The renderer follows X, Y and Z Position once those channels exist. The Position command was writing only the combined property, so the layer stayed where it was.
Setting the start past the current end, or shortening the composition, stored an inverted interval. Trimming that interval then saved a negative duration.
The drag preview was a 1 px axis-aligned rectangle for every shape tool,
which read as no preview at all against most comps. Draw the tool's own
path instead (rectangle, rounded rectangle, ellipse, polygon, star), from
the engine's own geometry, filled with the Tools bar's Fill and outlined
in its Stroke, with a caption saying where the shape lands — a mask on
the selected layer, into the selected shape layer, or a new shape layer.
The ghost and the released shape go through one normalisation, so the
drag shows exactly what it commits: Alt (Option) draws from the press
point and Shift squares the box, both live. The drag also starts at the
press point now, not where the 6 px drag threshold was crossed, so the
shape is drawn from where the button went down, as in After Effects.
file.uninstallScript and script_code joined the name from the request into
Scripts/<name> and handed it to the settings store, so "../.." reached files
outside the settings folder (uninstall deleted them; run-by-name ran them).
Accept only bare file names (and, on Windows, none of its reserved names),
require a .jsx/.js name, and skip refused names in the script list.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Cause: the browser build kept the desktop's cache budgets (1 GB layer
cache, 1 GB footage frame cache) inside the page's memory, which wasm32
caps at 4 GiB. FilmCraft's decoders keep up to 384 MB of decoded frames
per open movie beside them, so a comp of eight stacked 1080p H.264 clips
grew the page by about 55 MB/s while playing and ran it out of memory
after about 50 s ("unreachable": a failed allocation).
Fix: in the browser Prefs::cache_budgets keeps the Layer Cache within
512 MB and the Footage Frame Cache within 256 MB (WEB_LAYER_CACHE,
WEB_MEDIA_CACHE); smaller settings and the desktop are unchanged, and
the RAM preview keeps its budget. Docs (web, preferences) say so.
Tests: tests_m145::web_cache_budgets_leave_room_for_the_decoders: with
4 GB settings the web budgets are the caps, the desktop's are the
settings, and smaller settings stay as they are.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A frontend command (project.deleteWithoutConfirmation) so the shortcut is
listed and rebindable in Keyboard Shortcuts and runs by id over the
control channel and MCP. The UI runs project.delete for it.
Convert Position values and spatial tangents into the new parent space.
Preserve supported static Orientation and Scale in constant uniform
parent spaces, and convert spatial Position ease speeds for uniform
transforms. Retain the compensation and Undo/Redo regressions.
Refs #348.
Co-authored-by: Codex <codex@openai.com>
What: the Composition panel's Resolution (Auto, Full, Half, Third, Quarter, Custom) is now a
property of the composition (`Comp::resolution`, moved with its `Resolution` type from the UI
into the project crate) instead of one global viewer setting. Switching to another comp shows
that comp's resolution, switching back shows the first one's again, and saving and reopening the
project keeps them. `view.res.full|half|third|quarter|custom` and the new engine command
`view.res.auto` set it (headless too, with an optional `comp`); `ui.set {viewer: {res}}` sets
the active comp's and `ui.inspect` still reports `ui.viewer.res`; `comp.info` reports
`resolution` and `resolutionFactor`; View ▸ Resolution's check marks come from the engine.
Why: After Effects saves each composition's Resolution with the project (CompItem.resolutionFactor
is a per-comp attribute). As there, changing it marks the project modified but adds no undo step:
undo, redo and History jumps carry the current values over to the restored state. It is not part
of the comp's pixels (`Comp::same_pixels` ignores it and `Comp::pixel_form` normalises it), so
changing it keeps the comp's RAM and disk cache keys. Auto is not written (serde default and
skip_serializing_if), so projects saved before open with Auto and older versions read new files.
The magnification is not saved per comp: Adobe's documentation doesn't say it is.
