The merge of main put craft_quit::on_close_request inside
EffectcraftApp::tick, so the control channel, autosave, screenshots and the
desktop host's file dialogs still ran after it in the same logic callback.
The tick keeps the unsaved-changes check; each desktop host's logic now calls
panels::unsaved::quit_on_close last, after the device-loss close as well.
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.
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.
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.
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.
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.
Poison recovery, OsStr::to_str and char predicates only; S4325 casts are
f64 to f32 and stay.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
`wgpu_options` built the window's configuration from `WgpuConfiguration::default()`, whose surface is
`SurfaceConfig::HIGH_THROUGHPUT` (two frames in flight); eframe's own `NativeOptions::default()` wraps
it with `LOW_LATENCY` (one), and replacing `wgpu_options` wholesale silently lost that. On Metal,
wgpu-hal sets `maximumDrawableCount = latency + 1`: three drawables instead of two, one more frame
between the pointer and the screen on every drag, scrub and slider (8 ms at 120 Hz, 17 ms at 60 Hz).
Start from `.with_surface_config(eframe::SurfaceConfig::LOW_LATENCY)`; everything else in
`wgpu_options` is unchanged.
Measured on an M2 Max (release, `footprint -p`): IOSurface 61 MB → 41 MB (three 21 MB drawables →
two). Interface frame rate during 10 s of playback of a 1080p comp whose frames cost 164–279 ms on
the GPU stays at 120 fps either way (median 120.1 vs 120.0, p10 116–119.5 vs 117–119.4), so one
frame in flight does not starve this comp at 120 Hz.
Test: `the_window_surface_is_low_latency` asserts `LOW_LATENCY`, `desired_maximum_frame_latency ==
Some(1)` and `AutoVsync` for every backend choice, and equality with eframe's default surface.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Both devices EffectCraft creates now ask for `MemoryHints::MemoryUsage`:
- the window device (`apps/effectcraft/src/main.rs`, through a new `device_descriptor` helper);
- the headless compositor device (`crates/gpu/src/context.rs`).
The limits, labels, features and error paths are unchanged. The devices tests create stay as they were.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Quit EffectCraft and Finder's Quit send `ViewportCommand::Close`, and
the close button sends the window's close request. In each case eframe
drops the window while AppKit's run loop is still running. On a Mac
with a Touch Bar, AppKit's Touch Bar code then raises an uncaught
Objective-C exception (`-[_NSTouchBarFinderObservation invalidate]`)
and the app crashes (storytold/craft-libs#3).
After the unsaved-changes check, `close_or_quit` calls
`craft_quit::on_close_request` from craft-libs, pinned to the rev that
craft-docpath already uses. When nothing holds the window open, it
cancels the close and quits through `-[NSApplication terminate:]`,
which still runs `on_exit` (window position, workspace, crash-recovery
cleanup). The prompt for a modified project still holds the window.
The window close after a lost graphics device takes the same route.
On other platforms it does nothing. pdfcraft adds craft-quit the same
way (storytold/pdfcraft#1533).
A quit while the window is minimized or hidden still closes the window
as before: eframe does not run `ui` then, and the unsaved-changes check
and the new call both run from `ui`.
`terminate:` ends the process before `eframe::run_native` returns, so
the log line for the closing window moves from `main` into `on_exit`.
rfd's Linux backend goes through the XDG desktop portal, and a blocking
`rfd::FileDialog` leaves the main thread waiting on the portal's answer
without pumping winit's events: while the Open dialog is up the window stops
answering the compositor, which offers to force-quit the app ("EffectCraft is
not responding"), until a file is picked.
The non-blocking host hook for the commands' dialogs (`rfd::AsyncFileDialog`
on a worker thread, run when the dialog closes) was macOS-only since #511.
Install it on Linux too. Windows keeps the blocking pickers (its dialog pumps
its own messages), and the panel buttons' pickers (Settings, effect file
pickers) are unchanged.
Checked headlessly against a mock XDG portal: with the hook the main thread
stays in the event loop while a worker blocks in the portal wait, `ui.inspect`
still answers 7.5 s after the dialog opened, and an answered dialog runs
File ▸ Import; without it the main thread itself blocks in the portal wait and
the app answers nothing until the dialog closes.
Co-Authored-By: DeepSeek V4.1 Flash Free <noreply@deepseek.com>
- Cryptomatte (#1183): planes shorter than the image read as empty instead of panicking.
