Commit Graph
1070 Commits
Author SHA1 Message Date
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
aiongg b7b75ed37a style: cargo fmt on the moved files 2026-10-26 21:54:30 +00:00
aiongg f5f51f8db8 refactor(ui-egui): move viewer frame, geometry, gestures, shapes, tools and view parts to panels/viewer/*.rs 2026-10-26 21:49:12 +00:00
aiongg 9b52c71a71 refactor(ui-egui): move viewer tests to panels/viewer/tests.rs 2026-10-26 21:49:12 +00:00
aiongg 319d2cba3b refactor(ui-egui): move menu commands, dispatch, entries, shortcuts and the menu bar to menus/*.rs 2026-10-26 21:49:11 +00:00
aiongg 03f5ba581d refactor(ui-egui): move EffectcraftApp methods to app/*.rs 2026-10-26 21:49:11 +00:00
aiongg 0eea2d67ab refactor(ui-egui): move app constructors and eframe::App to app.rs, clock and hooks to their own files, screenshot and playback state to state.rs 2026-10-26 21:49:11 +00:00
aiongg da99df18b4 refactor(ui-egui): move lifecycle_tests to lifecycle_tests.rs 2026-10-26 21:49:11 +00:00
aiongg e59048107a refactor(ui-egui): move Effect Controls panel parts to panels/effect_controls/*.rs 2026-10-26 21:49:11 +00:00
aiongg 770e30d3ed refactor(engine): move settings model, page types and schema to settings/prefs/*.rs 2026-10-26 21:49:11 +00:00
aiongg 9991466ff1 refactor(engine): move prefs, session_settings, config, shortcuts, autosave to settings/ 2026-10-26 21:49:11 +00:00
aiongg bcf34a087c refactor(ui-egui): move src/workspace_state.rs tests to src/workspace_state/tests.rs 2026-10-26 21:49:11 +00:00
aiongg 188e39440a refactor(ui-egui): move src/pointer_wrap.rs tests to src/pointer_wrap/tests.rs 2026-10-26 21:49:11 +00:00
aiongg 2f26ee2e24 refactor(ui-egui): move src/panels/viewer_text.rs tests to src/panels/viewer_text/tests.rs 2026-10-26 21:49:11 +00:00
aiongg c4d5c9c499 refactor(ui-egui): move src/panels/timeline.rs tests to src/panels/timeline/tests.rs 2026-10-26 21:49:11 +00:00
aiongg c43158e859 refactor(ui-egui): move src/menus.rs tests to src/menus/tests.rs 2026-10-26 21:49:11 +00:00
aiongg 10ee0d51ab refactor(ui-egui): move src/frames.rs tests to src/frames/tests.rs 2026-10-26 21:49:11 +00:00
aiongg a3ea645fc6 refactor(engine): move commands/ to cmd/, keeping commands as an alias 2026-10-26 21:49:10 +00:00
aiongg 7ed8441e5e refactor(ui-egui): move src/panels/mod.rs to src/panels.rs 2026-10-26 21:49:10 +00:00
skylar taylor-barrick 6867f331f2 Merge pull request #2437 from storytold/codex/egui-037-effect-followup-20261025
Preserve migration regressions and fix software GPU median timeouts
2026-10-26 13:15:59 -06:00
Minher0 95e6ca9a2d Test that an Environment light visibly lights the scene (#2436)
End-to-end regression tests for the issue's report, through the real command
path (what the Light Settings dialog runs) and the real viewer: adding an
Environment light to a Classic 3D comp switches it to Advanced 3D and changes
the viewer's pixels — a red light at full intensity, the default white light,
and the same on the GPU compositor (skips without an adapter, like ui_gpu).
2026-10-26 19:15:29 +00:00
Dylan M. Taylor 4c87a58c1a Use checked access in the WGSL grammar test scanner
The WGSL grammar test scanner indexed token characters directly, so a malformed shader could panic the test instead of failing it. Checked access turns that into a reported violation.
