The surfaces v4 has that v5 did not. Each announces itself and each can be absent without the rest noticing, which is the point of the exercise: the frontend should read as v4, and nothing in it should be load-bearing for anything else. * SCENE AND PROJECT, in the column v4 keeps them in, which now says which scene it is about. Length on the timeline is the scene's own CROP and says outright that a regenerate reads the project's -- the rule that mixing the two is how a per-scene value quietly becomes everyone's. * RATINGS on a scene, and a clip carries its rating as a colour on its edge. Stored, not yet read: nothing in v5 learns from them yet. * A RULER, and clips as wide as they are long, so the strip reads as time rather than a row of equal boxes. Both ends bounded -- one long clip must not become the whole strip, and one short one must stay hittable. * THE PICKER WHEEL, on the middle button anywhere. It shows whatever announced itself to actions.js, so a part of the app that grew a new action is in the wheel without the wheel being told, and a part that failed to load is simply not among them. v4's three pinned buttons had a fixed idea of what could go in them. * THE WAY IN, and it closes -- on Escape, on the backdrop, on its own button. v4's could only be completed: a page refresh was the only way out, which makes it a trap rather than a wizard. Dismissing is a real answer. * File > rename, and the listing moves with it rather than going stale until a reload. Two things the kit refused, correctly, and now nobody has to know: a wheel of fewer than two items throws (there is nothing to aim between), so the shell does not offer one; and a strip cell with no ceiling took the whole strip.
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.