The capturedTimeline guard broke CSS/WAAPI/Lottie compositions that
have no GSAP timeline — __renderReady was never set, causing the
parity harness to timeout after 30s.
renderSeek works with or without a GSAP timeline (adapter-only
seeking), so the correct invariant is "timeline binding was
attempted" not "a timeline was found." Set __renderReady
unconditionally in all three paths, after bindRootTimelineIfAvailable
has run.
window.d.ts already declares __timelines, __player, __playerReady,
and __renderReady on the global Window interface. The casts in
init.ts and init.test.ts were re-asserting the same types.
- Add __hfRuntimeTeardown to window.d.ts (used 6x in init.ts)
- Remove runtimeWindow cast variable from init.ts — use window directly
- Remove all (window as Window & { __player?: ... }).__player casts
from init.test.ts — window.__player is already typed as PlayerAPI
- Remove all (window as Window & { __timelines?: ... }).__timelines
casts from init.test.ts — window.__timelines is already typed
- Remove (window as Window & { __playerReady/renderReady }}) casts
from init.ts — already declared globally
- Guard __renderReady with `if (state.capturedTimeline)` in all three
paths (setTimeout(0) and .finally() were setting it unconditionally
even when bindRootTimelineIfAvailable returned false)
- Remove redundant fps=30 pre-quantization in snapshot — renderSeek
already calls quantizeTimeToFrame internally with the runtime's
canonicalFps, so pre-quantizing was double-quantizing at a
potentially wrong grid
- Add regression tests: __renderReady is set when timeline exists,
stays undefined when no timeline is available
- Add comment explaining hardcoded fps=30 (runtime's canonicalFps
default, not exposed on PlayerAPI)
- Add cross-reference comments between init.ts and fileServer.ts
explaining their different __renderReady timing semantics
- Fix broken duration getter: use getDuration() (PlayerAPI method)
instead of .duration (property doesn't exist, always fell through
to the DOM attribute fallback)
- Remove redundant sub-composition wait: __renderReady already
guarantees all timelines are bound
- Warn on readiness timeout instead of silently capturing garbage
- Warn when shader transitions don't finish pre-rendering
- Warn when no player API is available (seeks will be no-ops)
- Remove redundant node:fs re-import (already imported at top)
- Remove stale step numbering comments
- Trim verbose comments that restate the code
The runtime set __renderReady at the same time as __playerReady,
before the root timeline was bound. Consumers waiting for
__renderReady (the render-safe signal) could observe a player with
no captured timeline, making renderSeek a no-op.
Root cause: init.ts set both flags together, but timeline binding
happens later — synchronously via bindRootTimelineIfAvailable(),
via a deferred setTimeout(0) for bundled compositions, or
asynchronously via loadExternalCompositions().
Fix in init.ts:
- Remove __renderReady from the __playerReady assignment
- Set it after bindRootTimelineIfAvailable() when timeline is found
- Set it in the setTimeout(0) deferred path
- Set it in the external compositions .finally() path
Fix in snapshot.ts:
- Wait for __renderReady (truthful signal) not __timelines
- Use renderSeek() with frame quantization, not seek()
- Tick the GSAP ticker after seeking
- Await document.fonts.ready before capturing
Closes#1047
The producer's probe stage launches Chromium when Plan has to resolve
browser-only data: root duration unknown, unresolved sub-compositions, or
data-hf-auto-start media. Only handleRenderChunk was setting
PRODUCER_HEADLESS_SHELL_PATH, so a cold Plan invocation launched
puppeteer-core with no executablePath and failed before writing plan.tar.gz.
Mirror the renderChunk env-var guard inside handlePlan so the bundled
Sparticuz binary gets resolved on the first Plan invocation and reused on
warm starts. The skipChromeResolution dep stays honored for SAM-local RIE
smokes.
A warm Lambda environment can mask this only if it previously served a
renderChunk from another execution and left the env var sticky. Within a
single Step Functions execution, Plan still runs before RenderChunks.
A new dispatch test exercises the guard path by pre-seeding
PRODUCER_HEADLESS_SHELL_PATH and asserting Plan does not overwrite it.
`ffmpeg-static` materializes a single platform-selected binary at install
time. By default that follows the install host, so a default macOS/arm64
or linux/arm64 install can stage a binary that Lambda's x86-64 runtime
cannot execute.
Verify the ELF header (ELFCLASS64, EM_X86_64) before copying the binary
into `bin/ffmpeg`. When the check fails, surface the canonical workarounds:
run the build inside a linux/amd64 container, or pre-install with
`npm_config_platform=linux npm_config_arch=x64`.
In the distributed pipeline this mismatch can fail as early as Plan's
`ffmpeg -version` probe after browser probing and before chunks are
scheduled. Later encode/assemble spawns would fail for the same reason.
ffprobe already goes through the platform-segmented
`ffprobe-static/bin/linux/x64` path, so that side doesn't need the same
check.