Tests: project `comp_resolution_is_saved_and_old_projects_load_with_auto`,
`resolution_factors_and_scales`; engine
`each_comp_keeps_its_resolution_outside_the_undo_history_and_in_the_file` (switching comps,
no undo step, undo/redo keep it, save/open round trip, menu check marks, Custom dialog);
ui-egui `each_comp_keeps_its_viewer_resolution` (the viewer popup on comp A, comp B through
`ui.set`, back to A, unchanged frame cache identity, save/open). They don't build before the
change (no `Comp::resolution`, no `view.res.auto` engine command).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A same-named file is used only when kind, size, codec, and for moving pictures the rate and duration agree. Symlinks are not followed, and duplicate names are left alone.
Add a Spanish catalog for the menus (618 entries), the computed titles and the macOS Services label, and list Español in the Language preference. Match System now maps es, es-ES, es_MX and es-419 to it. Add llopjulen to contributors/people.toml.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HcDWLRR3UfieXAyFa9cq4p
Cause: the config reader didn't know ColorSpaceTransform or
ExponentWithLinearTransform and passed colours through them silently.
Blender's Linear Rec.709 -> sRGB therefore stayed in its E-white XYZ
reference space (the blue cast) without the sRGB curve. Display
colorspaces, view transforms, v2 views, looks, AllocationTransform,
BuiltinTransform and .spi1d / .spimtx files were missing too, and
nothing told the user.
Fix (from the OCIO v2 documentation and the CLF "moncurve", not OCIO's
source): ExponentWithLinear, ColorSpace, Look, DisplayView, Allocation
and Builtin transforms (identity, ACES AP0/AP1 matrices, ACEScct /
ACEScc, the sRGB / P3 / Rec.1886 / gamma / PQ displays). RangeTransform
now clamps and takes one-sided ranges. Display colorspaces meet the
scene reference through the default view transform. Added v2 views,
view looks, the looks section and .spi1d / .spi3d / .spimtx files. A
conversion is built once as a flat list of steps (Config::path /
display_path) for both the CPU effect and the GPU colour program (new
moncurve and clamp ops and the ACEScc curve; a program over the
kernel's 255 ops renders on the CPU). Named-transform resolution is
limited to 16 levels and 4096 steps, and YAML nesting to 64 levels, so
hostile or looping configs stop. Transforms that are still unsupported
(Grading Primary / Tone, ACES output, HLG…), unreadable configs and
unknown spaces are now reported: a warning under the effect in Effect
Controls, and the new effect.warning query.
Tests: ocio_config::blender_like_config_converts_linear_rec709_to_srgb
(CST, display colorspaces, v1 / v2 views, allocation, looks, builtin,
range, loops), moncurve_matches_srgb_and_inverts, builtin_styles,
yaml_nesting_is_bounded, ocio::spi_files_parse,
tests_effects::ocio_effect_warns_about_unsupported_config_transforms,
gpu tests_fx_lut::ocio_custom_config_v2 (GPU = CPU).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Cause: float footage (OpenEXR, float TIFF) was always sRGB-encoded on
decode, and Interpret Footage could not turn that off, so an OCIO effect
on the layer converted values that were already encoded.
Fix: After Effects' Interpret Footage ▸ Color ▸ Preserve RGB
(Footage::preserve_rgb; file.interpretFootage {"preserveRgb": true}; a
checkbox in the Interpret Footage form; Remember / Apply Interpretation
carry it). The decoder keeps float values linear, and the working-space
conversion from the colour profile and Interpret As Linear Light don't
apply, so the file's values enter the composition unconverted. The media
cache key includes the flag, so both interpretations decode separately.
Tests: pool::preserve_rgb_reads_float_exr_values_unconverted,
tests_color::preserve_rgb_footage_is_not_converted (managed, linearized
and not), tests_proxy::guess_alpha_invert_and_linear_light (command,
render, Apply Interpretation).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Right-clicking a property's name in the Timeline did nothing, so
Position's dimensions could be separated only from the Graph Editor.
