Commit Graph
88 Commits
Author SHA1 Message Date
bflatastic 5c2e7ad343 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 07:11:39 +07:00
bflatastic 0039081952 Merge main into #2567; keep both test modules, and convert four layer stacks main's new render tests assign as Vec<Layer> with .into() 2026-10-30 06:01:06 +07:00
bflatastic 335abf42c4 Merge main into #2474; tests/it/main.rs keeps both ui_env_light_gpu and main's ui_expression_values 2026-10-30 05:53:20 +07:00
BFlat cdc5fddaff Merge pull request #2610 from storytold/fix/text-line-join
Text: stroke Line Join — Miter, Round or Bevel (#2077)
2026-10-30 05:41:27 +07:00
BFlat e2128a6743 Merge pull request #2118 from ChristopherLinnett/fix/issue-2092-camera-focus-crash
fix: bound Classic 3D depth-of-field blur and reject non-finite focus distances (#2092)
2026-10-30 05:09:17 +07:00
bflatastic 57b76bcc88 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 05:08:13 +07:00
bflatasticandClaude Opus 5.5 dc09ba58ae Text: stroke Line Join — Miter, Round or Bevel (#2077)
Text strokes were always drawn with round joins. The document gets a
Line Join (`lineJoin: miter|round|bevel` in layer.setText / newText),
Miter for new text as in After Effects, Round for documents saved before
it so their look is kept. The 2D and Advanced 3D (extruded) text strokes
use it, expressions' style copies carry it, and the Character panel has
Miter / Round / Bevel buttons under the stroke width.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 04:25:27 +07:00
BFlat bee53b40da Merge pull request #1661 from marcoarnulfo/fix/path-end-flip
Auto-orient: keep the last heading when an expression-driven Position stops
2026-10-30 01:15:47 +07:00
BFlat fbb7dc325a Merge pull request #2466 from dotCooCoo/integration/bugfix-effectcraft-bugfix
Fixes: macOS quit crash, soft shadow jitter, Interpret Footage params, preset upgrade, composition proxies, font menu names
2026-10-30 00:13:49 +07:00
BFlat b62093ae7f Merge pull request #2463 from HEOJUNFO/fix/classic3d-shadow-diffusion
Classic 3D Shadow Diffusion blurs instead of stamping copies (#2444)
2026-10-30 00:13:09 +07:00
Camille Moine df0a88b795 Fix collapsed precomp Essential Property overrides (#1747)
Carry property, Font and Media Replacement overrides into the collapsed nested EvalCtx so nested layers render beyond the precomp frame instead of falling back to a clipped, flattened image. Key the layer cache on instance overrides to keep distinct collapsed instances isolated.
2026-10-29 15:21:16 +01:00
Christopher Linnett b7242a8670 fix: progressive blur holds two levels at a time, not every level (#2092 review follow-up) 2026-10-29 19:22:28 +08:00
Christopher Linnett 280a400be4 Merge origin/main into fix/issue-2092-camera-focus-crash
Conflicts were main's new code next to this branch's additions; both kept:
- crates/effects/src/lib.rs: main's Buf::pad_sides stays as main wrote it
  (Transform's transform_grow bounds that padding itself); Buf::pad keeps
  this branch's effective-pad clamp.
- crates/raster/src/lib.rs: main's quantize_px/round_half_up and this
  branch's MAX_PADDED_SIDE (still equal to limits::MAX_SIZE on main).
2026-10-29 18:44:49 +08:00
Minher0 6969bd4da8 Review fixes: pass &env to add_environment, extract env_shadow_map, drop the repro test (#2436)
- add_environment takes the evaluated light (&EnvLight) instead of nine
  loose parameters — strict clippy (#2496) denies too_many_arguments.
- The Environment light's shadow map moves into env_shadow_map so
  shadow_maps stays under the cognitive-complexity limit.
- tests/it/ui_env_light_repro.rs deleted: it duplicated ui_env_light_gpu
  and the engine tests, and polled with sleeps of up to 12 s.

Signed-off-by: Minher0 <minhero@outlook.fr>
2026-10-29 10:11:06 +00:00
Z User f47b57d3f8 Merge remote-tracking branch 'origin/main' into fix/environment-light-no-effect-cast-shadows 2026-10-29 08:54:59 +00:00
Eduardo EspinosaandClaude Opus 5.5 e1d66a3c5c perf: share unchanged layers between undo states
Every undoable edit keeps the previous project for undo, so the comp it touches
is shared and Arc::make_mut deep-copies it: every layer and every keyframe. An
edit therefore costs time in proportion to the comp's size, and a script that
sets many keyframes in a big comp goes quadratic (a 1,600-layer build with
~100k sampled keys took ~45 minutes).

