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.
The batch merges grew Japanese 410 → 693, both Chinese catalogs 506 → 695,
Ukrainian 505 → 524, Czech 501 → 518 and Spanish 513 rows (its #996 landed)
without touching the doc's counts or shares; the overall figure was still the
10-October measurement. pt-br was the last count to update, so the row now
mirrors the code at this tree.
278 new rows (417 → 695), the Chinese catalogs' source list, keyed by the English
source string: panels, dialogs, tooltips and the Settings pages stop falling back
to English for every string the zh-hans catalog covers, including the six keys
the batch merges added on top. Terminology follows After Effects' Brazilian
Portuguese conventions; brand names stay English.
AI-assisted translation (OpenCode agents, GLM); not yet native-speaker proofread.
Layer > Create > Create 3D Layer Instance, as After Effects (public docs):
3D model layers take no masks or effects, so the command puts a comp-sized
solid at the top of the layer stack with CC Composite referencing the
selected model, and switches the model off (back on to keep its shadow) -
a 2D copy of its render, through the comp's camera, that 2D effects can be
applied to.
- CC Composite (ec.channel.cccomposite) gains an optional Layer parameter:
with a layer chosen it takes the original's place; In Front replaces the
solid's pixels, alpha included, the other Composite Original modes blend
with them. The GPU compositor runs such an instance on the CPU.
- FxHost serves a referenced model or primitive layer as After Effects
does - the layer rendered on its own through the comp's camera
(Renderer::solo_3d); the owner keeps no cache entry for it (it moves with
the camera and lights, without a trace in its own properties).
- layer.create {op: instance3d} skips layers that are not 3D model or
primitive layers (the ones that take no effects); one undo step, the copy
selected, the model's video off.
Tests: tests_instance3d.rs (behaviour, pixels, undo/redo, serde, 2D effects
on the copy), a CC Composite layer-parameter unit test; docs/effects.md
regenerated (3033 parameters).
- 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.
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.
Edit ▸ Keyboard Shortcuts now lists the scripts File ▸ Scripts lists, under
File ▸ Scripts, and a key given to one runs it as its menu entry does. The
key is bound to the script's file name (file.runScript {"name": ...}) and is
saved with the preset. File ▸ Scripts and the macOS menu show it.
The shortcut table lists the Scripts folder again when a script is installed
or uninstalled, when the editor opens and when shortcuts.list runs.
shortcuts.set and shortcuts.reset look a script up in File ▸ Scripts' list
as it is now, and a script it doesn't list is an error instead of a key for
Run Script File....
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.
The footage page said the 10 Bit White Point becomes the Converted White
Point. That holds with Highlight Rolloff at 0; at the default 20 the top of
the converted range is bent into a curve, as in the Cineon Converter effect,
and the white point converts to a lower level.
Unfiltered, list_commands returns ~134 KB and list_effects ~480 KB, more
than MCP clients accept in one tool result. With `compact: true`,
list_commands (and its command_list alias) returns only each command's
id and label, and list_effects only each effect's id, name and category
(~40 KB and ~23 KB). Default output is unchanged; filter and
enabled_only still apply.
DPX and Cineon footage showed its log code values as stored, with no
way to convert them. Interpret Footage now has the Cineon Settings that
After Effects' help page describes: Logarithmic Conversion, the
Converted Black and White Points, the 10 Bit Black and White Points,
Current Gamma, Highlight Rolloff and Units. With Logarithmic
Conversion on, the code values of each decoded frame are converted
from printing density to the Current Gamma between the converted
points, before Separate Fields, Frame Blending, Interpret As Linear
Light and the working space use them. With it off (the default), the
values stay as stored.
file.interpretFootage and file.interpretProxy take the settings as
parameters and report them. They return an error for out-of-range
values, and for Cineon parameters when none of the items is a DPX or
Cineon file. Apply Interpretation copies the settings between DPX and
Cineon files.
A subfolder of a Scripts folder can be a link to another folder (an extension's own checkout).