As in After Effects, it now opens the property's menu: Reset, Edit
Value…, Separate Dimensions (Position and, once separated, X / Y / Z
Position, checked), Add / Remove Expression and Add Property to
Essential Graphics. Only Position separates, as in After Effects
(Scale stays one property).
`prop.reset` without `default` used to leave the value as it was: it
now gives the property its own default (an effect parameter's, or a
Transform property's, shared with Layer ▸ Transform ▸ Reset), which
also makes the Properties panel's Reset reset the values. `prop.set
{layer, prop}` without `value` opens the value dialog, like
`keys.set`.
Tests: timeline_property_names_have_the_property_menu
(ui_blank_context_menus), reset_gives_a_property_its_default (engine).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Dropping the expression pick whip on one of a property's values (the X
of Position) referenced the whole property. As in After Effects, a
drop on one value now picks that dimension: `transform.position[0]`;
a drop on the name still picks the whole property.
`prop.pickWhip` takes `target.dimension`.
The rest of #363 is unchanged: inserting at the cursor landed with
#284, and After Effects' property pick whip in the Parent & Link
column is left for later.
Tests: pick_whip_picks_one_dimension_of_the_target (engine),
the_expression_pick_whip_picks_the_dimension_it_is_dropped_on
(ui_inline_edit).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
#402 made Effect Controls' rows compact and aligned, as After Effects
draws them, and also added thin separator lines between parameter rows
in Effect Controls and the Timeline, with a Settings > Appearance > Show
Parameter Row Separators preference. After Effects has neither, so the
lines, the preference and the Tokens field go; the compact rows, the
alignment and the automation ids stay.
Saved settings with the old key load as before (unknown keys are
ignored).
Test: ui_parameter_spacing keeps the row geometry, hit target and
nesting tests; the separator tests go with the feature.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Ease Presets panel (#254) is modelled on a third-party panel, so,
as with third-party tools in After Effects, it isn't core any more: it
is `extensions/scriptui-panels/Ease Presets.jsx`, a ScriptUI panel
bundled as an optional extension (Window ▸ Ease Presets.jsx), written
only against the public scripting API. Clicking a preset eases every
pair of neighbouring selected keyframes in one undo step (per
dimension, along the motion path for spatial properties, the keys'
other sides as they play); the fields edit the working curve, which the
panel draws; From Keys, Save, Rename and Delete as before. The twelve
built-in curves are unchanged.
Scripting API fixes it needed (After Effects parity):
- `app.settings` lasts between runs (`script_settings.json` in the
settings folder; `script.settings.get` / `script.settings.save`).
- Per-key methods (`setTemporalEaseAtKey`, `setInterpolationTypeAtKey`,
`removeKey`, the continuous / auto-Bezier / roving setters) no longer
change the user's key selection (they selected the key they edited).
- `keyInTemporalEase` / `keyOutTemporalEase` report linear and
auto-Bezier sides as they play, `keyIn/OutSpatialTangent` the
tangents the motion path plays.
- `selectedProperties` includes the properties of selected keyframes.
- `isInterpolationTypeValid` is false for Linear / Bezier on values that
only hold.
Removed from core: Window ▸ Ease Presets, the `keys.easePreset.*`
commands, `engine::ease_presets` and the `ease_presets.json` store,
`keyframe::EaseCurve` (nothing else used it) and the egui panel. User
presets saved by the v0.6.0 panel move into the panel's app.settings
section the first time settings load (the old file is left as is).
Docs: plugins.md (bundled extensions), parity.md, gaps.md G8, agents.md.