The cfr re-encode pass hardcodes `-c:v libx264`. Pairing it with
`codec: "h265"` would silently transcode the h265 chunks to h264.
Detect the encoder discriminant in `meta/encoder.json` and throw a
typed error parallel to the existing non-mp4 format guard, so callers
surface the conflict instead of producing a wrong-codec deliverable.
— Rames Jusso
Distributed-render output today uses -c:v copy through concat → mux →
faststart, which means PTS timestamps from each chunk pass through
unchanged. Container r_frame_rate is exact (#1040 + this PR's parent),
but stream-level avg_frame_rate stays PTS-derived and can land on
fractional rationals like 27648000/921677 over a 60s render. Same for
sub-ms duration drift.
This is the achievable bar within -c copy stream-copy concat. For most
consumers (browser playback, YouTube, etc.) the difference is invisible.
For downstream tools that strict-check avg_frame_rate or
ms-precision duration (broadcast workflows, frame-accurate compositors,
some third-party transcoders), it matters.
Adds an opt-in cfr config flag (default false). When true, the
assemble step's final pass re-encodes with -fps_mode cfr -r <fps>
instead of -c copy, producing exact CFR output. Trade-off: ~2-5x the
stitch time for a 60s 1080p clip; second-generation H.264 quality loss
is negligible at -crf 18 but is non-zero.
The v0.6.39 fix added -r <fps> to the multi-chunk concat ffmpeg
invocation but didn't reach the single-chunk pass-through path,
which is taken when totalFrames * fpsDen / fpsNum fits in one
chunk. Result: 1-chunk renders shipped with fractional
r_frame_rate (e.g. 359/12) while multi-chunk renders shipped
with exact 30/1.
Single-chunk path now goes through the same -r <fps> + -c copy
ffmpeg invocation as the concat path, ensuring uniform exact
r_frame_rate metadata across all chunk-count configurations.
Adds a regression test exercising the 1-chunk path and asserting
r_frame_rate === "<fpsNum>/<fpsDen>" exact.
Adds WebGPU support to the Chrome launch args alongside the existing
CanvasDrawElement flag. Use PRODUCER_HEADLESS_SHELL_PATH to point to
Brave for full WebGPU + drawElementImage support.
Also fixes flicker in liquid glass blocks by removing onpaint/requestPaint
callbacks that conflicted with GSAP's deterministic onUpdate rendering.
Adds macos-tahoe-liquid-glass block (WIP).
Replaces the phone screen content in vfx-iphone-device with an iOS 26
home screen: glass app icons (Weather, Stocks, ChatGPT, Slack, X, etc.),
status bar with battery/signal, search pill, dock with badges. All on a
real GLTF iPhone model with camera choreography.
- Always log when html-in-canvas pins to 1 worker, not just on
explicit --workers override (Vance, James)
- Assert recommendScreenshot is true for htmlInCanvas detection —
pins the load-bearing coupling with the screenshot paint-force
protocol (Vance, Magi)
- Skip capture calibration for htmlInCanvas auto-sized renders to
avoid wasting 600ms–3s on an estimate that gets thrown away (Vance)
- Add TODO documenting Chrome's two root-cause mechanisms: paint
cache race and SwiftShader contention (James, Magi)
Chrome's drawElementImage API does not support concurrent usage across
multiple browser instances — running >1 capture worker causes flickering
artifacts. Detect the layoutsubtree canvas attribute during compilation
and unconditionally pin workers to 1, overriding both auto-sizing and
explicit --workers flags.
Complete rewrite of all 4 liquid glass registry blocks using
jeantimex/liquid-glass-html-in-canvas for real WebGPU glass rendering.
Architecture: Three.js aurora shader (z:0) + empty glass panels in
layoutsubtree canvas (z:1) + CSS text overlay (z:2). Text is crisp
and never passes through the glass shader.
- Renders via Brave with WebGPU + drawElementImage flags
- Continuous motion throughout — panels sweep across the screen
- liquid-glass.iife.js bundle (25KB) replaces liquid-dom (88KB)
Catch the three plugin manifests up to the current release version so
/plugin update is unfrozen immediately, rather than waiting for the next
release to sync them via the fixed-versioning script.
scripts/set-version.ts only bumped the npm package.json files, so the
Claude Code / Codex / Cursor plugin manifests stayed at 0.1.0 across every
release. Claude Code gates /plugin update on plugin.json's version, so users
never received accumulated changes (closes#1048).
Add a PLUGINS list and a parallel loop that rewrites each manifest's version,
and include the manifests in the clean-tree guard and the staged file set.
The loop replaces only the version string (not a JSON round-trip) to preserve
each file's exact formatting, since oxfmt keeps their short arrays inline and
JSON.stringify would expand them and fail the pre-commit format check.