Conflicts came from upstream splitting crates/project/src/lib.rs and moving the
frames tests. Re-applied the branch's change in the new places:
- Layer::same_pixels_with now in crates/project/src/layer.rs
- Comp::same_pixels_with, same_settings(o, with_markers), pixel_form_with and the
timing-marker helpers in crates/project/src/comp.rs (same_pixels_ignoring_markers
stays removed)
- Project::reads_markers in crates/project/src/item.rs
- crates/ui-egui/src/frames.rs uses reads_markers/same_pixels_with; the branch's
two marker tests replace the old ones in crates/ui-egui/src/frames/tests.rs
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
text/layout: upstream split paragraph() into Para/place_line helpers and moved the tests to
layout/tests.rs. The branch's changes are re-applied there: the resolved paragraph direction
is passed to margins_for/avail_for/align_for (RTL point text with Justify sits flush right),
first_ascent/plausible_first and ParaLine.first/style_first (box first baseline is the d
height, vertical text keeps the ascent), and the Justify All last-line cost in
optimal_breaks. The branch's seven new layout tests moved to layout/tests.rs.
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>
A soloed model keeps its Solo switch with its video off, and any_solo
hides non-soloed layers: the copy was excluded and the comp rendered
blank. The copy now takes the Solo over; the source's video stays off.
Covered by instance3d_keeps_the_copy_visible_when_the_source_is_soloed.
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>
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>
Three small fixes from the review of the shadow commit:
- light_settings switched a Classic 3D comp to Advanced 3D whenever the
edited light was an Environment light (the resulting kind), so editing
the intensity of one in a comp the user had switched back to Classic 3D
dragged the renderer back. The switch now happens only on the
non-Environment to Environment transition (the sources before and
after), matching the docs; ordinary edits leave the renderer to the
user.
- dominant_direction's thresholds let NaN through (every NaN comparison
is false): a NaN or infinite texel produced a NaN sun direction and
NaN shading with it. A non-finite weight or length now returns no
direction — garbage casts no shadow.
- add_environment walked the full-resolution image for the dominant
direction even when the light casts no shadows, where nothing reads
it. Only a shadow-casting light pays for the pass now.
Tests: editing an existing Environment light in a Classic 3D comp keeps
the renderer and stays toast-silent; a NaN and an infinite environment
image yield no sun direction.
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.
Wiggle Paths had Size, Detail, Points, Wiggles/Second, Correlation,
Temporal Phase and Random Seed, but no Spatial Phase, which After
Effects lists among its properties (ADBE Vector Spatial Phase). Spatial
Phase now moves each point's own displacement along its subpath: 360
degrees is once around, and a fraction of a point is interpolated
between neighbors. At 0 degrees a path draws as before.
A project saved without the property gets it at 0 degrees, after
Temporal Phase, when it opens. Scripts can read and set every Wiggle
Paths property by its match name.
A failing atomic batch restored the project, history and state but left the
events its steps had already published, so the UI could open the comp the
rollback had just undone. Snapshot the event count with the other snapshots and
truncate before the rollback bumps.
🤖 Generated with Codebuff
Co-Authored-By: Codebuff <noreply@codebuff.com>