Test: app_settings_last_between_runs,
per_key_methods_keep_the_key_selection_and_report_eases_as_they_play,
spatial_tangents_are_reported_as_the_path_plays (each fails before),
the_ease_presets_panel_eases_every_selected_pair_in_one_undo_step,
a_typed_curve_scales_to_each_dimension_and_follows_motion_paths,
user_presets_save_rename_delete_and_persist,
presets_saved_by_the_old_core_panel_carry_over (script, through the
panel's controls), ease_presets_panel_eases_the_selected_keys_from_its_list
(UI: the panel docks and a click on a preset eases the keys).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
EffectCraft's extension points compared with After Effects' (public
user guide and Scripting Guide) are now in docs/plugins.md, which
becomes "Plug-ins and extensions": scripts, ScriptUI panels and effect
plug-ins, with a short guide and an example panel for writing your own.
ScriptUI panels already came from `Scripts/ScriptUI Panels/` in the
settings folder, were listed at the bottom of the Window menu and
docked as tabs. What was missing: After Effects reopens the panels
that were open when it quit. Now the open panels are remembered in
`scriptui_panels.json` in the settings folder (a panel is added when
it opens and dropped when its tab or its script closes it; quitting
leaves the list), and `window.restoreScriptPanels` opens them again;
the desktop and web apps run it at start-up. A panel whose script is
gone or fails is reported and forgotten, and the others still open.
Where a panel was docked isn't kept, as workspace layouts aren't saved
between launches.
Gaps recorded in plugins.md and gaps.md G8: the Startup and Shutdown
script folders, keyboard shortcuts for scripts, ExtendScript's
`#include` / `#target` directives and `.jsxbin`.
Test: open_panels_open_again_at_the_next_launch (fails before: no
restore command), a_panel_dropped_in_the_folder_is_listed_and_opens_as_a_panel
(script), panels_open_at_quit_dock_again_at_launch (UI: the restored
panel docks with its controls; closing the tab forgets it).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Tools bar's Snapping options menu (#265) offered per-feature
toggles (Edges, Corners, Centers, Anchor Points, Mask and Shape Path
Points) that After Effects' Snapping menu doesn't have. It now has the
two After Effects has:
- Snap Edges Extended (as before).
- Snap to Features in Collapsed Compositions and Text Layers: the
visible layers inside a precomp layer with Collapse Transformations
on are snap targets too, mapped into the outer comp (points always,
edge lines while the precomp layer is unrotated); a snap highlights
the precomp layer. Nested collapsed precomps are followed eight deep.
Every layer feature snaps again (corners, edge midpoints, centre,
anchor point, mask and shape path points); the snapping engine itself
is unchanged. `view.snappingOptions` takes `edgesExtended` and
`collapsedFeatures` (and `toggle` of either); the old keys are refused.
Test: collapsed_precomp_features_snap (fails before: no such option),
snapping_options_command_sets_and_toggles (the per-feature keys are
refused), snapping_options_pick_the_targets (AE behaviour kept: edges
extended or not, hidden layers, guides only), and the Snapping menu UI
test (only the two options are listed).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After Effects' Interpret Footage has Start Timecode: Use Source File
Timecode, or Override Start, which changes the timecode the footage
shows and leaves its frames alone. The Start Frame field that trimmed or
padded a sequence's head isn't in After Effects, so it is replaced.
Footage.start_timecode (Override Start, in frames at the footage's
rate; None = Use Source, 0 as file timecode isn't read) relabels source
time: the Footage panel's current time and footage.info's `timecode`
count from it. file.interpretFootage takes `overrideStart` and
`startTimecode` (timecode, read at the footage's rate after any frame
rate change, or a frame number, 0 to 1e9). It applies to every footage
with time, not only sequences, and Reload keeps it. A sequence's frames
always run from its first file's number to its last.
Test: start_timecode_only_relabels_source_time (project),
interpret_footage_start_timecode_relabels_source_time (engine: the
reply, the Footage panel's timecode, frame numbers, Use Source, the
footage's rate, bad values, undo), Reload keeps it, and the Interpret
Footage fields in ui_drag_drop.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Effects: effect points on shape layers start at the layer centre (#227)
# Conflicts:
# crates/ui-egui/src/panels/puppet_tool.rs
# crates/ui-egui/src/panels/viewer.rs
After Effects shows a missing frame of an image sequence as a
placeholder (colour bars) and has no Hold Previous Frame or Skip choice
in Interpret Footage, so EffectCraft doesn't either.
