Since #2604 a picked numbered still imports as itself unless the import
asks for a sequence, as in After Effects. The compositing and tracking QA
scenarios import a PNG run, so they pass `sequence: true`; docs/agents.md
describes the new default.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An EXR's display window sizes a plane per channel, so 60000² over a 1×1 data window
was a multi-gigabyte allocation per channel; past 16384² (the vector footage limit)
the file is refused. An audio header's sample rate scales the samples read, so
0xFFFFFFFF Hz made one conform chunk about 47 GB; rates outside 1–768 kHz are an
error, and the audio reads as silence as for any unreadable source.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A project can name /dev/zero, a FIFO or a folder as footage; reading those whole
never ended (or ran out of memory). The media layer's whole-file reads (probe,
pool, model side files) and the engine's FsServices::read_file now open the file,
refuse a non-regular one, and reserve its length fallibly, so a sparse file that
claims more than memory is an error too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An SVG or PDF declaring up to 30000×30000 was drawn into one 14 GB image whose failed
allocation aborted the app. Decoding now refuses sizes past what Continuously Rasterize
draws (16384 a side, shared as MAX_VECTOR_SIDE) with an error naming the size.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Gesture::Vertices took the raw drag delta; it now goes through one_axis, as a
Shift-dragged layer's move does, before snapping.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
file.import without the flag (scripts, agents, files opened from the command line,
the CLI's templates) turned `lockin_line1.png` into a one-frame image sequence.
ImportOptions.sequence defaults to false in After Effects, so picked and dropped files
now import as stills unless `sequence: true`; folders' numbered runs still import as
sequences, and the Import dialog's Sequence checkbox is unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Timeline's comp tabs had a × on the shown comp only, so closing another
comp meant showing it first. A comp tab the Timeline does not show now shows
its × while the pointer is over it, and clicking it closes that comp without
showing it. Every comp tab keeps the ×'s room, so a tab keeps its width when
it is shown or hovered. Automation: `panel.tab.Timeline.<comp>.close` for
each comp's ×; `panel.tab.Timeline.close` stays for the shown comp's.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Composition and Layer viewers took every scroll as a zoom, so a trackpad
could not pan. A trackpad's two-finger scroll now pans; a pinch,
Ctrl/Cmd+scroll, a mouse wheel and Alt + a trackpad scroll zoom around the
pointer.
Where the platform names the device (egui's MouseWheelSource, macOS), that
decides. Elsewhere browsers and some high-resolution wheels report a mouse
wheel in points, as a trackpad does, so the unit alone doesn't decide. A
scroll in points pans only once it has shown it is a trackpad: a touch phase,
movement on both axes at once, or a pinch. That holds until a wheel scrolls
in lines. Until then the vertical part zooms and the horizontal part pans.
ui.scroll gains unit (point|line), source (wheel|trackpad) and pinch so
agents can drive both gestures.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: pressing play on frames that still had to render left the playhead
standing still for seconds. The cache bar showed a gap of a few frames right
after the playhead while frames further ahead turned green, and playback
started only once the whole prefetch window was cached. The earlier #595
change (prefetch order, eviction) started the right frames first, but they
still finished last. Cache Frames When Idle left the same late-filling gaps.
Cause: prefetch frames render side by side on one rayon pool, and each
frame's own parallel loops run on that pool too. An idle thread steals a
piece of a frame that is rendering; when that piece waits on a nested
parallel loop, the thread picks up a queued frame job instead and renders
queued frames until the queue is empty. Only then does it return to the
piece it stole, so the frame that piece belongs to cannot finish while
frames keep being queued. The frames started first are the ones just ahead
of the playhead.
Fix: the frames of a playing preview and of Cache Frames When Idle render on
lanes: one single-thread pool per frame thread, one frame at a time each. A
lane's thread only ever works on its own frame, so no frame waits under
another. The shared pool keeps the viewer's frame, which still uses every
thread, and the few frames prefetched around it while paused. Queued frames
change hands when a preview starts or stops, or when the viewer shows one.
Idle caching takes every lane instead of half the pool's threads.
Tests: frames_started_first_are_done_first (a playing preview, idle
caching) and queued_frames_render_when_a_preview_starts_or_stops.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The button row followed each tab's content, so it jumped when switching
between Basic, Advanced and 3D Renderer. The tabs not on show are laid out
unseen each frame and the dialog pads to the tallest, so Cancel and OK stay
put with any font, language or scale.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The viewer lock in a tab group's header drew the same closed padlock in
both states, told apart only by brightness. Unlocked now draws an open
padlock, locked the closed one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Settings ▸ Project ▸ Project Files ▸ Save Compact Project Files (off by
default) saves .ecproj files as compact JSON: smaller, faster to save and
open. Off, they stay indented, one value per line, so they read and diff
cleanly in version control. XML copies are not affected; auto-saves were
already compact. The project.ecproj inside exported template and Motion
Graphics template packages is written compact.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two corners give a sliver instead of a comp-filling mask when the layer is
rotated by an angle other than a multiple of 90 degrees (CodeRabbit on
#1654): map the comp box's four corners into layer space and use their
bounds.
A double-click on a creation tool in the Tools bar makes what it draws, as in After Effects: a text layer from the Type tools; from the shape tools a shape that fills the comp - into the selected shape layer's Contents, as a mask on the selected layer (or when Tool Creates Mask is on), or as a new shape layer when neither applies. The shape geometry defaults now match AE: the Rounded Rectangle tool's Roundness is a fixed 20 instead of growing with the drawn size, and the Polygon tool draws five points.
Alt+] (Trim Layer Out Point to Current Time) used to set the Out edge exactly at the playhead; the layer interval is half-open, so the playhead's frame was already gone - nothing showed in the current frame. The edge now lands one frame after the playhead, as in After Effects, so its frame is the layer's last visible one. A layer still keeps at least one frame; Alt+[ (In point) is unchanged.