digital-garbageandClaude Sonnet 5 c67e223937 fix: don't stop the batch wall clock after the first run of a montage/selection
Round 2 of adversarial review on the previous commit found that
_genClockStop() firing unconditionally on every run's terminal phase (added
to fix an adopted run's clock never stopping) broke the OTHER case it didn't
account for: generateMontage()/generateSelected() call _generateRun several
times under one press for a chain-sampler pipeline (_runs() splits the
timeline into several runs whenever PipelineCaps.usesChainSampler() is
true, which is the default). genWallStart is documented to span the WHOLE
batch, started once by _clockedMontage/_clockedSelected's own wrapper --
stopping it after run 1 of N left genElapsed() returning null, and nothing
in the batch loop ever restarted it, so the visible timer next to Generate
disappeared for the rest of an in-progress batch.

Fixed with a `_genAdoptedRun` flag: only a run actually ADOPTED on reload
(nothing else will ever stop its clock) clears it from the persistent
subscription; a normally-clicked run's terminal phase leaves the clock for
its own caller's `finally` to stop, same as before this whole feature
existed. 691/692 JS tests and 548/548 Python tests pass (the one JS
failure is the pre-existing, unrelated projects.test.js import-race
flake). Live-verified against the dev server.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-15 11:54:25 +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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