- layer.addMarker (#1180): a comp marker no longer replaces one at the same time.
- Desktop (#1005): ignore macOS's -psn_ argument instead of refusing to launch.
- Doc comments put back on their own items (#1153, #1037).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
wgpu validates indirect draw and dispatch arguments with a compute shader it
compiles when the device is created. Metal on an Intel Iris Pro (MacBookPro11,3,
macOS 12.7.6) fails to compile it ("Compiler encountered an internal error" in
MTLCompilerService), the device is lost, and the window never opens.
EffectCraft draws and dispatches nothing indirectly, so leave the check out of the
instance flags. WGPU_VALIDATION_INDIRECT_CALL=1 turns it back on. VectorCraft
does the same (storytold/vectorcraft#651).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The desktop app imported any argument it didn't know as a file (writing it to Recent Footage)
and dropped a missing or non-numeric --control value, starting without a control server.
parse_args now returns an error for an unknown option, a --control value that isn't a port from
1 to 65535, or a bad EFFECTCRAFT_CONTROL_PORT (checked only when --control isn't given); main
prints it and exits with status 1 before anything starts. --control=<port> works, and -- ends
the options so a file named -x can still be opened.
Tests: parse_args unit tests, and tests/args.rs runs the binary with its own settings folder
and checks the exit, the message and that nothing was written.
Co-Authored-By: Claude Opus 5.5 (1M context) <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>
The window opened at a fixed 1680 × 1020 wherever the system put it. Its size, position
and maximized state are now saved to window.json in the config directory (when they change,
and on exit) and restored on the next launch, moved onto a monitor that is still connected.
The first launch fits the window to its screen. Agent-driven runs (--control) restore the
saved window but don't overwrite it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The file dialogs were blocking rfd::FileDialog calls made inside eframe's frame,
that is inside winit's event handler. On macOS the dialog runs a nested modal
event loop there; a file dragged over the window while it was open reached
winit's handler again, which refuses re-entry with a panic across the
Objective-C boundary, aborting the app (Import with Cmd+I, then a drag).
Hooks gains file_dialog_async: a host that sets it shows a command's file dialog
(Import, Open, Save As, Save Frame As, presets, guides, templates, Collect Files,
Relink...) without blocking, and the command runs with the answer on a later
frame (menus::dialog_answered, drained at the start of each frame); a cancelled
dialog runs nothing. The macOS app implements it with rfd::AsyncFileDialog, a
sheet on the window answered when it closes, outside the frame. Other platforms
keep the blocking dialogs (winit queues their re-entrant events), as do the few
panel buttons that pick a file in place (Settings paths, shortcut import/export,
effect file pickers).
Test: with a non-blocking hook, Save As and Save Frame As return at once without
the blocking dialog, the save happens when the answer arrives from another
thread, and a cancelled dialog writes nothing. The macOS sheet itself needs a
manual check (Cmd+I, drag a file over the window, pick or cancel).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
Pulse and PipeWire were opening a large default period and playing silence until the feeder caught up, so the picture ran while the sound started late. The stream now waits for queued samples and requests about 10 ms of buffering.
On an ASUS G513QY (Radeon RX 6800M, Adrenalin 26.9.2, Windows 11) every
launch died with STATUS_ACCESS_VIOLATION inside amdvlk64.dll, on a
driver worker thread, a moment after the first frame: eframe shows the
window it created hidden, the resulting resize re-creates the swapchain,
and the driver crashes there (same offset on two driver versions, with
the OBS/Steam/Epic Vulkan layers disabled, and with FIFO, immediate and
latency-1 presentation). DirectX 12 and OpenGL open the window fine.
A crash in a driver can't be caught, and the launch guard (#243) removed
its marker at the first frame, so this looked like a successful launch
every time and Window Graphics never switched. The marker now stays
until the window has kept drawing for SETTLE (3 s) or the app quits
normally before that; frame_drawn returns the time left and the app
asks for a repaint then, so an idle window settles too. The notice,
the Settings note and docs/preferences.md describe the new rule.
Verified on that machine with a scratch settings folder: launch 1
(Vulkan) crashed and left the marker, launch 2 switched to OpenGL with
the notice and closed with exit code 0, launch 3 stayed on OpenGL
without the notice.
