Keep every entry in contributors/people.toml, and translate the new menu
item (Copy Frame to Clipboard) and the five gradient-editor strings into
Czech.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Czech for all 618 fixed menu entries and the 496 panel, tooltip and dialog
strings of the most complete catalog; settings accept and persist `cs`, Match
System recognises cs, cs-CZ and cs_CZ.UTF-8; native menu, Undo/Redo and
file-manager labels. Czech may lag the Chinese catalogs like Japanese and
Ukrainian (a missing row falls back to English); menu rows use "..." like
the other catalogs. AI-assisted, independently reviewed, not yet proofread
by a native speaker.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Three places built file URLs by string concatenation: Edit Original
(`file://{path}`), the Reveal commands via folder_url (`file://{dir}`) and
File.execute (`file://` with only spaces replaced by %20). On Windows that
produced `file://C:\Users\...`, and any path containing `#`, `%`, `?` or
non-ASCII characters named the wrong file (or none).
Add layer_menu::file_url: backslashes become `/`, drive paths get the third
slash (`file:///C:/...`), and bytes outside the plain path characters are
percent-encoded (UTF-8 for non-ASCII). folder_url, edit_original and
execute_file use it.
Tests: file_urls_are_well_formed, folder_url_names_the_containing_folder,
edit_original_opens_an_encoded_file_url, execute_file_opens_an_encoded_file_url.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Dragging the in or out edge of a selected layer's bar now trims every
selected layer by the same delta from its own in/out point, as in After
Effects. layer.timing gains relative inDelta/outDelta params (seconds,
frame-snapped), clamped to the comp start/end and to one frame of layer;
the drag stays one undo step via the merge key.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
As in After Effects, the Preset menu in Composition Settings / New Composition gets a Save
button (asks for the name in a Choose Name window; an existing name of yours is replaced) and a
Delete button for the selected preset of yours. Your presets keep frame size, pixel aspect and
frame rate, are listed above the built-in ones and live in the settings (`compPresets`), so they
survive restarts and Reset All. Commands: `comp.savePreset`, `comp.deletePreset`, `comp.presets`.
A hand-edited settings file loses only its invalid presets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Go to Time dialog's Frame field sends a float (5.0); time.set read
`frame` with as_i64, got None and failed with "need time, frame or
timecode". Read it as any JSON number and round.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Alt-click on a layer's Video, Audio, Solo or Lock switch sets that layer
apart: the other layers go off (or locked), and the next Alt-click brings
them back. Backed by layer.setSwitch {others: true}, one undo step.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A launch from the Dock, the Start menu or a launcher has no terminal, and
without RUST_LOG nothing reached standard error anyway, so start-up and
GPU warnings were lost unless Help > Enable Logging was already on.
The logger now writes EffectCraft's info records and everyone's warnings
to standard error and to Logs/effectcraft.log in the settings folder.
Each launch keeps the previous two runs' logs; the file is capped at
16 MiB. RUST_LOG still overrides the filter. Help > Reveal Logging File
shows this run's log unless Enable Logging is on.
Ported from storytold/pdfcraft#239.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
Problem: the Timeline shows non-drop timecode, but time.set (the current-time field) parsed
typed text as drop-frame at 29.97/59.94 fps, so committing the displayed time, or typing a
time, landed on another frame from minute 1 on (frame 1800 "0:01:00:00" -> 1798).
Fix: typed text is read as drop-frame only when it uses ';' fields; ':' and '.' follow the
displayed non-drop style. Regression test round-trips the display at both rates.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Problem: a movie whose profile the software decoders lack (H.264 High 4:2:2 / 10-bit)
probes fine, then every frame read fails; MediaPool logged the error per frame and returned
None, so the layer rendered black with no sign why in the viewer, Project panel or for agents.
Fix: MediaPool records the reason once per file (codec from the probe plus the decoder's text
without error wrappers; I/O errors stay with missing-footage handling), logs it once, and
exposes it through the new FootageSource::problem. The Composition viewer shows it on the
affected layer, the Project panel marks the item with a warning whose tooltip is the reason,
and project.summary / footage.info carry a "problem" field. Cleared when the file is
forgotten; only set when decoding really failed, so a hardware decoder that handles the file
shows nothing.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Three new 618-entry menu catalogs (ru, fr, de) with the same
(command, English label) keys as the existing six, registered in
CATALOG_CODES and the Settings language registry. Following the
Spanish/Portuguese precedent these are menu-only catalogs: panels keep
English for now.
The modified reveal compares each layer with a fresh layer of the same kind:
Audio, Material, Geometry, Camera and Light Options and a text layer's Path
and More Options now count when changed. Layer styles count in full, and
overridden Essential Properties are revealed.
Cameras and lights compare their Transform with their own defaults, and
separated X/Y Position with the comp centre, so untouched layers reveal
nothing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Project files now record activeComp and openComps next to savedBy, and
file.open restores them, so a project reopens on the comp it was saved
on (desktop app, CLI and MCP all open through file.open). Older files
and ids that no longer name a comp fall back to the first comp; older
versions ignore the new keys.
