Preserve legacy selection repair, modifier routing, viewer lifecycle and workspace persistence through the shared docking integration. Qualify the complete workspace gate by refreshing the 18 stale Audio Spectrum hashes for the existing linear renderer, with an independent synthetic-tone regression.
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 interface language was English unless Japanese was chosen in
Settings ▸ General ▸ Language. Language now has a Match System choice
(`general.language` = `system`), the new default: the operating
system's interface language where EffectCraft has a translation
(Japanese), else English, as After Effects installs in the system's
language. English and Japanese can still be chosen; a language chosen
before stays. The browser build stays in English with Match System,
since it has no Japanese font of its own.
The system language comes from sys-locale (MIT OR Apache-2.0, no
dependencies on the desktop platforms), on desktop builds only.
Tests: match_system_uses_the_system_language_where_there_is_a_catalog
(i18n), interface_language_is_validated_persisted_and_backward_compatible
(engine).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* About: contributors compiled in from contributors.json (grab bag + table, sortable, name toggle)
About EffectCraft now has tabs About · Contributors · Models, following the craftrules standard
(standards/contributors.md): contributors/contributors.json is generated by
craftrules/scripts/contributors.py and baked into the binary by crates/ui-egui/build.rs as static
tables. Each contributor line: @username, opt-in display/real name, PRs, commits, lines +/−/Δ,
binary assets +/−, first/last commit. Sortable by every column; alphabetical ignores case and
the leading @. Every control registers an automation id (about.tab.*, about.credits.*).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Contributors: self-submitted names in contributors/people.toml; AGENTS.md credit-yourself section
build.rs reads contributors/people.toml next to the generated contributors.json and shows a name only
for entries the generator verified as written by that person (craftrules standards/contributors.md).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Contributors: regenerate (verified people.toml entries)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
The desktop viewer builds the GPU compositor on egui-wgpu's device and,
with Mercury GPU Acceleration, renders frames into RGBA8 textures that are
registered with egui-wgpu and drawn directly (no readback); the RAM preview
cache holds them under a video-memory budget. Pixels are read back only on
demand (Info panel, eyedroppers, histograms). Project Settings gets the
Video Rendering and Effects renderer choice. ui_gpu test: GPU viewer frame
matches the CPU one (skips without an adapter).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- apps/effectcraft-web (L6): eframe web runner booting the shared EffectcraftApp with a browser
session: in-memory file table, <input type=file> pickers and drag-and-drop for open/import,
downloads for Save and Render Queue outputs (several files as one stored .zip), and the
window.effectcraft promise API over the control channel. Demo project on start.
- wasm32 runtime fixes: web-time for Instant/SystemTime (render, engine, export, ui-egui);
Frames renders queued jobs on the UI thread (Frames::pump) instead of a thread pool;
Render Queue runs inline; relative outputs resolve under / ; control PNGs inline.
- effectcraft-export: per-job output Sink (files to memory instead of disk); host FileExporter
carries it; test that sink exports touch no file.
- xtask web [--dev] [--serve PORT] (wasm-bindgen 0.2.129, optional wasm-opt, COOP/COEP server);
effectcraft-web in WEB_CRATES. docs/web.md, headless Chrome smoke test, favicon (+attribution).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Properties panel (panels/properties.rs): Layer Transform with keyframe navigator
or stopwatch, AE value formatting (integers, %, Nx+N° rotation), linked Scale,
Reset; Text (font/style/size/leading/tracking/stroke, fill/stroke toggles);
Paragraph (7 alignments); Text Animation > Add Animator; scrolling.
- Tabs name what they show: Composition <comp>, <comp> timeline, Effect
Controls <layer>, Properties: <layer>.
- Default workspace: full-height right column, Preview over Properties.
- engine: time.go nextKey/prevKey accept prop uid; layer.setText supports all
seven justify modes, applyFill/applyStroke and Auto leading (fixes the
Paragraph 'justify' button mapping to Justify All).
- examples/snapshot: render the real UI headless (egui_kittest + wgpu) with
scripted control-channel steps.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>