* feat(studio-server): history can copy the files before or after any change into a folder
ProjectHistory.checkout(entryId, side, emptyDir) writes the project as entry entryId found it (before) or left it (after) into an empty folder, leaving the project and its history untouched, so a host can play a change's before and after side by side. The entry's own files come from its recorded change and the rest from the entries logged before it, so a change stays exact when entries were logged out of write order.
* fix(studio-server): checkout refuses an unreadable folder and every replay names its side
* fix(studio-server): checkout lays out only trees that existed and never writes into the project
An entry's tree now includes later-logged entries whose writes it continues (an outside change that turned a file into a folder before an agent turn edited inside it), each file replayed in the order its versions chain. Checkout refuses a folder inside the project (symlinks included), refuses a tree with a path that is both a file and a folder before writing anything, and empties the folder again if a copy fails. manifestAt is back to main's replay.
* fix(studio-server): history logs every change in the order it was written
A window now settles pending writes, the held claim and the outside group before it opens, and commits a held claim before its own entry when it closes, so the log order is the write order and every replay (checkout, restore, peek, reopen) sees files as they were. Removes the dependency replay added for checkout. Visible change: an outside burst that spans an agent turn is two entries, and a drag held across a turn ends at the turn.
* fix(studio-server): checkout recognises its project folder whatever letter case the path uses
* fix(studio-server): overlapping turns, operations and claims log every pending change in write order
settle() (a window opening, an undo, restore or step) and every claim commit the held claim, the outside group and each open window's pending changes as a part, oldest first; the windows stay open. A held drag ends when another write is pending. One commitPending owner replaces the claimed-paths-only cut.
* feat(studio-server): undo is per author, and a turn part undoes alone keeping later edits
* test(studio-server): pin per-author redo and name a person's open window on Cmd+Z
* refactor(studio-server): split Cmd+Z target lookup and claim steps under the audit's thresholds
* fix(studio-server): a file replaced by a folder logs its removal before the folder's files
* fix(studio-server): undo across a file/folder swap works, and a later swap stays the person's
* fix(studio-server): an undo blocked by a file added since refuses before touching any file
* fix(studio-server): an undo never writes through or replaces a link standing in its way
* fix(studio-server): undo and redo across a letter-case file/folder swap work in every direction
* fix(studio-server): a letter-case file/folder swap after an idle turn stays one checkable entry
* fix(studio-server): decide letter-case folding from the project's own disk
* docs(studio-server): keep three history comments under the line limit
* fix(studio-server): checkout checks and fills one resolved folder, so it never overwrites a nonempty one
* perf(studio): build a video clip's filmstrip from its keyframes
* fix(studio): a filmstrip slot keeps its own time when its keyframe is far away
* perf(studio): a WebM filmstrip downloads each cluster once
Each keyframe lookup now runs just before its frame is decoded, from a
generator the canvas sink pulls, instead of all lookups before the first
decode. A WebM lookup loads its whole cluster, so resolving every lookup
first pushed the early clusters out of the source cache and the decode
pass fetched them again. A cancel during a lookup ends the generator
quietly so the decoder still closes; the cancel is raised after the loop.
* fix(studio): a trimmed video with no reported length fills its filmstrip
When the file reports no duration (a fragmented MP4), the source was
assumed to end at the trim length, so a trim that starts later collapsed
to zero length and every tile showed the trim start. It now ends at the
trim start plus the trim length.
* fix(studio): a video filmstrip reaches the end of the clip
The strip requests a power of two of frames spread over the whole clip,
but tile i showed frame i, so fewer tiles than frames showed only the
start of the clip and more tiles repeated the strip. Each tile now shows
the frame nearest its own place along the clip.
* fix(studio): playback no longer re-renders the whole app every frame
* fix(studio): pausing by hiding the tab keeps the playhead where it stopped
* fix(studio): hiding the tab stops a reverse shuttle like any other pause
* test(studio): pin the shuttle speed reset on a hidden-tab pause
* style(studio): format the hidden-tab pause test
* fix(studio-server): a Studio element edit keeps a change that lands while it is applied
applyFileMutations refuses a file that changed since the caller read it even without a version (FileChangedError). The element-patch routes, including the patch-element route every style, text and attribute save uses, re-read and re-fold their patches when another writer lands mid-edit, so both changes are kept, and answer 409 after three raced tries. Every other route that writes through writeMutationResult answers 409 instead of overwriting. The batch route now writes atomically.