Fixes#748
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
anim.reveal only walked the layer's top-level groups, so Time Remap, which
sits at the root of the layer's property tree, was never revealed. Enabled
time remapping counts as a modification in itself.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Previous / Next Frame also answer to Cmd+Left / Cmd+Right Arrow, and Back / Forward
10 Frames to Cmd+Shift+Left / Right, next to the Page keys (After Effects' second
default keys). A command spec can now list several default shortcuts
(`alt_shortcuts`, `cmd!(…, ["PageDown", "Cmd+ArrowRight"], …)`); menus and tooltips
keep showing the first.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Port of storytold/photocraft#2445. Each theme in the appearance picker gets a
star at the right edge of its row. Starred themes are saved with the
preferences and listed in a right-click menu on the header's appearance button,
next to Appearance Settings, so switching between favorites takes one click.
Problem: computed Object Matte segmentations lived only in the in-memory
cache, so every restart or memory eviction segmented the shot again (After
Effects 26.5 keeps Object Matte results in its disk cache).
Fix: the persistent disk cache gets a third entry kind, Matte (folder
`mattes`, LZ4-compressed FrameSeg bytes, same checksum, atomic writes, LRU
eviction under the one size limit, purged with the rest). Entries are keyed by
the segmentation's chain key and scale; chain keys already hash the Input Key
(the layer's source, timing, masks and effects above), the prompt, the mode and
the model, so any change simply misses. The effects crate gets a SegStore
trait behind its memory cache: Chain::ensure reads from it on a memory miss
and writes what it computes. The engine installs the session's DiskCache as
the store (held weakly, so switching the disk cache off drops it). Roto Brush
segmentations go through the same chain and are persisted too. Frozen mattes
already persist in the project (the Frozen parameter).
Tests: engine tests_roto::object_matte_mattes_persist_in_the_disk_cache (a
second session on the same folder and project gets all tracked frames back
without being able to read a single input frame, renders identically, and a
moved prompt finds nothing); render disk_cache
segmentations_round_trip_and_reopen (round trip, reopen, damaged file is a
miss, size limit evicts).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: Object Matte computed its frames only on demand while rendering, so
playing a shot stalled on every untracked frame, there was no progress or way
to stop, and nothing kept the mattes once computed.
Fix: Object Matte runs through Roto Brush's job machinery (one job slot,
cancellable with roto.cancel, a worker thread on the desktop, a Web Worker in
the browser, never the UI thread). objectMatte.propagate computes the frames
around the reference frame (clipped to the layer) outward, filling the same
content-keyed segmentation cache the renderer reads; the engine's sync now
queues an instance for background tracking when its frames or prompt change.
objectMatte.freeze stores the final mattes in a new hidden Frozen parameter
(Roto Brush's FrozenCache format) under a key of the input, prompt, span,
model and matte settings; renders use them without segmenting while the key
matches; a frozen prompt is refused until objectMatte.unfreeze. Freeze is one
undo step and is dropped if the prompt changed meanwhile.
objectMatte.status reports progress, frozen state and computed frames. Effect
Controls shows Freeze / Unfreeze and Track / Stop with a status line (progress
banner). The frontend now polls Roto Brush / Object Matte jobs on their own:
before, a finished job (and so a Freeze result) was only picked up while a
Warp Stabilizer job was active. Job progress is set before the worker starts.
Tests: engine tests_roto::object_matte_background_job_cancel_and_freeze
(queued by the edit, returns at once with progress, cancel keeps a partial
result, completion computes all 25 frames, frozen renders recompute nothing,
unfreeze recomputes, undo restores); effects object_matte job_frames and
frozen-matte tests (stored pattern used, key mismatch and damaged data
ignored); ui-egui ui_object_matte Effect Controls Freeze end to end.
docs/agents.md: Object Matte section; docs/effects.md regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: Object Matte could only be applied through the objectMatte.apply
command; After Effects 26.2 picks the object directly in the viewer (click it,
or drag a box around it).
Fix: an Object Matte tool (with Roto Brush & Refine Edge in the Alt+W slot,
icon drawn in code). In the Composition viewer a click sets a point prompt and
a drag a box prompt (its centre the point) on the footage, solid or comp layer
under the pointer, converted to layer pixels through the layer's transform.
The layer's Object Matte (the selected one, else its last) is re-prompted;
Shift adds another. Everything goes through objectMatte.apply, which gained
`effect` to re-prompt an instance (point, box or no box, reference frame; the
reach kept unless given), so each prompt is one undo step; the effect is then
selected, so its point controls show in the viewer. Hover draws a crosshair
and the outline of the layer that would get the matte (a live matte preview
would need a segmentation per pointer move). Automation ids:
viewer.objectMatte.crosshair / .target / .box, tools.ObjectMatte.
Tests: ui-egui ui_object_matte (hover, click, drag box re-prompts the same
effect, Shift-click adds one, undo steps); engine
tests_roto::object_matte_reprompt_updates_the_instance. Checked with the
headless snapshot example (hover crosshair, box drag isolating a disk).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: the hand-maintained effect count in app.capabilities still said 306 after Object Matte was registered.
