The layout was assembled by hand and read like it. Measured at 1440x900: the three columns started at three different heights, a panel head was 41px when it held a control and 34 when it did not, the gap left of the centre was 7px and right of it 19, the properties column sat 11px further in than the others inside a border that meant nothing, and five controls in one list had four different widths -- a <select> takes the width of its widest option, so the row listing checkpoint filenames was 124px wider than its neighbours. Now: --gutter is the space between regions, between two panels stacked in a column, and inside the bands; the head band height is the panel head height is the collapsible head height; --control-col gives every settings control the same two edges. The frame's bands run edge to edge and the content is inset by the gutter, so the app has an outline instead of a margin that changed per region. Also here, all of it visible in the same screenshot: * The status sat against the Generate button with 1300px of empty bar to its left -- everything was in one right-aligned group. What the app says is at the start of the row now, what you press is at the end. * A panel body is a column with a gap: two things put in it by two parts of the app had whatever space their line boxes happened to leave. * A container query adds no specificity, so the narrow-panel rule written above the rules it overrides lost -- and flex-basis in a column is HEIGHT, which turned four settings into a panel two screens long. * The theme you picked was thrown away on every load: the appearance module applied its own declared default over the choice the page had already applied from storage. It adopts the live value now, and a panel is built after setup so its control shows what setup settled on.
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.