* fix(studio-server): element edits re-check after their backup and insert-composition refuses a changed file
* fix(studio-server): an element edit refolds when another save lands during its backup
* test(studio-server): the insert race test uses a page with a composition to insert into
* fix(studio-server): an edit to a linked file updates the link's target and keeps the link
* fix(studio-server): id stamping never writes through a link, and link writes keep their receipt
* fix(studio-server): receipts match across a linked project folder, before and after a delete
* fix(studio-server): a restore into a folder deleted outside the app keeps its receipt
* docs(studio-server): say the real-path fallback climbs to the nearest existing folder
* fix(studio-server): edits pin their target when checked, so a retargeted link can't redirect the write
* fix(studio-server): split cuts pin their target and duplicates never follow a planted link
* docs(studio-server): keep the real-path helper's comment under the line limit
* fix(shader-transitions): a runtime seek during the prewarm is where the preview lands
The runtime seeks the timeline through totalTime, which HyperShader did not
wrap. A seek that arrived while the transition prewarm ran moved the
timeline under the capture and was never recorded, so the prewarm restored
the playhead it had before the seek and the film's tweens showed that time
while the player showed the new one. totalTime is now wrapped like time and
seek: while the prewarm runs it records the playhead, and the prewarm
restores it. HyperShader's own play, pause, time and seek calls, which GSAP
routes through totalTime, pass straight through.
* fix(shader-transitions): a speed change during the prewarm does not move the playhead
GSAP re-renders in place through totalTime from timeScale, paused and
reversed, so those now pass through as HyperShader's own seeks instead of
recording the capture frame as the playhead to restore.
* fix(shader-transitions): an outside seek during the prewarm is applied, not dropped
Dropping outside totalTime calls while the prewarm ran also dropped the
runtime's bind-time render, so a warm reload at 0 never drew tl.set states
at 0, and it starved the runtime's volume probe. An outside totalTime call
is now applied as before and recorded as the playhead the prewarm restores;
reading totalTime during the prewarm still returns that playhead.
* fix(shader-transitions): the prewarm captures its sample frame even after an outside seek
Outside seeks now apply during the prewarm, so one that lands while a
capture frame paints (the runtime's volume probe restoring the playhead,
a transport tick, a restored playhead) could move the timeline before the
capture and cache the wrong frame. The capture re-seeks to its sample, with
events suppressed, right after the paint wait.
* fix(studio): a copied clip pastes as saved, not with the preview's hidden styles
Copy took each clip's markup from the live preview, so a clip copied before its start carried
the runtime's visibility:hidden and display:none into the pasted source and could never show.
Copy now reads the element from its saved file (matched by data-hf-id, then id, the lookup the
GSAP soft reload already used, now shared). Copy still answers the key at once; paste and cut
wait for the read, so a cut never deletes before its markup is taken.
* fix(studio): copy finds a clip's saved markup in templates and after saves
Copy now stamps the saved file the way the preview does, so a film
without hf-ids on disk still resolves; searches template contents for
sub-composition clips; falls back to the element id; and reads the file
after any save in flight. A failed read keeps the previous clipboard
and a cut with a failed copy deletes nothing.
* fix(studio): a copied sub-composition clip keeps working asset paths when pasted
Copy now rebases the saved markup's relative src, href and style url() paths
to the project root, as the preview does when it inlines a sub-composition,
so a clip copied from compositions/ and pasted into index.html keeps its
images. It also waits for DOM edit saves still in flight, as undo does, and
parses each file once per copy.
The authored-source lookup uses an escaped attribute selector over cached
search roots, searches composition templates only, and falls back to an id
only for an element with no hf-id; copy alone still tries the id when the
hf-id misses.
* fix(studio): copy works after a failed save and with any relative asset path
Copy waits for DOM edit saves only for their order, so a save that failed
no longer makes every later copy, cut or duplicate fail. Asset paths are
joined segment by segment instead of through URL and decodeURI, so a path
with a stray % or a url() with spaces is rebased instead of crashing or
being skipped.
