Address Copilot round-3 review: the previous engine-mode timeline used
`tl.set(toId, opacity:1, T)` + `tl.set(fromId, opacity:0, T+dur)` for
every transition. That keeps BOTH scenes at opacity:1 throughout the
transition window. The Node-side layered compositor handles this fine —
it captures each scene separately, masks opacity per layer, and runs the
blend itself — but the page-side compositing path (one opaque RGB
screenshot per frame, opt-in via EngineConfig.enablePageSideCompositing)
relies on the page to produce a correct frame. With `shader === undefined`
the page-side compositor skips the entry, so the screenshot would show
both scenes stacked at 100% opacity (visible ghosting) instead of a blend.
Fix: schedule an actual opacity-crossfade tween in `initEngineMode`
when `t.shader === undefined`. Shader transitions keep the existing
opacity-flip pattern because the Node-side compositor needs both scenes
fully visible to capture them. The crossfade is harmless in the layered
Node path because `applyDomLayerMask` overrides per-scene opacity during
each capture anyway.
Also corrects docstrings in engineModePageComposite.ts and at the
installPageSideCompositor call site that previously claimed the GSAP
timeline "handles the blend" — it now actually does.
Co-authored-by: Cursor <cursoragent@cursor.com>
Three follow-up fixes from the Copilot review on commit 8cad2173:
1. Use strict `t.shader === undefined` instead of `!t.shader` (Copilot c4)
in both the WebGL program compile loop and the page-side compositor.
An empty-string `shader: ""` from a vanilla-JS caller (the IIFE bundle
is hand-loaded via <script> tags in user HTML) should reach the shader
registry and surface a loud "unknown shader" error, not silently
degrade to a crossfade.
2. Graceful degradation when shader compile fails (Copilot c5). The
previous `continue` dropped the transition from `cachedTransitions`,
which also dropped its scene-visibility timeline entries and broke
scene progression. Now: log a warning and downgrade to the CSS
crossfade fallback (prog=null, fallback=true) so the opacity timeline
still runs and the composition keeps playing.
3. Preserve index-to-scene-pair correlation when calling the page-side
compositor (Copilot c6). The earlier filter `transitions.filter(t =>
!!t.shader)` shifted indices, so a shader transition at original index
2 (sitting between CSS crossfades) would be paired with scenes[1] and
scenes[2] inside `installPageSideCompositor` instead of the correct
scenes[2] and scenes[3]. The compositor now accepts the full array,
makes `PageCompositeTransitionConfig.shader` optional, and skips
CSS-only entries internally while keeping `transitions[i]` aligned
with `scenes[i]`/`scenes[i+1]`.
Co-authored-by: Cursor <cursoragent@cursor.com>
Three follow-on fixes after the optional-shader change rebased onto current
main (PR #832 introduced page-side compositing and the producer's hf#732
layered pipeline since this PR was opened).
shader-transitions/hyper-shader.ts
- Treat `cache.prog === null` as the canonical immutable marker for
CSS-only transitions via a new `isCssOnlyTransition()` helper.
- `disposeCachedTransition()` now restores the always-ready CSS fallback
state for prog=null caches instead of zeroing `fallback`/`ready` — the
previous behaviour, combined with `markScenesDirty()` re-running the
prewarm/capture pipeline, could put a CSS-only cache through the WebGL
path and reach `renderShader(state.prog!)` with a null prog (Copilot
review on lines 1168 + 1319).
- `markScenesDirty()` skips CSS-only caches; they have no shader to
recompile and no texture pyramid to recapture.
- `ensureTransitionCachesReady()` filters CSS-only caches out of the
prewarm work list.
- `tickShader()` now routes on `cache.fallback || cache.prog === null`
and threads a narrowed non-null `prog` local into `renderShader()`,
removing the unsound `state.prog!` non-null assertion.
- `initEngineMode()` filters CSS-only transitions before passing them to
`installPageSideCompositor()`, which expects `shader: ShaderName`
(required). Page-side compositing is shader-only; CSS crossfades stay
on the GSAP opacity timeline.
producer/render/stages/captureHdrHybridLoop.ts
producer/render/stages/captureHdrSequentialLoop.ts
- Guard `activeTransition.shader` against undefined: when omitted, route
the Node-side blend through `crossfade` (the engine's canonical
opacity blend, equivalent to `applyFallbackTransition()` on the page).
- The hybrid path also bypasses the worker pool when `shaderName` is
absent and runs `crossfade` inline.
This addresses the Copilot review comments and unblocks the 5 failing CI
jobs (Build, Typecheck, CLI smoke, Windows tests, Windows render) which
all rooted in 4 TS errors at these exact sites.
Co-authored-by: Cursor <cursoragent@cursor.com>
Allow omitting the shader field in TransitionConfig to get a smooth CSS
opacity crossfade instead of a WebGL effect. HyperShader manages all scene
visibility regardless of transition type, so shader and CSS crossfade
transitions can now be mixed freely in the same composition.