2026-10-26 13:08:12 -04:00
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
aiongg 2961258879 Merge pull request #2458 from aiongg/comp-tabs
Timeline: each open comp is a tab in the group's tab row, with an overflow menu
2026-10-25 23:42:59 -04:00
aiongg fce4a88c92 Timeline: comp tabs draw through craft-ui's extra-tabs hook
Pin craft-libs crates to 3723e32a, which adds the group extra-tabs hook.
The comp tabs follow the panel tabs directly, with no drag bar between
them, and the group header holds only the lock and the panel menu.
2026-10-26 02:44:56 +00:00
aiongg 917c44cd26 Edit menu keys edit a focused text field, docked and in panel windows
The macOS menu bar takes Cmd+C, Cmd+X, Cmd+V, Cmd+A, Cmd+Z and Shift+Cmd+Z
before any window sees them. The menu only checked the main window's
keyboard focus, so with a text field focused in a floating panel's own OS
window those keys ran Copy, Paste or Undo on the project. The menu now asks
craft-ui which window is typing and sends the field its keys there (the
window fetches the clipboard text for Paste), and keeps the Edit items a
field takes enabled while one has the keyboard: Paste followed the project
clipboard and was greyed out with nothing copied there.
2026-10-26 02:29:04 +00:00
aiongg 1c7fbfd503 Timeline: each open comp is a tab in the group's tab row, with an overflow menu
The comp tabs follow the panel tabs and are drawn like them (craft-ui's
tab widget and the dock style's font and colours). The panel tabs keep
their full width; comps without room are listed in a » menu at the end
of the row, and picking one shows it. The shown comp's tab always stays
in the row, and the comp tabs stay while another panel of the group is
shown.
2026-10-26 02:23:51 +00:00
aiongg 6d063fc9de Merge upstream main into craft-ui-docking
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.
2026-10-26 01:59:50 +00:00
Dylan M. Taylor 966719d449 Merge pull request #2443 from WaldemarLehner/ui/resizehorizontal-cursor-on-workarea
fix(ui-egui): make hover over workarea selector set cursor to `ResizeHorizontal`
2026-10-25 19:25:35 -04:00
Waldemar Lehner 5c875cb240 fix(ui-egui): make hover over workarea selector set cursor to ResizeHorizontal 2026-10-25 23:43:02 +01:00
skylar c16a628849 chore(deps): refresh safe dependency bumps
serde_json 1.0.154, proptest 1.12.0, objc2 0.6.5, winresource 0.1.34, pollster 1.0.1, miniz_oxide 0.9.1, linesweeper 0.5.0, lz4_flex 0.14.0, muda 0.21.2.
2026-10-25 16:36:21 -06:00
skylartaylor f842a58a4f M14: clarify text selection and footage playback contracts 2026-10-25 22:25:40 +01:00
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 2d27fec81d Merge upstream main into craft-ui-docking
# Conflicts:
#	Cargo.toml
#	crates/ui-egui/Cargo.toml
2026-10-25 20:00:11 +00:00
Dylan M. Taylor 632162c9a7 build: pin craft-update to craft-libs main (db19c37); localize the update status messages
Picks up the fix that keeps the close request pending while the app holds unsaved work, the executable-name check in the Windows update helper, and the zip 9 / dirs-free build.

Part of tracking issue storytold/craft-libs#319
2026-10-25 15:34:22 -04:00
skylar taylor-barrick 47bf08a15e M-egui037: document migration behavior and guard atomic batch rollback 2026-10-25 19:56:09 +01:00
aiongg 54a7435f2b Docking: a native floating window publishes its IME descriptor after its editor or its last body
finish_ime after a body drawn before the Viewer cleared the preedit and
made the Viewer's publication a new context, so a window with another
group before the Viewer interrupted the composition every pass. Each
native window now counts its bodies from the layout and publishes once
its editor has recorded its geometry, or after its last body. A window
that drew fewer bodies than counted publishes after every body in its
next pass.