* fix(shader-transitions): a paused preview keeps the runtime's scene visibility
After the transition prewarm, a paused preview showed a shader scene
outside its window (a scene with a background covered the film until the
next seek). The prewarm's seeks fired HyperShader's transition callbacks,
which showed both scenes, and its teardown restored a stale visibility
snapshot. The callbacks now skip while prewarming (the prewarm ends after
its restore seek), the snapshot no longer includes visibility, and the
settled state outside a transition only resets opacity.
* fix(shader-transitions): the native scene capture draws a hidden scene visible
The html-in-canvas capture copied the live scene with its inline styles and
ignored forceVisible, so a scene the runtime had hidden captured blank once
the prewarm stopped firing the transition callbacks. It now shows the copy
and its timed clips the way the html2canvas path does. The preview test hides
the scenes after the prewarm has taken its style snapshot, and the end
callback guard and a dead prewarming check are gone.
* test(shader-transitions): drop an unused scene and a timing note the markup does not set
* fix(shader-transitions): transitions leave scene visibility to the runtime
A transition now hides scenes outside its pair with opacity only, so a scene
without timing attributes is not left hidden after a seek that skips events.
The prewarm clears its flag in a finally, so a timeline callback that throws
during the restore seek no longer stops every later seek. The preview test
also checks that the prewarm ran.
* fix(shader-transitions): the prewarm finishes when a callback throws while it restores
A timeline callback that throws during the restore seek is warned about and
the prewarm goes on to repaint, resume and fire its ready event, the way a
failed capture already does.
* fix(player): end and loop films whose length falls between two frames
* fix(player): end a stopped film within half a frame, not while it still plays
* fix(player): end a film at the runtime's exact time so a pause on the last frame stays a pause
* fix(player): end a film when the runtime reports its end, not by comparing two lengths
* fix(player): keep a pause the runtime marks as not ended, even at exactly the length
* fix(player): trust a not-ended report only from a stopped runtime
* fix(core): a video's voice keeps pace with the playhead instead of trailing it
A playing video is exempt from seek-based drift correction, because seeking resets its decoder and stutters. Nothing else corrected it, so a talking-head video that started a few frames late (92 ms measured in Studio) kept its voice behind the playhead for the whole clip, and further behind after each loop. Media sync now runs a video that drifts past the 40 ms sync tolerance 3% fast or slow (pitch preserved) until it is within 10 ms, then returns it to the authored rate. The rate is written only when steering starts or stops, since every rate change costs Chrome a frame; large jumps still hard-seek. Measured in Studio: 92 ms constant on main, about 10 ms steady with the fix.
* fix(core): video steering holds through speed ramps and hard syncs
Review follow-ups: steering inferred itself from the element's current rate, which a speed ramp moves every tick, so a ramped video stopped steering at the 40 ms tolerance instead of 10 ms; the direction is now kept per element. A hard-sync tick plays the authored rate, since its pre-seek offset is stale, and a rate that reads back at lower precision is not rewritten every tick.
* test(core): pin clearing and write-once for video steering
Review follow-up: nothing failed when the steering state was left uncleared on eviction or pause, or when the rate compare went back to strict equality. Tests now cover all three, and the sync-state test seam reports the steering map so the proxy's leak test sees it.
* chore(core): format the video steering and keep its tolerance module-private
* chore(core): shorten the video steering comment
* fix(studio): a picked element's edit writes only that element to source
An edit to a picked element with no id used to write the whole live
preview page into the source file, runtime hide styles and injected
scripts included. It now patches only that element, found by the hf-id
the preview gives it. Text and attribute edits on such an element,
which were dropped, persist the same way. With no saved match nothing
is written.
* fix(studio): a picked element edit lands in its own file when ids repeat
hf-ids are unique within one file only, so an element identical to one
in another file shares its hf-id. The edit now prefers the file the
element was served from, else a sole match, and writes nothing when the
match is ambiguous.
* fix(studio): only an id-less picked element looks up its own source file
The own-file lookup ran before the id branch, so a preview URL it could
not decode stopped edits to elements with an id from saving. Tests now
cover a twin element in both file orders with the host attribute the
preview emits.