When shader is omitted:
- No WebGL program is compiled or cached for that transition
- The existing applyFallbackTransition() path handles the crossfade
- No texture prewarming needed — transition is marked ready immediately
Tested: verified with a 3-scene composition (sdf-iris + CSS crossfade)
rendered to MP4. Both transition types render correctly.
engine/src/types.ts: HfTransitionMeta.shader is now optional to match
* ci: run fallow audit in lefthook pre-commit
Mirrors the same `fallow audit --base ... --fail-on-issues` check that
runs in CI, but locally against HEAD so issues surface at commit time
instead of after the push round-trip.
Scoped to `packages/**` source files via the glob — non-code edits
(README, docs, top-level configs) skip the hook entirely.
Measured locally: ~5s in parallel with the existing lint/format/typecheck
checks. Doesn't extend wall-clock time because typecheck (~11s) is the
long pole, and lefthook runs commands in parallel.
The default `--gate new-only` means inherited findings don't block the
commit — same gate behavior as CI, so local pre-commit and PR audit
agree.
* refactor: delete orphan declarations flagged by fallow
After fallow's auto-fix de-exports unused symbols, oxlint surfaces them
as no-unused-vars. This PR deletes those orphan declarations outright.
Biggest cleanup: studio/src/icons/SystemIcons.tsx shrinks from 132 to 57
lines — 33 unused icon wrappers and their phosphor-icon imports deleted.
Other deletions across 14 more files covering paired getter/setters,
helper functions, dead env constants, internal components with no
callers, and cascading unused imports.
Cascade-causing files held back for follow-up PRs: renderOrchestrator
barrel of captureCost re-exports, telemetry/portUtils/remote barrels,
Button.tsx + ui/index.ts (would orphan whole file), studioMotion
type re-exports.
Test plan: typecheck clean across 8 packages, oxlint + oxfmt clean,
fallow audit exit 0 (remaining findings inherited), cli + studio
vitest suites pass.
Adds a Blocks tab to the Studio left sidebar with the full 78-item registry
catalog (58 blocks + 20 components). Users can browse by category, search by
title/description, preview CDN-hosted poster thumbnails with video-on-hover,
and install items on-demand with one click or drag-to-timeline.
Core changes:
- BlockCategory type + resolveBlockCategory() for 7 categories (Captions, VFX,
Transitions, Effects, Social, Data, Scenes)
- Registry API routes: GET /api/registry/blocks (catalog) + POST install
- StudioApiAdapter extended with listRegistryCatalog + installRegistryBlock
- Vite adapter reads from disk; CLI adapter fetches from GitHub (24h cache)
- BlockParam interface + params on 6 blocks for future parameter controls
Studio UI:
- 4th sidebar tab "Blocks" with responsive grid, category pills, search bar
- BlockCard: CDN poster thumbnail, video autoplay on hover, duration + WebGL badges
- On-demand install: blocks append as sub-compositions on timeline; components
overlay at start=0 spanning full duration with transparent background patching
- TIMELINE_BLOCK_MIME drag-and-drop to timeline
- BlockParamsPanel (Phase 3 scaffold) auto-opens for parameterized blocks
Registry manifests:
- All 58 blocks backfilled with preview: { video, poster } CDN URLs
- All 20 components normalized to object format + poster URLs added
- 6 blocks annotated with params (Liquid Glass/Background, Portal, Chart,
Logo Outro, Magnetic)
- flowchart-vertical preview generated and uploaded to CDN
Run `fallow fix --auto-fixable` to remove `export` keywords from symbols
fallow's reachability analysis identifies as unused. Keeps only the cases
where the symbol is still referenced internally in its own file (so
removing `export` doesn't surface a new oxlint `no-unused-vars` error).
Result: fallow dead-code findings drop from 276 → 208 (68 fewer unused
exports), with no behavior change — each symbol is still defined and used
exactly the same way within its file.
Reverted ~20 files where fallow's auto-fix would have created cascading
"declared but never used" lint errors — those are cases where the symbol
isn't used at all, and properly cleaning them up means deleting the
declaration, not just dropping `export`. Better to land that as a
separate, narrower PR rather than mixing it into a mechanical de-export.
Also reverted four false positives where fallow missed real consumers:
- `captureCost.ts` (renderOrchestrator has two separate import blocks
from the same module; fallow only saw the first)
- `propertyPanelHelpers.ts`, `domEditingLayers.ts` (real internal uses
fallow's reachability missed)
- `render.ts` (functions imported via `await import()` dynamic import,
which fallow's static analysis doesn't follow)
Test plan: bun run --filter '*' typecheck (clean), oxlint + oxfmt clean,
cli/core/studio/engine vitest suites pass (335 + 917 + 576 + 605 tests).