Interpret Footage loses its Missing Frames field, file.interpretFootage
its missingFrames parameter, and Footage its missing_frames setting. A
gap in a numbered sequence's numbering always shows colour bars. A
sequence imported with Force Alphabetical Order still plays its files
one after another (its numbering doesn't count), as in After Effects;
that is now an internal Footage.alphabetical flag, set on import and
kept by Reload. The Interpret Footage note lists the missing frames.
Projects saved before this have no such field and open with the After
Effects behaviour: a sequence with gaps shows placeholders where it
used to close them up.
Test: project sequence unit tests (placeholders, alphabetical order,
projects saved without the flag), tests_sequence (Start Frame instead
of Hold / Skip), sequence_gaps_show_placeholders (media) and the
Interpret Footage fields in ui_drag_drop.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Settings > Appearance > UI Scale (appearance.uiScale, 75-200 %, default 100)
scales the whole interface on top of the display's own scaling, live as it is
chosen; Cancel puts it back, OK saves it and a saved scale applies from the
first frame. The Settings dialog's choice rows show a number setting with
choices as its text. Automation id: settings.appearance.uiScale.
egui's own Ctrl+= / Ctrl+- / Ctrl+0 zoom is off now: Ctrl+0 (Window > Project)
also reset the zoom behind the app's back, and the scale is a setting.
Test: engine tests_settings ui_scale_is_a_percentage_from_75_to_200; ui_panels
ui_scale_setting_sizes_the_interface.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Image sequences were found only by the desktop media prober: one picked
numbered still brought its whole run, with no way to import just that
frame, picking every frame made one sequence item per frame, the browser
couldn't make sequences at all, and a gap in the numbering closed up
silently.
The engine now groups numbered stills itself (engine/src/sequence.rs):
one picked file brings its run from its folder, several picked files of
one run import as that range, a picked or dropped folder imports its
files with each run as a sequence, and Force Alphabetical Order takes
every image of that type in the folder by name. `file.import` takes
`sequence` (default on), `alphabetical` and `frameRate`; Replace Footage,
Reload, proxies and render outputs probe the same way. The media layer
probes one file; the browser lists its file table for the run and
registers every frame with its media pool.
File > Import > File... asks, like After Effects' "PNG Sequence"
checkbox, whether picked numbered stills import as a sequence, with
Force Alphabetical Order and the frame rate. Sequences are named
`shot_[0001-0250].png`.
Interpret Footage gains Missing Frames (Show Placeholder, colour bars as
in After Effects, the new default; Hold Previous Frame; Skip) and Start
Frame (the frame number at the footage's first frame: trims or pads the
head). Saved projects keep Skip, so their sequences play as before.
Form notes keep a readable width and the form fits its rows, so OK stays
in view. docs/footage.md explains importing footage and sequences.
Test: tests_sequence (engine: run, picked range, every frame, Sequence
off, folder, alphabetical, Interpret Footage Missing Frames / Start
Frame, Replace Footage and Reload), project sequence unit tests,
sequence_gaps_show_placeholders_hold_or_close_up (media),
import_dialog_offers_the_image_sequence_option and
dropped_frames_import_as_one_sequence_with_sequence_interpretation (UI).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
EXtractoR's Red, Green, Blue and Alpha are text parameters naming
channels, and Effect Controls drew nothing for text parameters: there
was no way to choose a layer or channel. And a multi-layer OpenEXR file
whose colour is only in named layers (`diffuse.R`, Blender's
`ViewLayer.Combined.R`) didn't import at all: the image decoder wants an
unnamed RGB layer ("does not contain non-deep rgb channels").