* fix(studio): two picker edits before a rerender both reach the saved file
Each edit patched the host's workspaceFiles, which do not change until the
host rerenders, so a second edit in the same batch rebuilt the file from the
original source and dropped the first. The hook now builds each patch on its
own latest write for that file while the host still shows a source from the
same chain of writes. Any other source from the host wins.
* fix(studio): a host undo after a picker edit is not overwritten by the next edit
Pending writes now settle when the host rerenders, the way the property
panel's optimistic commit does: the host showing the newest write or any
source outside the chain (an undo, an outside edit) drops them, and the host
showing an earlier write keeps only the later ones.
* fix(studio): keep every pending picker write until the host shows it
A cap on remembered writes could drop the middle of a long chain when the
host falls behind, and the next edit would then leave those edits out.
* perf(studio): let a paused preview check in once a second instead of every 80 ms
* fix(studio): settle a loaded preview on the next frame, not the next runtime post
* fix(studio): stop waiting for a preview load when the player unmounts
* fix(studio): stop waiting for a preview load when the player resets
* refactor(studio): keep the load retry within the file's comment share
* fix(core): scrubbing stays audible after the first Play
Pause unplugged every track Web Audio had captured, and a captured track has no native output, so Studio's paused scrub audition went silent after the first Play for the rest of the session. A captured track outside a play now reaches the speakers the way an uncaptured one does, and Play takes that route away before building its own, so there is one path out at a time.
* fix(core): a track muted while playing goes silent at once
Review follow-ups to the idle route: stopAll hands every captured track back its own volume on that route, so a track hidden while playing sounded for one frame before media sync zeroed it; the hide reschedule now zeroes hidden tracks in the same task. stopAll also advances the play generation, so a schedule still waiting on resume() when Pause lands is dropped instead of giving the track a second path out.
* fix(core): a replaced audio capture no longer mutes its track
When a newer play pass replaced a capture still waiting on resume(), the old pass saw null and treated it as a failed capture, muting a processed track at a non-unit rate for the rest of the session. The fallback now ignores results from a stale generation.
* test(core): reset the pending resume between idle-route tests
* chore(core): trim the scrub fix's comments to the ratchet
* fix(core): a project path typed in another letter case stays inside the project
* fix(core): project paths still resolve on volumes that refuse the native realpath
* fix(cli): use onnxruntime-node installed beside the CLI when it is the pinned version
An optional package (onnxruntime-node, @google/genai) installed next to
the CLI at the pinned version is now loaded from there, before the
~/.cache/hyperframes/optional copy and without an npm install. Any other
version is ignored and the cache path runs as before. doctor reports
that copy's version.
* refactor(cli): name the beside-the-CLI lookup instead of commenting it
* fix(cli): a bad optional package copy beside the CLI no longer breaks doctor
The lookup reads the first copy Node would load and treats an unreadable
manifest as not the pinned copy, so doctor and the loader fall back to
the cache instead of throwing or checking a different copy.
* fix(cli): let Node pick the optional package copy before checking its version
The beside-the-CLI lookup now asks require.resolve which copy it would
load and checks that copy's manifest, so an empty folder or a same-named
file earlier on the path can no longer make the check and the loader
disagree.
* test(cli): cover a symlinked optional package copy beside the CLI
* fix(cli): find a symlinked optional package when Node preserves symlinks
Under --preserve-symlinks require.resolve returns the symlink path while
the candidate folder was compared by its real path, so a pinned copy
Node loads was rejected. Both sides are now real paths. A test runs the
lookup in a Node subprocess with --preserve-symlinks.
* fix(shader-transitions): a render no longer shows the last shader scene past its end
The page-side render un-hid the scene settled after the last shader
transition on every later frame, so a scene that followed it rendered
underneath the old one. It now un-hides that scene only while its own
data-start/data-duration window is open.
* fix(shader-transitions): the render leaves scene visibility to the runtime
The page-side compositor un-hid the destination of the last finished
shader transition on every non-transition frame, a workaround for the
runtime hiding a film's final scene before the end. The runtime has
kept the last frame since #4158, so the workaround only showed a shader
scene outside its own window: before it starts and after it ends.
Remove it, with the narrower check this branch added first.
