* fix(studio): soft-reload GSAP property edits without iframe reload
GSAP property value edits (opacity, x, scale, etc.) now update the live
timeline inside the preview iframe without triggering a full iframe
reload. This preserves the WebGL context and shader transition cache,
eliminating the loading overlay that appeared on every property edit.
Implementation:
- New gsapSoftReload.ts: kills the old GSAP timeline, re-executes the
updated script, calls __hfForceTimelineRebind(), and re-seeks to the
current time. Falls back to full reload on failure.
- useGsapScriptCommits: passes softReload: true for property value edits
via the existing (previously unused) softReload flag on commitMutation.
- hyper-shader.ts: exposes __hfSuppressSceneMutations on the window so
the soft-reload can suppress the MutationObserver during re-execution.
- hyper-shader.ts: getDocumentScriptSignature now excludes pure GSAP
animation scripts from the cache key hash, so full reloads (undo,
external changes) don't invalidate transition caches when only
animation values changed.
* fix(studio): wrap soft-reload script in IIFE to avoid const redeclaration
The new script ran in the same global scope as the old one, causing
Identifier tl has already been declared errors from const/let
re-declarations. Wrapping in an IIFE creates a new lexical scope.
Also remove the old script element before inserting the new one.
* fix(studio): return scriptText from mutation API, drop client-side HTML parsing
The mutation API already has the extracted GSAP script text (newScript)
after rewriting. Return it as scriptText in the response so
applySoftReload receives the script directly instead of parsing HTML
client-side. This avoids DOMParser compatibility issues across test
environments and is more reliable than regex-based extraction.
* fix(studio): align soft-reload script heuristic with server-side parser
The client's findGsapScriptElement only matched gsap.timeline and
__timelines. The server's extractGsapScriptBlock also matches .to( and
.set(. Aligned the client heuristic to prevent silent fallback to full
reload for compositions that use tl.to() without gsap.timeline in the
same script.
* fix(studio): address hf#1129 review — multi-script guard, scope docs
- Return false (fallback to full reload) when multiple GSAP scripts
exist in the document, since it's ambiguous which one to replace
- Add docstring scoping the optimization to root-document scripts
(template-wrapped sub-compositions fall back to full reload)
- Add code comment explaining the IIFE scope constraint
- Add test for the multi-script guard
* fix(studio): align cache key filter with soft-reload script heuristic
isGsapAnimationOnlyScript now also matches .to( and .set( patterns,
matching findGsapScriptElement. Scripts using only tl.to() without
gsap.timeline were excluded from soft-reload but still busted the
shader cache on full-reload paths (undo, external changes).
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.