Commit Graph
6 Commits
Author SHA1 Message Date
digital-garbage 3931677507 feat: per-scene resolution source + references, picked from the Media bin
Pieces B and C: Scene gains source_image (aspect-ratio reference only --
resolution itself stays a project.video setting, ImageTransformKJ's
"total_pixels" keep_proportion fits the picture's aspect into that budget)
and references (media ids, in order). Inspector's Scene tab gets pick/clear/
remove controls; picking routes through the existing Media bin via a small
pending-pick handshake in boot.js (one bin, one onPick, so "which field
asked" has to be tracked between the click that asked and the click that
answered).

References wire into MiniMaxH3ReferenceToVideo's ref_images autogrow input
dynamically, per run, only for what a scene actually has -- an unwired slot,
not an empty image, is what "not in use" means to that node. The target is
data on the role itself (wireTo), not a slot id boot.js would otherwise have
to know, keeping the "core never names an implementation" contract intact
one layer up into the app.

Verifying this exposed a second real core gap (after the MatchType one):
core/graph.py had no idea what an Autogrow (V3's io.Autogrow) input even
is -- "ref_images" reported as one opaque COMFY_AUTOGROW_V3 slot, its real
per-instance sockets (ref_image_0, ref_image_1, ...) invisible to
declared()/build(), so a wire naming one was refused as an input the node
does not have. Fixed generically in comfy_types.py (autogrow_instances())
and graph.py, confirmed against ComfyUI's own _io.py (finalize_prefix's
dotted join, build_nested_inputs's runtime un-nesting) -- not guessed, and
proven end to end with a real override()+build() test using the exact edit
boot.js makes.
2026-09-11 12:00:16 +03:00
digital-garbage 86484bf2d8 app, core: fix Undo silently no-op'ing after a variable edit
Round 2 of adversarial review found a real bug in the fix the previous
round's own review prompted: mutating the live project.variables array (and
its row objects) in place before calling setVariables() meant projects.js's
remember() -- which deep-clones the project for the undo stack BEFORE
applying the new value -- captured the already-edited state as the "before"
snapshot. Undo after any variable edit or removal was a silent no-op.

Fixed by never mutating what project.variables already points at: every
commit now reads project.variables fresh and hands setVariables a brand new
array, which is also what closes the SAME stale-closure race the in-place
version was built to fix in the first place (redraw-mid-edit still reads
whatever the previous commit already saved, since it reads live rather than
from a snapshot taken at render time). Also fixed core/prompt_build.py's
docstring, which claimed the opposite of what resolve-variables-last
actually does and what its own test already pinned.
2026-09-08 12:24:29 +03:00
digital-garbage 2e384c48b2 core, app: shortcuts, autocomplete, and prompt-craft expansion
A trigger->replacement library (core/shortcuts.py, a close port of v4's
apply_prompt_shortcuts/resolve_variables), a Settings section to manage it,
autocomplete on the real prompt textarea (composer.autocomplete.default, so
it outranks the Constructor modal it lives inside), and a stateless
/api/prompt/expand that combines anchor + shortcuts + $variables + postfix
at the moment a run is queued -- scene.text itself stays exactly what was
typed. Project gained anchor/postfix/variables editing UI on its own tab.

Along the way: a real layout bug in the Properties column (every composer
stack can flex-shrink below its own content, and once the Project tab grew
past a couple of rows the column started squeezing its own children's
content into each other and, at the outer level, into the sibling Generation
section below) -- fixed with flex-shrink:0 at each level that needs it,
caught by a Playwright regression test.
2026-09-08 11:49:49 +03:00
digital-garbage 739a720adc app, core: Settings matches v4 -- retractable rail, fixed frame, real About
Three things the unified Settings window was still missing next to v4's
own, all found by looking at it next to v4 rather than in isolation:

