A terminal already gets a live `[1/1] frame 16/180 ... ~14.2s left` line while
`effectcraft-cli render` runs. A program that starts the CLI (FilmCraft runs it to
render a composition for a clip) reads stderr through a pipe, so it saw nothing
until the render ended.
`--progress` prints one line per update instead, at most four a second:
progress <frames done> <frames total> <seconds elapsed> <seconds left, or - when unknown>
It has no effect on a terminal, which keeps its live line. Without the flag
nothing changes.
Documented in the usage text, the module header and docs/agents.md.
Tests: cargo fmt --check and cargo clippy --all-targets -D warnings pass; the
effectcraft-cli tests pass except render_out_is_relative_to_the_working_directory,
which already fails on Windows (it compares a canonicalize()d `\?\` path with the
path the CLI prints) and is unrelated to this change.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Runs every scenario N times (default 1, unchanged). Every run is still
appended to results.jsonl; with N > 1 one "kind": "summary" row per key
follows, whose metrics are the medians of the successful runs (user_s and
sys_s included, byte/instruction counts rounded) and whose summary holds
median, p90 (nearest rank, = max for N < 10), min and max. A failed run marks
the summary failed so the gate refuses it.
--compare uses the latest row per key; the table labels each side "median
of N" or "1 run" and warns when they differ, and --fail-over refuses such
keys. --repeat with --with is rejected. docs/testing.md documents the format.
`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.
Add Layer Styles submenu to the Timeline and Composition viewer layer context menu, matching After Effects parity and the application Layer ▸ Layer Styles menu.
- Adds Layer Styles submenu between Blending Mode and Effects
- Exposes Layer Style Options..., Convert to Editable Styles, Show All, Remove All, and the 9 individual styles
- Translates Layer Styles across all 7 UI catalogs
- Adds regression test verifying submenu presence, position, and action invocation
The After Effects stagger idiom
id = thisProperty.propertyGroup(2).propertyIndex;
failed with "not a callable function": the expression object model had
no propertyGroup() and property groups had no propertyIndex.
- Property.propertyGroup(countUp = 1) and PropertyGroup.propertyGroup()
return the group countUp levels up; from a top-level group they reach
the layer. A count below 1, not a number, or above the layer is an
error naming propertyGroup, never a crash.
- PropertyGroup.propertyIndex: the group's 1-based index among its
siblings (Child requests now carry it).
- One new host request (Ancestor) walks up from the node's full uid
path, so it also works for the property being evaluated.
- Tests for the stagger expression, effect parameters, reaching the
layer, other layers' properties and groups and out-of-range counts;
the fuzzer seeds and tokens include the new members.
Load PDF document objects through the pinned craft-pdf parser and convert them into EffectCraft's existing drawing model with bounded traversal, recovery and retained data. Preserve generation numbers, stream limits, encrypted-document refusal and reported repairs.
Retain app-owned drawing, EPS, fonts and content/image decoding. Assert early excessive-nesting rejection without partial art, and cover tolerant arrays on native and WASM.
Validated with the22-stage local matrix and exact-head FreeBSD, Windows ARM64 and packaging checks.
Co-authored-by: Codex <noreply@openai.com>
The face's own style (Figtree's Light) is its default instance, so it
resolves without axis values and lays out as before, on the static path.
docs/agents.md says how named instances are selected.
In the browser editor a .jsx script couldn't open any file, even one the
page holds next to the project: File.open("r") returned false with "File
not found" and File.exists was false. The footage check after File > Open
also marked imported media as missing.
Both asked whether a file exists on the local disk (std::fs), which has no
files on wasm32:
- scripts read files through Session.services but checked existence with
std::fs (File.open's access check, File.exists, Folder.exists); they now
ask services.exists / services.is_dir, after the folder check;
- WebServices kept the default exists (std::fs); it now looks in the file
table.
Desktop and CLI are unchanged (FsServices keeps the std::fs defaults).
Tests: script tests_services (a host with in-memory files), web smoke
step hostFiles (a script reads a stored file, footage check finds stored
media).
Retry only explicitly read-only control queries after connection failures. Report ambiguous edit outcomes without resending mutations, reconnect on the next explicit call, and reject request-ID exhaustion without overflow.
Add loopback regressions for lost and malformed replies, read-only retries, playback queries versus edits, and unknown methods.
Fixes#1247
Problem: effect colour labels (26.5) were drawn only on the Effect Controls header; the Timeline's effect rows looked unlabelled.
Fix: an effect group row in the Timeline paints the label colour as a 4 px bar on its left edge (same look as the Effect Controls header) and registers `timeline.group.<uid>.label` with the label's name for agents. Docs: gaps.md row 21 and ui-parity.md updated.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Follow up on #1210: remove the fixed menu index from automation and click handling, and move the preset-folder documentation into the Effects & Presets section.
In After Effects solo is not time-dependent: while any AV layer is soloed,
non-soloed layers are excluded at every time. The renderer, nested/collapsed
3D paths, engine viewer helpers and viewer hit tests only counted solo layers
active at the current time, so outside the soloed layer's in-out range the
whole comp reappeared. Drop the time condition (audio already ignored it).
Update the #66 viewer regression test to the AE behaviour and add a render
test for it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every layer gets the Video switch (eye) in the Timeline (nulls, cameras and lights
were excluded by an is_av() check). A selected layer whose eye is off no longer
draws its box, handles, anchor or paths in the viewer. Alt-click on an eye and
Layer > Switches > Hide Other Video now take nulls along.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After Effects' Liquify shows Distortion ▸ Offset (x, y), and the renderer
already applied distortionMeshOffset — sampling the mesh at layer
coordinates minus the offset — but the parameter was declared hidden, so
users could neither see nor edit it, and #1194 read as 'the effect does
not work and the Offset option is missing'.
It is now a visible 2D Point control (still defaulting to 0,0, still
scriptable by its old path). Regression test: the spec exposes it as a
Point, a [20,0] offset moves the displaced-region centroid right by the
offset (the render differs, and the left of the shifted mesh is back to
untouched pixels), docs/effects.md refreshed via UPDATE_DOCS.