The Advanced 3D renderer folded Accepts Shadows (Off/On/Only) into a
bool, so a shadow catcher set to Only drew as an ordinary lit surface.
The material now carries shadows_only. Such a fragment draws black at
the strongest shadow a light casts on it, as Classic 3D does, and it
goes in the blended pass so what is behind it shows through. The CPU
shader and advanced3d.wgsl get the same branch.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Masks are applied before effects, but the noise was composited with the
Opacity alpha alone, so a masked solid filled the whole layer. The result
is now multiplied by the original alpha on the CPU and on both GPU paths
(kernels.wgsl for the default settings, fx_noise.wgsl for the rest).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The Output Module offers 32 Bit Float for AIFF and the queue reports F32, but
audio_file silently wrote 24-bit PCM because plain AIFF has no float. Write
an AIFF-C file instead: FORM type AIFC, an FVER chunk (AIFC Version 1), and a
COMM chunk naming the fl32 compression type, with big-endian IEEE float
samples in SSND. 16- and 24-bit stay plain AIFF.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
With one Position pin and no Bend pins, every rotation and scale about the
pin is free in the ARAP energy. The 1e-9 regulariser (about 1e-12 after the
edge-length scaling) is too weak to hold them, so the CG solve turned
round-off into a visible rotation of several pixels, depending on where the
pin landed. The exact solution is the rest mesh translated by the pin's
offset, so deform() returns it directly in that case.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>