* feat(player): expose picture size, durationchange and a click-to-play opt-out
- compositionWidth/compositionHeight are public, ready carries them, and a
resize event fires when the picture size changes.
- durationchange fires when the duration changes after ready, on both the
runtime and the direct-timeline paths.
- disable-click-to-play leaves clicks on the picture to the host.
Nothing changes for a player that does not use the new attribute; ready's
detail only gains two fields.
* docs(player): say composition size, one doc line per size getter
* fix(player): apply scenes before ready fires, keep the zero-size warning, document the new API
* fix(player): fire a message's events after the whole message is applied
* fix(player): queue every player event behind the update that raised it
* fix(player): decide autoplay after ready listeners run, and restart a loop at time 0
* fix(player): keep raising events after a listener throws
* refactor(player): drop a comment the ordering test already pins
* fix(player): fire the rest of an update's events when a listener throws
* feat(shader-transitions): add playSeamTransitionLoop to preview a seam on a loop
Plays a catalog transition's real WebGL effect between two already-decoded
frames on a caller-supplied canvas, looping 0->1->0 every second. The
caller supplies the two seam frames itself, so this takes two
CanvasImageSource frames directly rather than resolving any DOM scene.
Reuses the existing webgl.ts primitives hyper-shader.ts's full composition
engine already relies on; no GSAP timeline, no scene capture, no
multi-transition scheduling here, just setup + a render loop.
shaderName is the catalog block's own name. 12 of the 14 shader-tagged
catalog blocks match their shaders/registry.ts key verbatim; two are
aliased internally (domain-warp-dissolve->domain-warp,
chromatic-radial-split->chromatic-split) since those registry keys are
also engine/producer's canonical TRANSITIONS[...] names and weren't
renamed to match the catalog. Every other catalog block (including the
CSS/motion-only ones) has no WebGL implementation and throws, so a caller
can fall back to its own render for those.
Re-exported from @hyperframes/studio (new workspace dependency on
shader-transitions) so a consumer of studio and core needs no deep import.
* fix(shader-transitions): keep the WebGL context alive across stop()
- stop() called WEBGL_lose_context.loseContext(), which permanently kills
the canvas's WebGL context -- a later playSeamTransitionLoop() call on
the same canvas (a popover reusing its element across hovers) would pass
the null-context guard with the same dead context object and silently
render nothing. Delete the program, textures and buffer this call
created instead, matching the granular-release idiom hyper-shader.ts
already uses for its own reusable contexts.
- ready never resolved if stop() ran before the first frame (a hover that
ends within one frame, well under 16ms), hanging any caller awaiting it
forever along with everything it closed over. stop() now resolves ready
too; resolving an already-settled promise is a no-op for the normal path.
Also: resolveReady() only needs calling once, on the first frame, not every tick.
* test(shader-transitions): extract shared running-loop setup, dedup per fallow
* fix(shader-transitions): pass accent colors, fix leaks and validation
- renderShader's colors argument was undefined, so u_accent/
u_accent_dark/u_accent_bright stayed at WebGL's zero default. 7 of the 14
shader blocks (domain-warp, ridged-burn, sdf-iris, ripple-waves,
gravitational-lens, thermal-distortion, light-leak) use those uniforms
for their glow/burn colour, so the preview silently rendered without it
for half the catalog -- the "plays the real effect" claim was false for
those seven. Exported webgl.ts's DEFAULT_ACCENT_COLORS (hyper-shader.ts's
own fallback, previously only inlined twice there) and pass it through.
- Each linkProgram() call leaked its compiled vertex and fragment shader
objects (created, attached, linked, never deleted) -- a real WebGL
browser never frees them on its own, and this call is on a hover-repeat
path via a reused canvas. Fixed in webgl.ts's linkProgram itself, which
every caller in this package routes through, not just this new one.
- loopMs was never validated: 0 divided to NaN progress, negative values
ran the shader backwards, Infinity froze it at 0 -- all silently, no
caller-visible error. Now throws synchronously for a non-finite or
non-positive value, matching the function's other synchronous-throw
contract (unknown shader, no WebGL context).