Comp::layers is now a Layers collection backed by Vec<Arc<Layer>>: copying the
stack copies pointers, and only the layer an edit changes is copied. The API
mirrors Vec<Layer>; serialized form is unchanged (a list of layers).
Comp::layer_mut and the iter_mut().filter/find call sites use find_mut /
iter_mut_where so they copy only the layers they actually change.

- prop.addKey in a 400-layer comp: 1.36 ms -> 0.16 ms per key (flat in comp size)
- the 1,600-layer script build: ~45 min -> 47 s, frames pixel-identical
- regression tests: an edit leaves the other layers shared with undo; layers
  round-trip as a plain list

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VkpGcKfWyCudfSsQNiWAaG
2026-10-28 22:20:23 -04:00
dotCooCoo 0702cd23ee Merge main 2026-10-28 15:31:46 -07:00
Dylan M. Taylor 5d71dce7fc Refactor render for strict Clippy checks 2026-10-28 06:09:21 +00:00
Christopher Linnett 60da124f11 Merge remote-tracking branch 'origin/main' into fix/issue-2092-camera-focus-crash 2026-10-28 00:13:40 +08:00
dotCooCoo 97ef73d592 Preserve bug fixes after main module moves and bound workspace migration 2026-10-27 07:45:09 -07:00
Z User a8cba23edc Review fixes: the environment shadow follows the tinted radiance (#2436)
dominant_direction weighted texels by their raw channel sum before the
light's colour tinted the radiance, so equally bright red and blue regions
on opposite sides cancelled to no sun and no key — while a red Environment
light's tint removed the blue contribution and left the scene lit
directionally red, with no shadow for its Cast Shadows to show. The tint
now weights the direction sum (a white light weights [1; 3], a coloured
one its normalised colour), so the sun and key are derived from the
radiance the light actually emits; add_environment computes the tint once,
before the direction pass, and reuses it for the texel tinting. An
achromatic image is unaffected (its weights scale uniformly), so the
default studio and white-lit scenes keep their shadows exactly.

Tests: opposed red and blue texels cancel to a white light but a red tint
points the sun straight at the red one (a blue tint, at the blue one); end
to end, a red Environment light over an image with equally bright red and
blue regions on exactly antipodal positions casts the shadow a white light
over the same image does not — and the shadow falls opposite the red
region, the side the tinted radiance comes from.
2026-10-27 14:11:55 +00:00
Z User eb34d10d21 Review fixes: a failed environment source lights nothing (#2436)
Two review points on the merge:

- env_pixels returned None both for an unconfigured light (no Source, no
  Environment Layer) and for a failed source (a deleted layer, missing
  footage, a failed decode), so a selected source that failed silently
  swapped in the default studio environment — relighting and reshadowing
  the scene behind the user's back. It now tells the three apart
  (EnvPixels::Absent/Image/Failed): only the unconfigured light uses the
  default; a failed source contributes nothing, exactly like a layer whose
  source fails renders nothing. The repair the user can act on stays where
  it already lives — missing footage is flagged on the item, with the
  relink commands to fix it.

- The docs claimed only a uniform image casts no shadow. A non-uniform one
  can be directionless too: opposing bright regions cancel, and anything
  under 1% directional is rejected. agents.md, architecture.md and the
  sun/dominant_direction doc comments now say an image without a
  sufficiently strong dominant direction.

Tests: an unreadable Environment Layer (auto-picked), an unreadable
selected Source and a deleted one all light nothing — pixel-equal to the
unlit render, no studio default, no default-environment shadow — while an
unconfigured light still lights; two equal bright spots at opposite
azimuths cancel to no sun and no key, and tilting the balance re-emerges
pointing at the brighter spot.
2026-10-27 12:33:46 +00:00
Z User 978ca419b9 Merge remote-tracking branch 'origin/main' into fix/environment-light-no-effect-cast-shadows 2026-10-27 08:54:33 +00:00
heojunfo 7a665a67b3 Merge remote-tracking branch 'upstream/main' into fix/classic3d-shadow-diffusion 2026-10-27 14:06:18 +09:00
Minher0 743119d6e5 Give the Environment light After Effects' look (#2436)
The default studio environment's level-preserving mean of 1 acted like a
100% white Ambient light: with only the Environment light on, a white floor
rendered at full white (95% of the frame saturated) while its shadow core
went to pitch black — a fog over the scene, nothing like After Effects'
default. Three changes bring the look in line, CPU and GPU alike:

