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
2026-08-27 16:25:34 +03:00
2026-08-27 16:25:34 +03:00
2026-08-27 16:25:34 +03:00

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.

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