Tests: effectcraft launch_guard
a_launch_that_stops_after_its_first_frame_switches_the_next_to_opengl
(a first frame then drop: the next launch gets GL and the notice; a
normal quit in that time leaves no marker), and the existing test now
asserts that the first frames don't settle a launch (marker present at
SETTLE/2, gone at SETTLE).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The app bundle exported ai.storyteller.effectcraft.document with the
`.pcraft` extension, PhotoCraft's document format. Installing EffectCraft
took `.pcraft` over, and since EffectCraft declared no document types,
neither app was offered for PhotoCraft documents in Finder. EffectCraft's
own projects (.ecproj, .ecprojx) had no file type at all.
- Info.plist: the exported type now tags .ecproj and .ecprojx ("EffectCraft
Project", conforming to public.data and public.content rather than
public.image), and CFBundleDocumentTypes makes EffectCraft their owner.
- Finder double-click, Open With, Dock drops and `open -a EffectCraft
x.ecproj` send a kAEOpenDocuments Apple event that winit 0.30 doesn't
handle. Register it with the audited fmv-macos-events crate that
PhotoCraft and PdfCraft use (it keeps the unsafe Objective-C interop out
of this workspace). Opened paths go through the dropped-file handling, so
a project opens after the unsaved-changes prompt and media is imported. A
quit event closes the window.
- The event that launches the app arrives before the UI draws: the first
frames skip the panels until the fonts are installed, which dropped it.
The paths wait for EffectcraftApp::is_ready().
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
EffectCraft's extension points compared with After Effects' (public
user guide and Scripting Guide) are now in docs/plugins.md, which
becomes "Plug-ins and extensions": scripts, ScriptUI panels and effect
plug-ins, with a short guide and an example panel for writing your own.
ScriptUI panels already came from `Scripts/ScriptUI Panels/` in the
settings folder, were listed at the bottom of the Window menu and
docked as tabs. What was missing: After Effects reopens the panels
that were open when it quit. Now the open panels are remembered in
`scriptui_panels.json` in the settings folder (a panel is added when
it opens and dropped when its tab or its script closes it; quitting
leaves the list), and `window.restoreScriptPanels` opens them again;
the desktop and web apps run it at start-up. A panel whose script is
gone or fails is reported and forgotten, and the others still open.
Where a panel was docked isn't kept, as workspace layouts aren't saved
between launches.
Gaps recorded in plugins.md and gaps.md G8: the Startup and Shutdown
script folders, keyboard shortcuts for scripts, ExtendScript's
`#include` / `#target` directives and `.jsxbin`.
Test: open_panels_open_again_at_the_next_launch (fails before: no
restore command), a_panel_dropped_in_the_folder_is_listed_and_opens_as_a_panel
(script), panels_open_at_quit_dock_again_at_launch (UI: the restored
panel docks with its controls; closing the tab forgets it).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Renders on macOS came out as `Comp 1.mov.ecproj`, and an image
sequence's every frame as `Comp 1_00001.png.ecproj`; another output
was `Comp 2.mov.mov`.
Cause: the save dialogs for anything but a project went through the
project dialog hook, which filters to `.ecproj`; macOS's save panel
appends the allowed extension to any other name. 0.4.0's Render Queue
Choose File… used it (#192 moved Output To to its own dialog since),
and Save Frame As, Save Current Preview, Export Lottie, Save a Copy As
XML, Collect Files, Watch Folder and the Premiere export form's Browse
still did. Nothing then fixed the name: Output To kept `.ecproj` (no
format claims it), and changing the format replaced only the last
extension (`Comp 2.mov.ecproj` → `Comp 2.mov.mov`). `[compName]` of a
comp named `Comp 2.mov` also doubled it.
Fix: `Hooks::save_dialog` asks the dialog for the default name's own
extension (`pick_save_file`), the project dialog only for projects or
on hosts without another (the web); the desktop dialog has no filter
for a name without an extension (folders). `OutputFormat::with_extension`
makes an output path end in the format's extension exactly once
(project extensions and repeats of the format's dropped, a missing one
added; `logo.png.mov` kept), used by Output To, format changes and
`resolve_output`, so existing projects and templates render to the
right name too. Output To picks the file type from the extension
before a stray `.ecproj`.
Test: output_names_end_in_the_format_extension_once (project),
output_to_ends_in_the_format_extension_once (engine) and
save_dialogs_offer_the_file_extension (ui); the engine and ui tests
fail with the fix reverted.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A filesystem without lock support returned an error from try_lock, which
read as 'held' and disabled crash detection for good.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>