- The sidebar is a 52px icon rail now, expanding to a full list on
  hover/focus and overlaying the content instead of a splitPane's
  permanently-docked two-pane shape -- v4's own sidebar, not an
  approximation of it. Fixing this surfaced two real CSS bugs along the
  way: filterList's own min-width:220px silently defeated the collapse
  (clipping the search box to "Sear" instead of showing an icon), and
  .cx-filter-list's unset overflow-x (computed to auto once overflow-y
  was set) put a horizontal scrollbar under it. Centering the icon in
  the collapsed row needed the label's flex-basis AND the row's own gap
  to both go to zero -- an invisible label still claims its share of
  both otherwise, and the icon renders off-centre.
- The modal now has a real height (v4's own 660px) rather than sizing to
  whichever section is showing, so switching between a short section
  (About) and a long one (Node packs) doesn't visibly resize the whole
  window. That exposed a THIRD latent bug: .cx-modal-body never had
  flex:1 1 auto, invisible until a modal had a real height to fill --
  every prior modal shrink-wrapped its content, so head+body+foot always
  summed to exactly the card's height by accident. Fixed at the shared
  rule, not just for Settings.
- About now shows what v4's does: commit and dirty state, a codename
  when the checkout has one, and the machine's real hardware/software
  facts (chip, memory, GPU or MPS, disk, OS, ComfyUI/Python/Torch/
  attention-backend versions, hostname) -- a new core/sysinfo.py
  (ported from v4's own, individually guarded so a missing probe never
  takes the panel down) behind a new GET /funpack/api/system, injected
  into settings_window.js the same way every other network call here is.

Also: a nav row's tone (the coloured icon chip) is now validated against
its closed set the same way button.js already validates its own tone --
an unknown one used to render silently wrong instead of failing loudly.
2026-09-07 13:47:18 +03:00
digital-garbage aceb06803d app, core: a rating is liked or it is not
dev went binary on H3 and said why: the steering reads the SIGN of a rating
and never its size, so a ten-point scale was the UI claiming a precision
nothing downstream used -- and at the sample sizes this actually runs at, a
mediocre middle rating only diluted the direction. v5 had invented a
four-way scale of its own; it now stores what dev stores.

Pressing the one that is on takes it back. Without a way out a mis-click is
a permanent opinion, and "no opinion" is a real answer nothing should have
to guess at.
2026-09-06 12:52:13 +03:00
digital-garbage faaa465d68 app, core: the inspector, the wheel, ratings, a ruler, and a way in
The surfaces v4 has that v5 did not. Each announces itself and each can be
absent without the rest noticing, which is the point of the exercise: the
frontend should read as v4, and nothing in it should be load-bearing for
anything else.

* SCENE AND PROJECT, in the column v4 keeps them in, which now says which
  scene it is about. Length on the timeline is the scene's own CROP and says
  outright that a regenerate reads the project's -- the rule that mixing the
  two is how a per-scene value quietly becomes everyone's.
* RATINGS on a scene, and a clip carries its rating as a colour on its edge.
  Stored, not yet read: nothing in v5 learns from them yet.
* A RULER, and clips as wide as they are long, so the strip reads as time
  rather than a row of equal boxes. Both ends bounded -- one long clip must
  not become the whole strip, and one short one must stay hittable.
* THE PICKER WHEEL, on the middle button anywhere. It shows whatever
  announced itself to actions.js, so a part of the app that grew a new action
  is in the wheel without the wheel being told, and a part that failed to
  load is simply not among them. v4's three pinned buttons had a fixed idea
  of what could go in them.
* THE WAY IN, and it closes -- on Escape, on the backdrop, on its own button.
  v4's could only be completed: a page refresh was the only way out, which
  makes it a trap rather than a wizard. Dismissing is a real answer.
* File > rename, and the listing moves with it rather than going stale until
  a reload.

Two things the kit refused, correctly, and now nobody has to know: a wheel of
fewer than two items throws (there is nothing to aim between), so the shell
does not offer one; and a strip cell with no ceiling took the whole strip.
2026-09-06 12:30:59 +03:00