- getFragSource() and the catalog-alias lookup both did an unguarded
plain-object index (shaders[name], CATALOG_SHADER_ALIASES[shaderName]),
which returns Object.prototype members for names like "constructor"
instead of undefined -- an unusual shaderName could reach the shader
compiler with a garbled error or an unintended match. Both now use
Object.hasOwn.
Tests: second half of the loop (progress descending, not climbing past 1),
both catalog aliases (only one was covered before), all four invalid-loopMs
shapes, the accent-color uniforms actually being set, and webgl.test.ts's
new deleteShader assertion. All mutation-verified non-vacuous.
* test(shader-transitions): dedup the two timing tests per fallow
* fix(shader-transitions): apply default accent colors and validate loop options
renderShader now defaults colors to DEFAULT_ACCENT_COLORS instead of the
caller deciding, so playSeamTransitionLoop no longer renders 7 of 14 shader
blocks with a zeroed-out accent. Validates width/height alongside loopMs,
switches the catalog alias map to a Map so a bogus name never resolves an
Object.prototype member, and fixes linkProgram to only delete the shader it
created itself.
* fix(shader-transitions): free GL resources when seam-loop setup throws
A bad fromSource/toSource reaching uploadTextureSource previously left
whatever quadBuf/program/textures had already been allocated dangling,
since playSeamTransitionLoop throws before returning a handle a caller
could call stop() on. Trims three over-limit JSDoc blocks and drops a
redundant prototype-pollution rationale now that getFragSource guards it.
* chore(shader-transitions): trim seam-loop comments to the comment ratchet
* test(shader-transitions): unknown-shader throw covers names on Object.prototype
* fix(core): report one composition size in stage-size and timeline messages
The runtime posted the composition size twice per timeline post, read two
ways: stage-size used the lenient reader the stage layout uses, the timeline
payload a strict one. A root with data-width="1080px" reached the player as
1080x1920, then 1920x1080, so a portrait film was framed as a cropped
landscape picture. Both messages and the stage layout now share
parseCompositionDimension, and stage-size sends the value unrounded.
* fix(core): the layout diagnostic and nested roots read the same composition size
* fix(core): read composition sizes as whole px, as the renderer and Studio do
* chore(core): one comment line on the composition size reader
* fix(core): keep fractional layout sizes and report the same root in both size messages
Layout (the stage, timed clips, flattened nested roots, the layout
diagnostic) reads data-width/data-height as before, fractions kept. Only the
size the runtime reports in stage-size and timeline reads whole px. Both
messages and the stage layout now take the root from one finder, so an
earlier composition no longer replaces the explicit data-root's size.
* fix(core): use the size messages root for the clip tree and analytics
* fix(core): a clip gets its own inline display back when the runtime shows it
The visibility pass wrote a plain display:none over a hidden clip's inline display and removed
the property when showing it, so an author's display:flex came back as block and an author's
display:none !important showed the clip. The data-hidden path kept the value but not its
priority. Both paths now save the author's value and priority once and put exactly that back.
* fix(core): a plain inline display:none still shows at the clip's start
A plain none on a hidden clip can be a runtime hide left behind (a Studio reveal restoring it),
so it is not saved as the author's value; the clip shows at its start as before. Values with a
priority, and every other value, are still put back.
* fix(core): keep an author's plain display:none through a data-hidden toggle
The leftover-hide rule applies to the timed hide only; a data-hidden hide saves the author's
plain none as it is, so un-hiding keeps the clip hidden, as on main.
* docs(core): say the leftover rule belongs to the timed hide
* fix(cli): timeline ids never writes over a save that lands while it stamps
runIds now passes each file's version to applyFileMutations, like every other timeline command, so a save that lands while ids are minted makes the command stop and roll back instead of being replaced by the stamped old content.
* fix(cli): timeline ids refuses a conflicting save with the same JSON refusal as other timeline edits
* fix(studio-server): a refused file batch never rolls back over another writer's save
applyFileMutations checks every file's version before its first write, so a batch that is already stale writes nothing, and a rollback restores only files that still hold this batch's write; a file whose own write failed is still restored.
* fix(core): a clip that starts later keeps the place and size its CSS gives it
A timed root clip that had not started when the runtime laid clips out was display:none,
so it measured as auto: it was pinned to the top-left corner, and an empty full-frame clip
got no size. Measure a hidden clip as it will show and never pin, so it lays out like a
clip showing at load.