- Effect Controls: EXtractoR gets a Layer popup listing the footage's
OpenEXR layers. Picking one sets red, green, blue and alpha to its
channels in one undo step, as After Effects' EXtractoR dialog does (a
one-channel layer such as depth goes in all three colours). Red /
Green / Blue / Alpha are popups of the layer's own R, G, B, A, every
channel of the file, and (none). The lists are read only while open,
so playing an EXR sequence doesn't parse files on the UI thread.
- `layer.channels {layer}` lists a layer's EXR layers and channels and
what each layer shows in red, green, blue and alpha, for agents.
- Media: an EXR without an unnamed RGB layer imports and shows its
colour layer (one named combined, beauty or rgba first); its channels
stay available to EXtractoR and the 3D Channel effects.
- Raster: AuxChannels::layers / layer_rgba and split_channel.
Test: extractor_shows_the_chosen_layer_and_channels_of_a_layered_exr
(host: a layered EXR written with the exr crate imports, layer.channels,
EXtractoR renders spec and depth; it failed to import before),
extractor_offers_the_exr_layers_and_channels (UI: Layer popup, one undo
step, channel popup), layered_exr_without_an_unnamed_rgb_layer_imports
(media).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Position motion path drew a key's spatial handles only where its
tangent wasn't zero, and auto-Bezier keys have none at the path's ends,
so a two-key path (the usual start) had no handles to pull it into a
curve. Auto-Bezier keys now show a handle on such a side too, pointing
where the path leaves the key, a third of the way to the next key;
dragging it makes the key Bezier with that tangent. Linear keys still
show none.
Keyframe Interpolation > Spatial Bezier copied those zero tangents, so
the keys stayed straight with no handles (and read back as Linear); it
now gives them the same handles. The path keeps its shape and timing.
The handles come from the new keyframe::spatial_handles.
Tests: spatial_bezier_gives_a_straight_path_handles (engine),
a_straight_motion_path_has_handles_to_curve_it (ui_viewer).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The arrow keys did nothing to a selected layer, so it couldn't be lined
up precisely. As in After Effects, over the Composition panel or the
Timeline an arrow key moves the selected layers 1 pixel at the viewer's
magnification (half a comp pixel at 200 %, so sub-pixel steps come from
zooming in) and Shift+arrow 10, one undo step per press; holding the
key repeats. Not while typing or with mask points selected.
The move is the new engine command layer.nudge {x, y (comp pixels),
layers?}: through each layer's parents into Position (or X/Y Position),
a key at the current time when Position is animated, locked layers left
alone. It shares the Align panel's move.
Tests: nudge_moves_layers_by_comp_pixels (engine),
arrow_keys_nudge_the_selected_layer_at_the_viewer_magnification
(ui_viewer).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A footage or precomp layer dragged out past its source's end holds its
last frame, but its bar looked the same all the way, so the source's
end couldn't be seen. That part of the bar (and any part before the
source's start) is now darkened and striped in the label colour, with
an automation id (timeline.layer.<id>.bar.afterSource / beforeSource);
with time remapping on, the remap decides what shows there, so it isn't.
Enable Time Remapping on such a layer put its end key at the extended
out point; it now ends at the source's end, where the last frame starts
to hold (After Effects). Trimmed and reversed layers keep their keys.
Tests: time_remap_on_an_extended_layer_ends_at_the_source_end (engine),
the_bar_past_the_source_end_is_striped (ui_timeline_switches).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Selecting Time Remap in the Timeline (its name, which selects all its
keys) and pressing Delete removed the keys, and a second Delete then
deleted the whole layer. As in After Effects, Edit > Clear with Time
Remap selected now turns time remapping off (Layer > Time > Enable Time
Remapping off), in one undo step, and the layer stays; one selected
Time Remap key on its own is still deleted as a key.
