Full control did half of what it said and never said which half. It disabled the mid-run crash guard and left every value refusal in place, so the stated purpose -- a one-step schedule, a width the model cannot use, let them and warn -- did not work. Worse, a rejected value was quietly replaced by the default, so asking for 999 gave 0.4 with a warning about 999. Now one switch turns off both: the value is passed through, every problem is said as a warning naming that the consequences are the user's, and a run made without the guards is identifiable as one afterwards. A key NO module declares is still never kept, whatever the setting -- nothing reads it, so keeping it cannot honour the request, only disguise the typo. core/graph.py was thoroughly tested and called from nowhere: the claim that a built-in node can be replaced or removed was a property of a library nothing invoked. It has routes now, and tests that drive them over a real socket -- the modifiers node removed and the sampler rewired, the VAE loader swapped for core's, and both refusals coming back as reasons. Those routes separate two things the old shape conflated. "refused" means the edit did not happen. "incomplete" means it did and the pipeline still is not ready -- an unset file picker on a fresh install is the normal case, not a failed edit, and showing them together would say the wrong thing about both. And build() could not see a missing REQUIRED input at all, because the schema lookup flattened required and optional into one dict. A slot with no model file built clean and failed only once queued. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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.