`file.uninstallScript {"name": "Motion Kit/Animate.jsx"}` then deleted Animate.jsx in that
folder, outside the settings folder. Uninstall now refuses `Folder/File.jsx` names and removes
only scripts at the top of the Scripts folders, where Install puts them; listing and running
through a linked folder still work.
Regression test: uninstall_never_deletes_through_a_linked_subfolder (failed before the fix).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
File ▸ Scripts gets a Recent Script Files submenu with the ten scripts run
last, newest first: script files run with Run Script File… or a command, and
the installed and bundled scripts of File ▸ Scripts. ScriptUI panels are not
listed. The list is kept in the settings. Each entry runs its script again
through `file.runScript {"recent": i}`, and Cmd+Alt+Shift+D runs the most
recent one; the key can be changed in Edit ▸ Keyboard Shortcuts. An entry
records whether it ran a file or an installed script, so a file named like a
bundled script runs again as that file.
An extension that ships several panels no longer adds one Window menu entry per panel:
`Scripts/ScriptUI Panels/Motion Kit/Animate.jsx` shows as Window > Motion Kit > Animate.jsx,
and a subfolder of `Scripts/` is a submenu of File > Scripts. Top-level scripts are unchanged.
- Script names may be `Folder/File.jsx`: exactly one folder, each part a bare name (no `..`,
`\`, NUL or empty part), never `ScriptUI Panels/...` under `Scripts/`.
- window.scriptPanel, file.runScript, file.uninstallScript, file.scripts.list and
scriptui_panels.json take such names; a panel's tab is titled after its file.
- ConfigStore::list_dirs (DirConfig, MemoryConfig) lists the subfolders.
- menus::dynamic_nodes groups a folder's entries into a MenuNode::Submenu; the egui and native
menus draw it with their submenu code.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Scripts in Scripts/Startup and Scripts/Shutdown in the settings folder
were never run. The desktop and web apps now run the Startup scripts at
launch, before a project opens, and the desktop app runs the Shutdown
scripts as it quits, after the project is closed. Each folder runs in
alphabetical order with case ignored, and files larger than 16 MiB are
not run. A Startup script that fails is reported in a toast and in the
log, a Shutdown script that fails is reported in the log, and the next
one still runs.
A Startup script that waits in a modal dialog goes on when the dialog
closes, while the next scripts run. A Shutdown script's dialogs close
as if canceled. With the settings folder on disk, each script runs as
its file, so #include, $.fileName and $.evalFile resolve against the
script's own folder.
The new commands file.runStartupScripts and file.runShutdownScripts
return the scripts that ran, those still waiting in a dialog, and those
that failed. Like script.run, both are refused in confined automation
sessions, in batches and in script steps, which now read one list of
script commands (RUNS_SCRIPTS). The list also holds window.scriptPanel
and window.restoreScriptPanels, which run ScriptUI panel scripts and
were not refused on main either. The apps still call
window.restoreScriptPanels at launch. plugins.md, scripting-parity.md,
gaps.md, target-app-parity.md and agents.md describe the folders. Each script
still runs in its own global scope, so a Startup script's variables are
not available to later scripts.
* Translations: delete coverage and wording tests
A missing translation shows in English and never fails a test. Delete the
coverage and per-language parity tests, the tests that pin one language's
wording and the source scans for strings not routed through the catalog.
Keep the stale-row, duplicate-row and placeholder checks, and make the
engine tests that switch language compare against the catalog instead of a
literal. Drop the Traditional Chinese panel rows that only repeated the
English source to satisfy the parity test.
* Translations: missing-strings report in xtask ci
missing_translations_report prints, per language, the fixed menu entries,
panel strings, effect names and effect categories with no row. It always
passes. cargo xtask ci runs it with --nocapture after the test runs, so the
list shows in the gate log. The docs say a missing string shows in English
and where the list is.
* 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
Reload Footage probed every item the way File ▸ Import does by default,
so a still such as Photo_2.jpg with Photo_1.jpg beside it was grouped
into a run and measured from the run's first file. The still took
Photo_1's size. Sequence items still probe as a run; everything else
reads its one file.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>