Test: deleting_time_remap_turns_time_remapping_off (engine).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Dragging an expression's pick whip always replaced the whole
expression, also while it was being edited (and the editor then wrote
its old text back over the reference). As in After Effects, a pick
whip pressed while the expression is being edited now puts the
reference at the cursor, replacing the selected text, and the editing
goes on with the cursor after the reference. Without an edit in
progress it replaces the expression as before.
`prop.pickWhip` takes the text being edited (`expression`) and the
selection in it (`range`, in characters) to insert there.
Tests: the_expression_pick_whip_inserts_at_the_cursor_while_editing
(ui_inline_edit), pick_whip_inserts_into_the_expression_being_edited
(engine).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With a Puppet tool, a click off the pins picked the topmost layer under
the pointer by its own bounds, and selected it. So a click where the
deformation had stretched the mesh past the layer's bounds went to the
layer behind (selecting it and giving it a Puppet effect), and any
click on another layer switched to it.
While selected layers have a Puppet effect, a click (or a press that
might start a pin marquee) now works only on them, as in After
Effects: on the layer whose mesh, as deformed now, is under the
pointer (the pin lands on the deformed shape), else the one whose own
art is (a new mesh); elsewhere nothing happens and the selection
stays. Without a rigged layer selected, the tools pick and rig the
layer under the pointer as before.
`puppet::contains` tests a point against a deformed mesh; `puppet.addPin`
uses it too (its own test only held for one triangle winding).
Test: puppet_pins_go_on_the_deformed_mesh_and_the_tool_stays_on_the_rigged_layer
(ui_viewer).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
As in After Effects, pressing a property's stopwatch toggles it, and
dragging on over the stopwatches above or below gives every property
the pointer passes the state the first one got (animated or not),
whatever its own, in one undo step. Alt+click still adds an
expression.
The gesture is the layer switches' press-and-drag from #238, moved
into `switch_gesture` and shared by both. `prop.toggleAnimation` takes
`merge` so the drag folds into one undo step.
Tests: dragging_over_stopwatches_sets_them_all (ui_timeline_switches),
stopwatch_toggles_with_a_merge_key_are_one_undo_step (engine).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Renders on macOS came out as `Comp 1.mov.ecproj`, and an image
sequence's every frame as `Comp 1_00001.png.ecproj`; another output
was `Comp 2.mov.mov`.
Cause: the save dialogs for anything but a project went through the
project dialog hook, which filters to `.ecproj`; macOS's save panel
appends the allowed extension to any other name. 0.4.0's Render Queue
Choose File… used it (#192 moved Output To to its own dialog since),
and Save Frame As, Save Current Preview, Export Lottie, Save a Copy As
XML, Collect Files, Watch Folder and the Premiere export form's Browse
still did. Nothing then fixed the name: Output To kept `.ecproj` (no
format claims it), and changing the format replaced only the last
extension (`Comp 2.mov.ecproj` → `Comp 2.mov.mov`). `[compName]` of a
comp named `Comp 2.mov` also doubled it.
Fix: `Hooks::save_dialog` asks the dialog for the default name's own
extension (`pick_save_file`), the project dialog only for projects or
on hosts without another (the web); the desktop dialog has no filter
for a name without an extension (folders). `OutputFormat::with_extension`
makes an output path end in the format's extension exactly once
(project extensions and repeats of the format's dropped, a missing one
added; `logo.png.mov` kept), used by Output To, format changes and
`resolve_output`, so existing projects and templates render to the
right name too. Output To picks the file type from the extension
before a stray `.ecproj`.
Test: output_names_end_in_the_format_extension_once (project),
output_to_ends_in_the_format_extension_once (engine) and
save_dialogs_offer_the_file_extension (ui); the engine and ui tests
fail with the fix reverted.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Keep serving during long renders, recover failed workers, and remove only files opened by the interrupted export. Cover progress, cancellation, EOF and output ownership with regression tests.
Co-Authored-By: OpenAI Codex <noreply@openai.com>
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>