Fix: bump it to 307.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: After Effects 26.2's Object Matte (pick an object with a click,
optionally a box, get a matte that follows it) had no counterpart; only
stroke-driven Roto Brush existed.
Fix: an Object Matte effect (Effect > Matte, ec.matte.objectmatte) turns
the Object Point (and optional box) on a Reference Frame into Roto Brush
strokes and segments them with Roto Brush's engine, content-keyed cache
and the model chosen in Settings > Roto Brush (MobileSAM, classical graph
cut without it). Track Object carries the matte frame by frame up to 600
frames each way; otherwise every frame is segmented on its own. Feather,
Contrast, Shift Edge, Invert and a Matte view. The engine keeps its Input
Key current so upstream edits recompute it. objectMatte.apply creates one
from agents / the CLI. Unusable prompts pass the layer through.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: comp.new/comp.settings clamp sizes to 30,000 px, frame rates to
0.001-1000 fps and motion-blur samples to 2-64, but reading a project
(.ecproj and .ecprojx, templates, recovery, offload) accepted any value:
a 4-billion-px comp, solid or footage frame, a 0 or 10^18 fps rate
(zero-length frames), a negative duration or 4 billion blur samples all
reached the renderer. New Solid, Layer Settings, Import Solid/Placeholder,
Crop Comp and PSD import set sizes without the upper bound, and comp
sizes past 2^32 wrapped.
Fix: one set of limits in effectcraft_project::limits. Project::from_json
brings every item (and proxy) within them; from_json_repaired also says
what it changed, which file.open returns as `repaired` and shows in a
toast, so the project still opens. Project::add_item applies the same
limits to every new item, and the size-setting commands clamp with the
shared helpers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: nothing fuzzed project files. The hand-written .ecprojx XML reader
recursed once per nested <arr>/<obj> with no limit, so a deeply nested file
overflowed the stack and aborted the app instead of failing to open.
Fix: a dependency-free, deterministic, seeded mutation fuzzer for File > Open
(JSON and XML seeds from the demo, byte and JSON-structure mutations, the real
file.open path, first queries and a thumbnail render; each input under
catch_unwind with a deadline; bounded for cargo test, longer runs via env
vars). The XML reader now stops at the JSON reader's 128-level limit, with a
regression test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: app.scheduleTask(code, delay, true) queued the task and then
skipped it (eval_with_tasks: `if repeat { continue; }`), so repeating
tasks - what ScriptUI panels use for polling and refreshing - never ran.
One-shot tasks scheduled by handlers or in the Script Console never ran
either.
Fix: tasks live per script context (crates/script/src/tasks.rs) with a
due time. Frontends run the due ones every frame through the new
ScriptUi::run_tasks hook (the egui app does; agents and headless hosts
use the `script.runTasks` command). Script-host threads get a Tick
message, inline hosts (Script Console, web) run in their kept context.
A repeating task runs every `delay` ms until app.cancelTask, until it
throws (reported once, then cancelled), or until its owner goes: the
script's last window closing, or - for scripts without windows and the
console - the project being closed or replaced (ScriptUi::project_epoch).
Bounds: at least 50 ms between runs, at most 64 pending tasks per
script, one run per pass (no catch-up bursts), task code nested too
deeply is refused, the engine's loop and recursion limits apply. Ticks
only reach the hosts of the session that scheduled them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: the Render Queue had no single-file uncompressed output, so
handing a render to an external encoder meant a lossy codec, ProRes,
or an image sequence plus a separate WAV.
Fix: add the "QuickTime (Uncompressed)" Output Module format. Frames
are stored as QuickTime 'raw ' samples: 8-bit RGB (depth 24, rows
padded to even bytes) or ARGB with RGB + Alpha (depth 32), written
through FilmCraft's existing QuickTime muxer with PCM audio
(16/24-bit or float) like ProRes. Format name `uncompressed` on the
control channel; disk-space estimate and Sample Format menu included.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: ScriptUI controls never sent mouse events to scripts.
addEventListener("mousedown" | "mouseup" | "mousemove" | "mouseover" |
"mouseout" | "click") listeners never ran, so custom-drawn controls
(onDraw + mouse, as DuScriptUI builds them) could not react to the pointer.
docs/plugins.md listed this as missing.
Fix: scriptui.js builds a ScriptUI MouseEvent (clientX/clientY relative to
the target, button, detail = click count, screenX/Y, modifier keys,
getModifierState, stopPropagation, preventDefault) and delivers it in the
capture, target and bubble phases. addEventListener takes the capture flag.
The parent walk is bounded, so a script-made parent cycle cannot hang it.
Each published control lists the mouse events a listener wants
(Widget::mouse, inherited from containers). The new scriptui.mouse
command dispatches one event with clamped, finite values and rejects
unknown types and disabled controls. The egui ScriptUI view hit-tests the
pointer over script windows and docked panels, skipping covered layers and
windows blocked by a modal dialog. It sends mouseover/mouseout,
mousemove, mousedown/mouseup with click counts, and a click carrying the
pointer details in place of the plain click, so a checkbox still toggles
once. Handlers run under the existing script limits; a throwing listener
reports an error and the window keeps working.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>