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).
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.
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.
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.
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.
- 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.
- Focus and traversal tests use DockArea::hit_id for tabs and dividers; the
focus outline is checked as craft-ui draws it (inset 2 pt, accent colour)
while the tab has keyboard focus from traversal.
- Floating resize grips are checked under craft-ui's accessibility label.
- Stack resizes compare rendered heights: craft-ui shares a stack by the
entries' heights as proportions, so the saved heights are checked as ratios.
- Drops into a split use the side zone depth (SIDE_EDGE_ZONE_DEPTH).
- Panels that need their whole area (scroll audit, automation audit) are
docked alone: maximizing a stacked panel maximizes its whole stack.
- ui_tabs: dragging by the panel menu button is gone (craft-ui drags by tab,
drag bar or border); the test docks by the tab. A stacked header's -/+
button collapses and expands, a click on a closed header opens it; a
click on an open header no longer collapses it.
- ui_tabs (#302): a panel dropped on a stacked panel joins the stack as its
own entry below it; craft-ui stack entries hold one panel each.
- ui_panel_focus: a reopened Composition goes back to its own index
([Composition, Layer]), craft-ui's restore order.
- ui_menus probes the Effect menu with Remove All, since Effect Controls
also names a tab.
craft-ui's native-windows feature is on for every non-wasm build. Keys and
dropped files from a floating window reach the main window's next frame, and
while a modal dialog is open the dock area blocks input in floating windows.
Move Panel to Main Window docks the panel again. The web, Wayland and embedded
viewports keep floating windows in the main window.
A version 1 file (craft-libs 5c874d51) and the unversioned named-workspace record
load with every panel in place, floating groups and their native window places
kept. The first save writes the current format and keeps the earlier file as
workspaces.old.json. The fixture is a file written by upstream main.
A panel never laid out opens at EffectCraft's default place for it; a
closed panel reopens at its recorded place. The panel menu keeps Move
Panel to New Window, which records the window's place.
Every craft-libs crate and the hayro-syntax and hayro-jbig2 patches are
pinned to storytold/craft-libs 2869b8cc. The workspace is a craft-ui
Workspace<PanelKind>: craft-ui draws the frames, tab strips, stacked
panels, floating windows and drop previews and owns the gestures.
EffectCraft keeps PanelKind, its built-in workspaces, the panel bodies,
the Timeline's comp tabs, viewer locks and the panel menu in each group
header, and the rule that no move or float empties the docked area.
window.dockAction applies craft-ui Actions; craft-ui's window.panel.*
commands, ui.dock and ui.dock.reset parse as DockCommand. Saved
workspaces are version 2 snapshots of craft-ui Workspaces; an earlier
file loads as the default layout and is left untouched.
Reconcile main 991904888a and preserve the reviewed lifecycle, IME, rendering and lockfile changes.
Formatting, strict lint, layers, assets and WASM passed. Full CI retained 3,961 passes, 14 baseline-matching GPU failures and 31 ignored executions. The local review commit has explicit approval to retain these documented failures; native/browser acceptance and paired app performance remain open.
* Dev profile: line tables only for workspace crates, no debug info for dependencies
* xtask ci: dev-profile gate, nextest, tests without examples, wasm --keep-going
* One integration-test binary per crate
* xtask ci: run effectcraft-gpu's shared-device tests in one cargo test process
* xtask ci: run every stage and report all failures
* xtask ci: name the stage type (clippy type_complexity)
* xtask ci: run every test pass and report all failures
* cargo fmt