2026-10-25 18:54:11 +00:00
Dylan M. Taylor 1be30a1607 refactor(updates): drive the flow with craft-update's Updater
The check at start is opt-in for the desktop app, a successful update closes through the app's own close path, and no update starts over unsaved work.
2026-10-25 14:23:52 -04:00
aiongg 26dd2ab814 Merge #2367 (egui 0.37) into craft-ui-docking
# Conflicts:
#	Cargo.lock
#	Cargo.toml
#	apps/effectcraft/src/main.rs
#	crates/ui-egui/src/control.rs
#	crates/ui-egui/src/dock.rs
#	crates/ui-egui/src/dock_ui.rs
#	crates/ui-egui/src/lib.rs
#	crates/ui-egui/tests/it/shared_docking_ui.rs
#	crates/ui-egui/tests/it/ui_dock_resize.rs
#	crates/ui-egui/tests/it/ui_panel_windows.rs
#	crates/ui-egui/tests/it/ui_workspace_focus.rs
2026-10-25 18:06:51 +00:00
Dylan M. Taylor 6f813b74e9 refactor(updates): drive the flow with craft-update's Updater
Startup check is opt-in for the desktop app, the Windows update helper is dispatched before argument parsing, and a successful update closes through the app's own close path.
2026-10-25 13:58:39 -04:00
Dylan M. Taylor 89a0313ab0 fix(updates): report self-update results to the prompt and finish through the app's close path
Keeps the worker's failure visible instead of leaving the prompt installing, repaints while a check runs, and no longer calls process::exit past the unsaved-work prompt.
2026-10-25 13:58:38 -04:00
Dylan M. Taylor adcc3b916b feat: startup update prompt modal and direct self-updating
Integrate `craft-update` pinned to storytold/craft-libs fe61243 to check for
updates on startup, display the standard suite update modal with changelog notes,
and support one-click in-app updating and restart.

Ref: storytold/craft-libs#319
2026-10-25 13:58:38 -04:00
aiongg fdc22548d1 D2: file dialog sheets go on the main window; floating OS windows are blocked while one is up
On macOS rfd put an unparented sheet on AppKit's main window, which after a
click in a floating panel's OS window is that window. With the sheet holding
the keyboard no app window was focused, so craft-ui hid the floating window,
the sheet ended without answering, and later sheets queued behind it: Save As
flashed and closed, and Cmd-S did nothing after. The commands' dialogs now
open at the end of the frame with the main window as parent (macOS; Linux's
portal dialog stays unparented). While one is up the dock area blocks
floating OS windows, as for a modal dialog, and a dialog that ends without
answering never leaves them blocked.
2026-10-25 14:01:52 +00:00
skylar taylor-barrick dec327b98a egui037: Preserve text ownership across unrelated history changes 2026-10-25 13:03:14 +01:00
skylar taylor-barrick 18206c1014 Fix text ownership after composition removal and simplify playback helpers 2026-10-25 11:40:05 +01:00
skylar taylor-barrick 57220d4d6a Fix egui 0.37 text ownership and simplify UI lifecycle handlers 2026-10-25 10:18:26 +01:00
aiongg 0411cb205c D3: right columns are tab-group frames split vertically; migrated native windows keep their place
- Default's right column is a short Preview frame (fixed 76 pt: tab strip and a 46 pt body)
  over a Properties frame with Align, Audio and Effects & Presets as tabs. Essential Graphics'
  right column is one Properties / Effects & Presets frame. No built-in workspace uses
  accordions, so a frame there takes tabs and Maximize acts on one frame.
- Workspace files of version 1: a column of stacked frames becomes tab groups split top to
  bottom. Each open frame keeps all its tabs and its height as a fixed size; a closed frame's
  tabs join the open frame above it.
- Version 1 stored a native panel window's outer position; craft-ui places windows by their
  content. The migrated rect moves by the main window's frame offset once the main window
  reports it, and workspaces are not saved before.
2026-10-25 06:14:43 +00:00
aiongg e80aba8572 Merge D2b: workspace migration, native windows, dialogs block floating panels 2026-10-25 05:42:26 +00:00