* perf(core): lay out hidden clips in one pass and pin the !important restore
Lift every hidden clip's display:none at once so a layout pass forces one layout instead of
one per hidden clip; it runs every 20 frames during playback. Add a test that an author's
display:none !important comes back with its priority, and fix comments that described the
removed pin.
* test(core): describe what the applyClipLayout test block covers
* refactor(core): name the display lift instead of commenting it
* ci: stop running CodeQL on merge queue groups, where its upload races the merge
The code scanning rule does not apply to merge queue groups, and the queue deletes
a group ref when it merges, so the upload failed on about half the groups.
Pull requests and pushes to main keep scanning.
* ci: catch merge_group in any trigger form and say the upload race is intermittent
* fix(studio-server): stamping ids at open never reverts a write that lands meanwhile
stampFileHfIds replaces the file only if it still holds the bytes it stamped, so a save or agent write landing while ids are minted is kept. walkDir skips a subfolder that is unreadable or removed mid-walk instead of aborting the whole project walk; an unreadable project folder still throws.
* fix(studio-server): a stamp never recreates a deleted file and a walk only skips unreadable folders
* fix(studio-server): a stamp keeps a permission change made while ids are minted
* feat(cli): hyperframes history lists, undoes and restores a project's recorded changes
* fix(cli): an agent's history turn ends after 10 idle minutes on every path
A turn left open no longer takes the person's later edits: the engine
files a CLI turn's writes by the same idle rule as a preview window.
Studio claims take their paths back from an agent's window; refusals,
--json shapes, --limit and time parsing follow the review.
* refactor(cli): the project-history opener lives in its own module
The history command and other commands open a project's history the same
way: through a running preview, or directly under the engine's lock.
* docs(skills): the history loop lines sit in one marked trial block per skill
* fix(cli): a turn marker without its last write time has ended
Idle-limit tests set file times instead of racing the clock, and the
restore refusal test picks a ref no entry id starts with.
* docs(cli): the history entry shape comment names no other app
* refactor(cli): history reuses the busy error class and its who helper
* fix(cli): undo --who reverts the agent's whole last turn and nothing older
When the open turn recorded nothing, undo fell back to the agent's
earlier turn; when a mid-turn command split the turn, it reverted only
the newest part. The turn now keeps the entries it filed, and undo --who
reverts exactly those or refuses. Engine tests pin the write timing
rules, and a date that rolls over (Feb 31) is refused.
* fix(cli): an undo --who that meets a conflict leaves the whole turn as it was
It redoes the parts it already undid, lists the newer entries as they
are now, and offers --just-this and --back-to-before for the whole turn.
The last turn is recorded atomically before its marker is cleared.
* chore(cli): history keeps each file's comment share at or under main's
* fix(cli): history keeps log order past a turn's idle limit and undoes a turn's cut parts
* fix(cli): history drops unused imports and splits undo and reopen steps
* fix(studio-server): one process at a time keeps a project's history open
* fix(studio-server): taking over a dead history owner never removes a live owner's lock
Two processes that both found the owner dead could each take the lock,
the second removing the first's. Eviction now happens under its own lock
with a re-read, a close removes the lock only while it names the closer,
and a lock file holding no pid counts as dead.
* fix(studio-server): a history lock that cannot be read fails the open instead of spinning
* fix(studio): preview lookups find the element the timeline bound when an id repeats
* fix(studio): preview lookups prefer the element's own file, and a pasted element gets its own hf-id
* fix(studio): scrub audio, panel reads and gestures act on the bound element, one scan per pass
* refactor(studio): one owner for the selected node lookup, and scrub indexes only audio
* fix(studio): the panel's tween list matches class tweens against the selected element itself
* fix(studio): every project opens its preview at Fit, and a zoom says so
Preview zoom was one saved value for every project, so a single pinch
made each project open at 245%. It now lasts only while the project is
open. While the preview is not at Fit, a chip at the top says how far it
is zoomed with a Fit button, and a navigator shows the visible part.
* fix(studio): Fit keeps the selection, and the zoom chip and navigator follow review
A click on Fit no longer reaches the pane that clears the timeline
selection, focus returns to the preview, one rule decides at-Fit, and a
project switch resets the zoom before paint.