- The default environment is a dim studio now: a solid-angle-weighted mean
  of 0.3 (and a stronger key gradient), so a white floor reads a mid gray
  and the light's colour x intensity still scales the level.
- The shadow occludes only the image's directional (key) fraction of the
  light — |sum of dir x radiance| / sum of radiance, computed beside the
  dominant direction and carried in the scene — so the fill keeps shining
  inside the shadow: an area-light shadow, partial like After Effects'
  (a lone bright spot on black still shadows almost fully; a uniform image
  not at all).
- The environment shadow map's penumbra has a floor — eight output pixels,
  or four map texels where those are coarser — because the map covers the
  whole scene bounding sphere rather than the view, and its texels would
  otherwise stair-step the edge (all the more in a draft render's flat 512
  budget). Shadow Diffusion widens it further, as before.

Tests: the key fraction tracks directionality; the default keeps its dim
level, its direction and its key; the default and a bright key both shadow
the floor (the default partial, the key deep) with Cast Shadows off lit
everywhere; and the full look — a mid-gray lit floor (no fog), a partial
core, and a soft edge ramp in quality and draft renders alike.
2026-10-26 23:36:19 +00:00
aiongg 226f76a5bf refactor(render): move src/three_d/mod.rs to src/three_d.rs 2026-10-26 21:49:10 +00:00
aiongg 0497fa6250 refactor(render): move src/three_d/adv/mod.rs to src/three_d/adv.rs 2026-10-26 21:49:10 +00:00
Minher0 aff46dabb6 Cast shadows from the Environment light's default environment (#2436)
After Effects' default environment map casts shadows out of the box: an
Environment light with Cast Shadows on shadows the scene with no Source
set. The flat default cancelled its dominant direction to zero, so the
option did nothing until a Source image arrived. Give the default a soft
studio gradient (bright above and toward the initial camera, dark below
and behind), level-normalised so the light's colour x intensity still
sets the overall brightness; its dominant region drives the existing
shadow pipeline, CPU and GPU alike.
2026-10-26 20:26:03 +00:00
Minher0 0539098887 Environment lights: review fixes — edit keeps Classic 3D, NaN sun guarded (#2436)
Three small fixes from the review of the shadow commit:

- light_settings switched a Classic 3D comp to Advanced 3D whenever the
  edited light was an Environment light (the resulting kind), so editing
  the intensity of one in a comp the user had switched back to Classic 3D
  dragged the renderer back. The switch now happens only on the
  non-Environment to Environment transition (the sources before and
  after), matching the docs; ordinary edits leave the renderer to the
  user.
- dominant_direction's thresholds let NaN through (every NaN comparison
  is false): a NaN or infinite texel produced a NaN sun direction and
  NaN shading with it. A non-finite weight or length now returns no
  direction — garbage casts no shadow.
- add_environment walked the full-resolution image for the dominant
  direction even when the light casts no shadows, where nothing reads
  it. Only a shadow-casting light pays for the pass now.

Tests: editing an existing Environment light in a Classic 3D comp keeps
the renderer and stays toast-silent; a NaN and an infinite environment
image yield no sun direction.
2026-10-26 13:40:53 +00:00
Minher0 863f0e49c1 Render the Environment light's shadow from its image (#2436)
The Casts Shadows option Environment lights got is only half a fix if
nothing shades for it: an image lights the scene from every direction,
and what occludes that light is the image itself — its dominant bright
region, the sun in a sky map.

- dominant_direction finds it: the radiance-weighted mean texel
  direction (solid-angle weighted, rotation applied). A uniform image
  cancels to zero — a flat default environment shines from everywhere
  at once and casts no shadow, which a uniform environment test pins.
- The shadow is one orthographic map over the scene from that
  direction, after the lights' maps, like a parallel light's: PCF
  widened by Shadow Diffusion, darkened by Shadow Darkness, cleared
  when nothing casts, the image is directionless, or the texel budget
  drops it.
- It darkens the environment's own diffuse and specular light on
  Accepts Shadows surfaces and counts in Cast Shadows Only. CPU and
  GPU (WGSL) do the same; Globals carries the environment's sun
  direction and shadow settings (40 → 44 floats, preflight updated).

