with
the explicit Number.isNaN(o.max) (S1764).
- sw.js: mark the fire-and-forget cache.put() with void and a .catch() so the
promise rejection is handled (S9383).
- prelude.js: return __err(...) from the activeCamera getter so every path
yields a value (S4275); __err always throws, so behavior is unchanged.
Replace Math.random() with crypto.randomUUID() when generating the unique
suffix for the atomic write-then-move temp file. The value isn't security-
sensitive, but a CSPRNG gives a stronger uniqueness guarantee and resolves
SonarCloud javascript:S2245.
Calls storytold/craft-common-actions/.github/workflows/sonarcloud.yml@main
with secrets: inherit. Adds SonarCloud badge to README where missing and
removes the redundant sonar-project.properties (config now passed by the
reusable workflow).
The draft records the project epoch and comp it was opened for. A script or the
control channel opening a project or activating another comp while it is open
closed nothing before, and OK added the primitive (and switched to Advanced 3D)
in whatever comp was active then, even in a new project reusing the comp id.
FreeBSD aarch64: build with 16 codegen units and no LTO in the emulated release VM, which ran past
the job's 5-hour limit with the single-unit thin-LTO profile.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
OK runs layer.newPrimitive, which switches a Classic 3D comp to Advanced 3D in the same undo step. The dimension fields are the Geometry Options the engine builds for the chosen type.
The dialog offered four hard-coded light types and reopened an Environment light as Spot, so OK turned it into one. It now lists every light type the engine has, keeps the light's own type, and shows Falloff and Shadows only for lights that have them.
- `Frames::disk_frames` takes a frame range instead of a frame count, still clamped to the existing 100,000-frame limit.
- The Timeline passes the visible range (`disk_bar_range`), including frames only partly in view, and clips the blue bar to the work-area row.
- Membership stays live: nothing is cached, so the bar updates as before when frames are written, evicted or promoted to RAM.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`crates/ui-egui/src/frames.rs`:
- The cache remembers the scale of the frame on screen (the active viewer's urgent request). Prefetch and passive viewers don't change it, so a second viewer at another zoom can't evict the active viewer's frames.
- RAM and GPU eviction take frames of other scales first, then fall back to the existing playhead-aware order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Both devices EffectCraft creates now ask for `MemoryHints::MemoryUsage`:
- the window device (`apps/effectcraft/src/main.rs`, through a new `device_descriptor` helper);
- the headless compositor device (`crates/gpu/src/context.rs`).
The limits, labels, features and error paths are unchanged. The devices tests create stay as they were.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- New `crates/project/src/file_check.rs`: a no-output `Serializer` that walks the value once. It refuses non-finite numbers and nesting past 127 levels, and it allocates only on error.
- `to_file_json_with_view` runs that check, then writes the file. It also refuses a project schema newer than this build, the remaining thing `from_json` would reject in a file we wrote.
- **Debug builds still reparse the text as well**, so a new kind of mismatch still shows up in tests.
The bytes written are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`crates/effects/src/noise3.rs` only:
- a `blend_mode(u32) -> Option<BlendMode>` helper, which the CPU and GPU paths now share;
- the CPU `render` resolves the mode once and passes `Option<BlendMode>` to the per-pixel `composite`.
The semantics are unchanged: None means the noise alone, and an unknown index means Normal.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The gradient antialias could leave a half-covered pixel where an opaque source reaches h = 1. Add an endpoint guard on CPU and GPU and cover an opaque edge in the regression test.
Use the measured Softness kernel (sigma = 0.42 * Softness), threshold the blurred height with a ~1 px antialias, and allow Cut Away 100 to empty the matte. Split the source-matte displacement from the height-field RGB refraction: the matte uses a z=1 bevel normal fitted to the T2 step edges, while RGB follows the measured z=height refraction. Align the documented AE defaults and add CPU regression tests for the cut threshold, Cut Away 100, and the inward matte warp. Update the GPU kernel and parameters to match, keeping CPU/GPU parity.
- English (and Auto where offered) stays first as the source language and fallback; the rest sort by native name with accents folded, so Čeština is under C and Magyar under M; Cyrillic and CJK names follow the Latin ones
- The list used the registry order, which is the order the languages were added
On an adjustment layer Motion Tile kept the comp-sized buffer whatever the
Output Width / Height, and the adjustment draw dropped any stack result whose
size differed from the canvas. After Effects grows (or crops) the comp
rectangle there as on any layer, so a Transform after it brings the extra
tiles into view, as in the frames attached to #1727 and #1409.
- motion_tile_frame: one output frame for the CPU and GPU effect; on an
adjustment it grows about the comp rectangle on whole pixels, keeps the
buffer at 100 % and past 16 384 pixels a side.
- adjustment_crop: the CPU and GPU adjustment draws put a stack result whose
frame changed back onto the canvas instead of dropping it (Enc::crop on
the GPU).
Tests: the #1727 After Effects frames (910 x 340 % and 90 x 340 % then
Scale 12 %), tiles past the frame and cropping on CPU, GPU vs CPU for
adjustment and full-frame layers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>