Review of the first commit found three places that still asserted the old cleanup: the UI integration
test (which would have failed CI), docs/agents.md, and the comments on TextEdit::created, layer.newText
and the engine test itself.
Co-Authored-By: DeepSeek V4.1 Flash <noreply@deepseek.com>
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.
An explicit demo startup no longer saves the session, so the demo cannot replace the last visit's project. The config request is aborted after 5 s, stops reading once the body passes the size limit, and is skipped for ?empty and ?demo. The packaged hosting notes link to the published docs.
A startup key (last, empty or demo) chooses the project the page opens on load. empty restores the last visit's project and otherwise starts blank, never with the demo; demo always opens the demo project; last, or no key, is the current behaviour. ?empty and ?demo still win. The config file is fetched once per page load and the service worker never caches it.
CC Composite stays After Effects-pure: its Layer parameter is gone, so
parameter indices match AE again (scripts and expressions that address
parameters by index). The model reference lives in its own effect,
ec.3d.instance3d (3D Channel, CPU, one layer parameter), which replaces
the layer's pixels with the referenced layer's render — alpha included.
A referenced model's solo render is now hashed into the owner's cache key
instead of declining the entry (Bflat, review of #2410): the layer, its
animated values and transform, the mesh item, the comp camera and lights,
draft 3D, the renderer setting and the in/out gate. Covered by a render
test: the copy is cached, served on the second render, and re-rendered
when the camera pans or the model leaves its in/out range.
The tests now sit with the crate's other test modules under crates/script/src/tests/ and are declared in tests.rs. docs/scripting-parity.md points at the new path.
Polish menus (every fixed menu entry, 630 rows) and panels (every row of
the Chinese panel catalogs, 695), the undo/redo, Reveal and Assign Shortcut
labels, the macOS Services item, Settings ▸ General ▸ Language and
Match System for pl-* locales. Tests cover the locale mapping, the
settings registry and the macOS application menu.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DukHNvUY45rjRnvtz91x33
The CJK render test skipped wherever no Japanese face was installed, which
is every CI runner, and on a Mac it drew glyphs with or without the fix, so
it caught nothing. Replace it with a fallback-order test: fixture faces for
`Hiragino Sans` and `Hiragino Sans GB` show that a zh-hans Han lookup tries
the Chinese family first, that ja tries the Japanese one, and that a layout
gets Hiragino Sans GB. Synthetic fonts in an isolated child process keep it
independent of the host's fonts; with the Simplified list reverted it fails
on `[7]` against `[8, 7]`.
Delete `TEST_CJK_LOCALE`: the locale-mutating tests moved to an isolated
child process, so nothing used the lock and the test-only static failed
clippy's `-D warnings` gate.
Trim the documentation edits to the single docs/gaps.md gap-11 row: revert
the header and changelog edits in ROADMAP.md, docs/roadmap.md,
docs/localization-parity.md and docs/target-app-parity.md, and the gaps.md
header and changelog row, which conflict with other PRs.
Tests: cargo clippy -p effectcraft-text -p effectcraft-render --all-targets
-- -D warnings, cargo clippy --workspace --all-targets -- -D warnings,
cargo test -p effectcraft-text (79 lib), cargo test -p effectcraft-render
(264 passed, 1 ignored perf test), cargo fmt --all -- --check.
Resolve the Interpret Footage form against main's split into
interpret_footage_form and project_settings_form, keeping the Cineon
Settings fields and the pointUnits readback. Restore the Arc, rayon
prelude and cineon_frame imports that main's explicit use lists dropped.
The dev profile keeps line tables only, which keeps builds fast and test binaries small; panics and backtraces still name file and line. Debugger sessions still need local variables and column breakpoints, so add 'dev-full': the same settings plus full debug info. The fast profile remains the default.
Resolve the conflict in crates/gpu/src/fx_stylize.rs: main moved ops::warp to
the ops::WarpOptions parameter struct; the branch's per-sample transform loop
(motion-blur samples, now passing the sample by reference) uses the new
signature with the branch's reference argument kept.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
render: upstream moved the tests_*.rs modules into crates/render/src/tests/; the branch's
tests_mask_feather.rs now lives at tests/mask_feather.rs and is registered in tests.rs.
path: rect() keeps the branch's explicit-outline version with an added NaN guard on the
roundness clamp bound (main's fix for the same panic).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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.
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.
PR #2491 moved the modules; the instance3d changes follow the new layout:
- tests_instance3d.rs lives in src/tests/instance3d.rs now (declared in src/tests.rs)
- solo_3d moved from render/src/lib.rs to render/src/pipeline.rs, pub(crate),
and its FxHost::layer caller moved to render/src/fx_host.rs
- cmd/create.rs, effects/channel2.rs, gpu/fx_pixel2.rs and render/cache/dependencies.rs
followed their moves automatically (rename detection)
Upstream moved crates/ui-egui/src/menus.rs into menus/*.rs; the dynamic-menu change that
draws script folders as submenus now lives in menus/bar.rs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
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.
Conflict in crates/text/src/layout.rs (paragraph direction at the top of
paragraph()), against the closure-to-method-path cleanup (4e9fa51f): kept this
branch's direction resolved once from BidiInfo.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
After Effects lists Targa among its still-image output formats; EffectCraft
imported Targa (#745) but could not render to it.
- OutputFormat::TargaSequence ("Targa Sequence", `.tga`, numbered like the
other sequences; `tga` / `targa` as a format name or output extension).
- Written by the `image` crate's Targa encoder (its `tga` feature, already
enabled in effectcraft-media; no new crates, Cargo.lock unchanged), with
run-length compression off: an 18-byte header, top-left origin, 24-bit BGR
for RGB, 32-bit BGRA with 8 alpha bits in the image descriptor for
RGB + Alpha (straight or premultiplied), 8-bit grey for Alpha.
- The render queue's size estimate counts the uncompressed bytes.
- CLI usage, the renderQueue command specs, README, architecture.md and
file-format-parity.md name the new format.
Tests: each Targa frame holds exactly the pixels of the PNG sequence of the
same job, with the expected header, numbering and size; the frames read back
through the Targa importer as the same picture (straight, and premultiplied
when interpreted so); the image-sequence round trip, the format parser and
the renderQueue commands cover it too.
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.
craft-libs crates move to one rev, 37c907d2 (contains main's craft-update and craft-docpath pins).
Docs: native floating windows are Windows, macOS and X11 only; the UI estimate drops the
multi-monitor panel work that is done.