clippy's allow-unwrap-in-tests only recognises #[cfg(test)], not cfg(all(test, ...)),
so cargo xtask ci failed on main.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
Pasting Trim Paths, Wiggle Paths or a paint into a shape layer with nothing
selected put it on top of Contents, where it acts on no shapes. It now goes
to the bottom, as Add places it. Also fixes#1629.
Layer times were already saved and read back as exact ticks; the values in
the issue are 34f, 315f and 3033f at 59.94 fps. The viewer was black because
the playhead wasn't saved: a reopened comp started at 0, before its layers.
The project file's view (`activeComp`, `openComps`) now also records each
comp's current time (`compTimes`), restored on open within the comp's frames.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Advanced 3D renderer folded Accepts Shadows (Off/On/Only) into a
bool, so a shadow catcher set to Only drew as an ordinary lit surface.
The material now carries shadows_only. Such a fragment draws black at
the strongest shadow a light casts on it, as Classic 3D does, and it
goes in the blended pass so what is behind it shows through. The CPU
shader and advanced3d.wgsl get the same branch.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Effects & Presets kept its favourites in `UiState::effects_favorites`,
which nothing writes out (only the workspace layout is saved), so the
stars were gone the next time the app opened. They now live in the
settings (`Prefs::effects_favorites`, saved when a star is clicked) like
the recent fonts and presets, survive Reset All like them, and a
hand-edited list loses empty and repeated ids on load.
The worse half of #1531: when the property's comp remembers a key the user
selected, the old code didn't just do nothing, it eased, held or removed
that selected key instead of the one named. This test, written by
@switch87 in #1558, pins it: only the named keys change, removeKey(1)
removes key 1, the active comp stays active with its own key selection,
and the other comp's remembered selection comes back as it was. It fails
on the code before #1558 and passes on main.
GpuContext::request() now applies InstanceDescriptor::with_env() (WGPU_BACKEND,
WGPU_DX12_COMPILER, WGPU_VALIDATION, WGPU_DEBUG, ...), the same variables the
desktop app honours via egui-wgpu, and requests PowerPreference::from_env(),
defaulting to HighPerformance (an unknown WGPU_POWER_PREF logs a warning).
WGPU_ADAPTER_NAME (CLI/headless only; the desktop ignores it) picks the first
adapter whose name contains the trimmed value, case-insensitively. Empty or
blank counts as unset. Only the name is matched (backend via WGPU_BACKEND). A non-matching name is an
error that says so and lists each distinct adapter once as 'name (backend)', instead of wgpu::util::initialize_adapter_from_env's panic;
no adapters at all gets its own message.
Footage paths stored in a project are resolved through craft-docpath against
the project file when it is opened or imported: relative paths are taken from
the project's folder, and an item whose path is on another computer, names a
device or is a non-file URL is marked missing without being looked at. The
footage check, the changed-on-disk scan, Reload Footage, Relink, Edit Original
and Reveal in Finder resolve the path again before touching the file, and the
Project panel, Metadata panel and waveforms read no file details of missing
footage.
Lottie image assets are resolved against the Lottie file; one on another
computer is skipped with a warning. Files a 3D model names are read only when
local or on the model's own share.
Reveal in Finder refuses a folder that would open as an app or other bundle.
Files imported or relinked in this session are opened as given.
A folder or bundle, a link to another kind of file, or a file whose extension
the footage importer doesn't take is refused with a message instead of being
handed to the system's default app.
Each 'media/<item>/<file>' entry is written to '<template> Media/<item>/<file>'
only when <item> is all digits and <file> is a plain file name (not empty, '.'
or '..', no separators, and on Windows no drive, stream or device name), and
the written path is checked to sit in an item folder of '<template> Media'.
read_stored skips entries with absolute, drive or '..' names.
keys.delete returned the number of selected keys even when some of them
no longer existed, so a delete that removed nothing still reported success.
It now returns the number of keys actually removed, and a key that is gone
or listed twice is not counted.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JaA7tHy731qtvscjulrcfz
`path.convertToBezier` only cleared `roto_bezier` on mask groups, so on a shape
layer it did nothing at all: a Rectangle, Ellipse or Polystar path stayed
parametric and its vertices could not be edited or animated. In After Effects
the command replaces such a path with an editable Path 1 of the same geometry.
The geometry is not re-derived. `parametric_path` calls the same
`effectcraft_path::{rect, ellipse, polystar}` functions `render::shapes::collect`
calls, with the same defaults for a property a group doesn't carry, so the path
that comes out is the shape that was on screen; `from_kurbo` and
`build::shape_path` then make an ordinary Path 1.
Masks are unchanged: shape items take precedence when selected, and with none
selected the command falls through to the old mask behaviour. Path Direction is
carried over rather than reset, since reversing a path is a separate command,
and the new path is left selected so its vertices can be edited straight away.
The parametric properties are read at the current time and the result is a
static path: a Size or Roundness animation cannot survive becoming a vertex
list, in After Effects either. Undo restores the parametric shape.