Steps, Sampler and Scheduler are on the main window -- the three v4 buried several clicks deep in Engine Settings. No new UI: the sampler slot declares roles the way the prompt and the size already do. What made that nearly free is that the controls now come from the NODE's own description, through the settingFor/rendererFor pair the pipeline window has always used. So a combo is a dropdown of the real choices and a number obeys the real bounds, and prompt.js lost both of its hand-rolled branches: it no longer decides what a control looks like, it asks. File: New project, and every project listed with the open one ticked. The store has been able to do this since the day it arrived and there was no way in -- 20 lines of menu. Three faults found on the way, all in the shared input helper: * ENTER COULD NOT BE TYPED IN A TEXTAREA. `wire()` bound Enter to commit for every text control, textareas included, so a multi-line value was impossible -- the prompt above all, which is the longest multi-line thing in the app. It has been that way in the pipeline window since it was written; nobody had typed a second line into one. * A control committed on blur alone, so autofill, a password manager and any script setting a value went unheard. It listens to `change` as well now, and commit() only acts on a real difference so the pair costs nothing. * A control commits on blur, which means text still being typed is not in the project yet -- and a tab closing is exactly when that is lost. boot blurs before it saves.
ComfyUI-FunPack v5 — "Cunning Cranberry"
FunPack v4.0.0 is going to be the latest release of classic FunPack. Next update is another milestone update, or shall I say, a full rework.
Maintenance of current FunPack became a mess — forgetting to add or remove buttons from/to UI, finding functions that don't do anything but still present in the code absolutely randomly, trying to keep the UI neat while it has no strict boundaries on how it should look like, and of course — making it easy for users to understand how FunPack operates and how you can operate it — this is all time, money and token-consuming.
General idea behind the FunPack v5 rework is writing it from scratch, with a new architecture where a feature can't be forgotten, where a wire can't be missed, where one failing module never stops whole process from executing. Loaders and features would tell the UI by themselves what sorts of inputs they need and where to put it — and UI will compose them according to design guidelines it would have. Samplers would become independent from features — if a feature is available and enabled, sampler would call it. If it's not — it gets skipped and doesn't even appear in the UI so it won't confuse you.
Most of this comes from a FunUI backend draft that got shelved after understanding on how much time has to be invested into polishing it. Without a community support and wide usage it would become another dead project only one person in the world needs but no one else.
Come to think of it, FunPack already became something alike, with an exception — this project is more than alive, and while I can, I will support it.
Final goal is to make FunPack an ultimate answer for a novice's question "I don't know how to generate — what do I install and how do I start?" and for a professional's question "I need a UI with all the cutting edge techniques available on day 0 — which one?"
Preparation for the v5 had started.
FunPack v5.0 "Cunning Cranberry" — coming fall 2026.
This branch is a clean start. Classic FunPack lives on main.