A bright-disc environment turned to shine from behind the camera now
shadows a sphere onto the floor behind it, Cast Shadows off lights it
evenly again, and the GPU scene's sky gradient takes a shadow-casting
Environment light. Also: the renderer-switch toasts read "...renderer,
which draws 3D models", the dialog's Casts Shadows checkbox gets an
auto id (dialog.light.casts) the tests click, and the docs' Environment
notes cover the shadow.
2026-10-26 13:05:16 +00:00
Minher0 1599790ac9 Light Environment lights: default environment, Casts Shadows, Advanced 3D switch (#2436)
An Environment light had no visible effect, and its Light Settings dialog had
no Casts Shadows option — both halves of #2436.

No effect had two causes:

- Classic 3D (the default for new comps) skips Environment lights entirely,
  so creating one did nothing. Adding one (or changing a light's type to it)
  now switches the comp to Advanced 3D in the same undo step, with a toast,
  exactly as model and primitive layers already do; switching back to
  Classic 3D with an Environment light in the comp explains itself too.
- In Advanced 3D, a light with no Source and no Environment Layer produced no
  environment at all. It now falls back to a flat default environment of the
  light's colour × intensity, as After Effects does, so the light always
  lights the scene per its parameters.

Cast Shadows was missing because the dialog and the light's property groups
shared one gate (Falloff and Shadows together) that excluded Environment.
The two are now split: every light but Ambient gets Casts Shadows, Shadow
Darkness and Shadow Diffusion (stored, edited and carried over on type
changes), while Falloff stays on Parallel/Spot/Point only — an environment
light shines from every direction at once and has no use for a falloff.

Tests: the renderer lights a card from a sourceless Environment light (colour
and intensity drive it, zero intensity lights nothing), the engine switches
Classic comps to Advanced 3D on creation and type change (one undo step,
toast, and the Classic 3D switch-back toast), Environment lights take and
carry shadow options but no Falloff, and the dialog ticks Casts Shadows on
a new Environment light.
2026-10-26 09:43:47 +00:00
skylar taylor-barrick 69b9ce2bd1 M0.37: reconcile shared docking and qualify migration follow-up 2026-10-26 06:47:07 +01:00
heojunfoandClaude Opus 5.5 f589809b59 Classic 3D Shadow Diffusion blurs instead of stamping copies (#2444)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-26 12:27:44 +09:00
dotCooCoo d6d7104382 Merge #2283: Advanced 3D: shadow jitter blends across its lattice cell, so GPU penumbrae match the CPU 2026-10-25 20:17:12 -07:00
Dylan M. Taylor e821feeec4 Merge pull request #2274 from storytold/sonar/rust-s4325-s1612
sonar: method paths instead of closures (rust:S1612)
2026-10-25 16:36:06 -04:00
aiongg 991904888a Merge pull request #1643 from arnav-hiwarkar/fix/1641-keep-cache-outside-edit
Preview: an edit keeps the cached frames outside the layers it changes (#1641)
2026-10-24 16:27:16 -04:00
dotCooCoo decc8b72f9 Advanced 3D: shadow jitter blends across its lattice cell, so GPU penumbrae match the CPU
The PCF tap jitter was keyed on the receiver's 1/8-texel cell in the
shadow map. The GPU computes the receiver's map position with last-bit
differences from the CPU, so a receiver next to a cell line could take
another cell's jitter on one backend, and every tap moved. In a wide
penumbra that changed the coverage by several 8-bit levels:
gpu_matches_cpu_wide_penumbrae failed on Windows with 15 of 4159
shadowed pixels on an NVIDIA RTX 5080 and 22 on an AMD Radeon iGPU,
against a budget of 8.