* chore(studio): the zoom change keeps each file's comment share at or under main's
* refactor(studio): the zoom chip and navigator live beside the preview, under the file size cap
* perf(player): let paused players check in once a second with low-power-idle
* refactor(player): trim low-power-idle comments and tidy its test
* fix(core): keep the fast paused heartbeat until a timeline is bound
* fix(core): wait for sub-compositions to bind before slowing the paused heartbeat
* fix(core): a seek during playback lands a playing video on the new time
* fix(core): the seek fix passes the comment ratchet without a new comment
* fix(core): keep why a pausing seek still lands, folded into the paragraph above
---------
Co-authored-by: Miguel Angel Simon Sierra <miguelangelsisi098@gmail.com>
* fix(studio): a timeline row binds to its own composition's element when an id repeats
* fix(studio): keep the scoped lookup's comments within the file's comment share
* fix(studio): a unique id stays bound through a healed host, and Layers re-finds in its own file
* fix(studio): try every lookup in the clip's composition before a lone match
* perf(studio): skip the id selector when the id is not in the document
* feat(studio-server): an undo taken from Studio is not mistaken for an outside edit
* feat(studio): undo and redo step through the project history, whoever made the change
* feat(studio): the dev server keeps each project history, in the same folder as preview
* fix(studio-server): an undo that deletes a file reads as Studio's, and dev histories close
* fix(studio-server): a claim keeps an agent's earlier write the agent's and takes back Studio's own
* chore: allow the removal of Studio's browser edit history files
* test(studio): mock the project history in the runtime smoke
* fix(studio): step past a jammed undo and say why a step fails
* fix(studio-server): an agent turn cut by a claim commits its part before the claim
* fix(studio-server): a claim's cut ends a held drag and takes only the cut files out of a turn
* fix(studio-server): a held drag ends when someone else changed a file it already holds
* ci(studio): bank the open-journey counts after #4401 and allow a reasoned raise
* fix(studio): render a missing preview poster whichever of the 404 and the live frame comes first
* fix(producer): give each parallel segmented-capture worker its own browser
Segmented capture with two or more workers failed at the first frame with
"Invalid JPEG input at frame 0: empty frame". Every worker opened its page in
one pooled Chrome, and beginFrame capture does not survive a shared browser:
a worker's first beginFrame returned no screenshot. Fresh worker sessions now
follow shouldDisableBrowserPoolForParallelWorker, the rule the parallel disk
path already uses.
The default session factory was also built once per worker, so with a probe
session every worker reused that same page. It is now built once per run, so
only the first worker takes the probe.
Workers are now created inside the try, so when a later worker fails to
launch, the finally still closes the browsers opened before it.
* fix(producer): close a segmented worker session whose initialization fails
The default segmented session factory opened a fresh browser and then
initialized it with nothing owning it on failure, so a page-load or init
timeout leaked that Chrome. It now closes the session and rethrows, as the
streaming stage does.
* ci(studio): gate Studio open and timeline scroll on work counts that only go down
Beside the timeline viewport gate's ms budgets, count the work two Studio journeys do and hold
each count under a checked-in ceiling in perf-ceilings.json: thumbnail renders, page loads and
requests for opening a 12-scene film, and React commits, style recalcs and layouts per scroll
tick. Counts repeat exactly run to run, so a rise names the work that grew.
* ci(studio): hold style recalcs per scroll tick at the CI runner's count
* ci(studio): gate the median scroll run and list which thumbnails rendered
* ci(studio): set work-count ceilings from the CI runner's counts on main
* ci(studio): fail the open count loudly when Studio never starts
* ci(studio): fail a work-count gate that measured nothing
* ci(studio): a scroll counter missing from any measured run reads as not measured
* ci(studio): split the perf ratchet's CLI and page counters into small steps, and let its unit test count
* ci(studio): count scroll work in an untimed pass and commit the open fixture's scenes
* ci(studio): gate only the open journey's counts; scroll counts follow runner speed
* ci(studio): fail a dropped journey and an unreadable base in the work-count ratchet
* ci(studio): split the ratchet's checks into small functions