extensive_testing round 5 did a systematic audit rather than one more spot check, and found the one remaining gap: row VALUES are wrapped to card width before drawing (_wrap()), bounding each draw call's cost, but "head" block titles (built from slot id/group/node, each individually _cap()-allowed up to 400 chars per round 4) were drawn as one unwrapped string. PIL's text-render cost scales with string length regardless of visible width, so 2000 slots each with a 1200-char (id+group+node) concatenated title -- every documented cap individually honored, nothing near any threshold -- cost 20.5s of pure font-render CPU. Fixed by truncating head-block text to the same rendered width row values already get, before it's ever handed to the font renderer. Round 5's own systematic pass (tracing every slots-derived value to its draw/embed destination, checking the wired-link path, non-string id/group/node, by_id construction cost, host reachability, and the render kwarg) found nothing else -- everything else that reaches the raster or the JSON embed is capped. Co-Authored-By: Claude Sonnet 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.