tap_jitter now blends the hashes at the four corners of the cell by
the receiver's position in it, in shade.rs and in advanced3d.wgsl. At
the lattice points the jitter is the per-cell hash it was before. A
CPU test checks that the coverage does not jump at a lattice line.
2026-10-24 04:25:03 -07:00
Dylan M. TaylorandClaude Sonnet 5.5 4e9fa51f12 sonar: method paths instead of closures (rust:S1612)
Poison recovery, OsStr::to_str and char predicates only; S4325 casts are
f64 to f32 and stay.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-24 08:17:16 +00:00
Christopher Linnett 32ae41c4eb #2094 (adv): crisp cast shadows so diffusion only softens
Shadow maps use the full scene-derived size (point-light faces capped
at 2048) under a 26M-texel scene budget halved largest-first; the PCF
filter measures its reach in output pixels with a two-texel minimum,
samples texel centres on a jittered adaptive 5..10 grid, and compares
each texel against the receiver plane's own depth so wide kernels never
self-shadow lit casters. The WGSL mirror is parenthesised (Tint rejects
the old form) and guarded by a shader-wide grammar test; the CPU
reference and shader remain step-for-step parity-tested.
2026-10-23 16:21:21 +08:00
Christopher Linnett d2fae0a144 fix: bound Classic 3D depth-of-field blur and reject non-finite focus distances (#2092)
The camera's Set Focus Distance to Layer command compared only 'd <= 0.0', which NaN passes, and two finite but extreme positions can overflow their difference to infinity; a stored non-finite focus distance serializes as null and leaves the project unsavable. Reject it, fall back to the zoom plane in the camera evaluation, and count a non-finite focus or depth as in focus. The Classic 3D blur radius itself was unbounded: a 0%-scaled or very distant layer scales it by up to 1e9, and the padded blur buffer sized from it aborts the process. Cap each plane's radius to a padded buffer that fits the renderer's 16 Mpx layer budget, don't blur planes whose pixels cover under a thousandth of a comp pixel, saturate the padded sizes, and refuse padded buffers past the project's maximum layer size. Regression tests for each guard.
2026-10-22 21:57:41 +08:00
Brandon Thomas a01f681551 Merge pull request #1704 2026-10-18 09:35:35 -04:00
Brandon Thomas c44c51212c Merge pull request #1413 2026-10-18 09:35:33 -04:00
heojunfoandClaude Opus 5.5 ee5c9ac2dd Advanced 3D: Accepts Shadows Only draws just the shadow (#1691)
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>
2026-10-17 13:31:08 +09:00
arnav-hiwarkarandClaude Opus 5.5 6c3a08e780 Preview: an edit keeps frames only outside Solo changes and the shutter (#1641 review)
Turning Solo on or off hides or shows every other layer at every frame, so it
now recaches the whole comp. The kept span is widened by the comp's shutter
(phase and angle), since a frame's motion blur samples cameras, lights and
transforms up to three frames away. Comp::any_solo is shared with the
renderer so both read Solo the same way.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 02:50:48 +05:30
Marco Arnulfo 0502d2f82d Auto-orient: keep the last heading when an expression-driven Position stops (fixes #1650) 2026-10-16 16:06:15 +02:00
ThemolxandClaude Opus 5.5 f62af4ca73 Guide layers: hidden in nested comps, and in the Timeline context menu, as in After Effects
Guide layers render only in their own comp's viewer: a nested renderer (precomp, collapsed
precomp in 2D, Classic 3D and Advanced 3D, comps read by effects, aux passes, the GPU walk's
resident precomps) now runs with guides off (Renderer::nested_opts), so a precomp's guide
layers no longer show in the parent comp's viewer or in a "Current Settings" render.

The Timeline layer and Composition viewer right-click menus (shared layer_menu) gain a
Guide Layer item (a plain toggle, no check mark) acting on the selection, and guide layers show a guide mark
before their name in the Timeline.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 20:44:40 +02:00
ThemolxandClaude Opus 5.5 03b7a958e5 Solo: exclude other layers even when the soloed layer is outside its time range
In After Effects solo is not time-dependent: while any AV layer is soloed,
non-soloed layers are excluded at every time. The renderer, nested/collapsed
3D paths, engine viewer helpers and viewer hit tests only counted solo layers
active at the current time, so outside the soloed layer's in-out range the
whole comp reappeared. Drop the time condition (audio already ignored it).

Update the #66 viewer regression test to the AE behaviour and add a render
test for it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 20:30:26 +02:00
vangel76andClaude Sonnet 5.5 3840d227ff #1081: Orient Along Path keeps the last heading at and after the end of the path
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-12 20:44:44 +02:00
Brandon Thomas 2a7170de87 Merge pull request #899 from vangel76/fix-670-per-pane-views
#670: each pane of a 2- or 4-view layout chooses its own view
2026-10-12 04:20:48 -04:00
vangel76andClaude Sonnet 5.5 fa7ffb6d09 #670: each pane of a 2- or 4-view layout chooses its own view
Problem: the extra panes of View > Switch View Layout were fixed to Top, Front and Right, and the 3D View menu only changed the main view.

Fix: every extra pane has a view selector (Active Camera, Default, Front, Left, Top, Back, Right, Bottom, Custom View 1-3). The choice is kept per comp in Views3D::panes (serde default, so older editor states load with Top/Front/Right) and set by the new command view.setPaneView {pane 0-3, view}. The Active Camera pane renders through the comp camera.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-11 19:46:47 +02:00