1.98's sharper macro-use tracking flags the live-id macro globs five script
modules kept without using; windows-strings' strlen extern takes *const
c_char with a cast at the two call sites instead of tripping
suspicious_runtime_symbol_definitions (PCSTR is transparent over *const u8,
so the ABI never changed).
the vision and ocr backends' ContentBackend machinery lives behind the
llm feature; the imports and the lane-refill helpers now do too, so a
client crate compiling the hub with a leaner feature set (vj, chat-ui)
builds without warnings. pipeline_submit_collect stays feature-free for
its tests and says so.
Squashed from work:
- docs: button shader annotations — widgets/button.rs complete + splash demo buttons
- tweaker: the Shader tab shows the pinned widget's ANIMATOR STATES as little posed swatches under the well — one per tr
- widgets: the glass stops reading draw_pass.time, so glass apps idle again
- render, sim, platform: what a strategy round needs underneath
- draw, platform: overlays now composite above content that uses draw_depth
- asset: mp4 sample index for range-streaming, chat tools, import profiles
- platform: native file and save dialogs, in-house on all three desktops
- sim: a per-unit decision hook — one commandable unit can think for itself, before the kit steers
- makepad_ai is deleted — every backend is a hub pipe, the agent seam lives with its consumers (aicore §14, decided 2026
- libs: the zero-warning sweep — stitch casts say what they mean, xatlas keeps upstream's surface quietly
- zero-warning sweep, round two — the first full-workspace pass
- zero-warning sweep, round three — the model lanes and the deep examples
- zero-warning sweep, round four — the last stragglers
Squashed from work:
- pdf_parse: indirect /Length, and recover the glyph names a symbol font uses
- mpwm: make the Linux desktop integration usable (#1204)
- mpfiles: the size map goes all the way down, and remembers what it found
- mpfiles: the treemap walk streams every directory at every depth — no more opaque growing blocks over deep heavy subtr
- mpfiles: local qwen chat sidepanel over the treemap selection
- mpfiles: a camera over the treemap — scroll zooms at the cursor with real re-layout detail, drag pans, double-click fi
- mpfiles: a 2.5D treemap — the map extrudes by nesting depth under a 3d toolbar mode
- mpfiles: a real orbit camera over the block view — left-drag orbits, right-drag pans, click stays a click; the project
- mpfiles: the wheel glides, the filter stops paying per frame and per keystroke — measured weights cached against the t
- mpfiles: the 3d view wears no name tags — labels only on hover, the tooltip carries the numbers
- mpfiles: a camera gesture never re-flows the map — mid-motion the picture rides one rigid remap of the last layout, an
- mpfiles: a small zoom keeps the map still — the layout is only remade when the camera truly leaves it (a 1.3x detail b
- mpfiles: a camera reveal is not an arrival — cells the cull swings into view appear instantly at full strength, cells
- mpfiles: the treemap packs in canon space — the arrangement is zoom-invariant by construction; zoom only refines the t
- mpfiles: the map stops breathing — insets are fractions of map space, names reserve no room and float on scrims with a
- mpfiles: a camera settle is calm — zoom detail materialises in place, no arrival fade; the ceremony stays with filter
- mpfiles: camera motion animates nothing but the camera — flat labels freeze per relayout and ride the remap; a calm se
- mpfiles: a fast zoom-out never outruns the map — cull escape relayouts the same frame, the glide's destination is laid
- mpfiles: wheel zoom in the raised modes anchors on the tile top under the cursor, not the ground hiding behind it
- mpfiles: first consumer of the ai-hub — the ask panel rides AiHub::start_local_chat, its private engine is gone (aicor
- ai-hub: chats run the machine election — route to a serving holder, wait on a loading one, claim and publish when open
- zero-warning sweep, round two — the first full-workspace pass
- zero-warning sweep, round three — the model lanes and the deep examples
Co-authored-by: Alex <blackanger.z@gmail.com>
Squashed from work:
- vj decks: sync is a held lock — pinned master, per-pump rate servo
- vj: the deck explorer opens on music
- frametween: the VJ's in-betweener becomes a library — the whole mode set, one definition
- frametween: the gate says which tier moved the picture, from pixels
- frametween: BGRA words go in as they are, and a host may own the clock
- vj: archive.org as a content source
- platform: native file and save dialogs, in-house on all three desktops
- vj: rounder slider caps, and the cap body reads as a blob
- ai-hub: makepad-asset-ai becomes makepad-ai-hub at libs/ai/hub, the chat pane becomes makepad-chat-ui, the service bin
- vj: DREAM runs execute in the app — pipelines.rs becomes the run it used to watch (aicore §9 / F1)
- vj: plain generations execute in the app too — the store's job queue loses its last vj client (aicore §9 / F2)
- asset-creator: the runner — generate one thing and put it in the catalog, one implementation for every surface (aicore
- importer + asset-server host: the coordination era ends (aicore P7)
- client + chat dispatcher: the dead wire comes out (aicore P7/P8)
- zero-warning sweep, round five — vj and chat-ui
- zero-warning sweep, round six — three cascades
- zero-warning sweep, round seven — the last two
Squashed from work:
- rtsmap: one seeded generator for tiled strategy maps
- map: bake a runnable Amsterdam test map from inside the route app
- route: the first-run test map starts itself, and its buttons are guarded
- map: the test map bakes its road faces too, from the same shared pass
- map_tiles: mkmap-extract — the weave is reversible, world-cells reconstructible from world.mkmap
- route: the local dispatcher rides the hub — its copied engine is deleted, limits preserved (aicore P1)
- route + converse: off makepad_ai — the Agent seam moves to converse, route's cloud dispatcher rides the hub's Claude p
- ai-hub: chats run the machine election — route to a serving holder, wait on a loading one, claim and publish when open
- libs: the zero-warning sweep — stitch casts say what they mean, xatlas keeps upstream's surface quietly
Squashed from work:
- score: a headless music engraving, playback and notation engine
- score: the notation app — pianist mode, editing, playback
- piano_model: it was a plucked string by construction, and 20 voicings
- score: one document you can pan, zoom and navigate
- piano_model: the body tap was a click, and the objective was rewarding noise
- score: add the sound panel and library modules
- piano_model: a second engine, and the attack that finally sounded right
- score: two instruments, reverb and brightness — and the rest of the panel gone
- score model: a note remembers how it was struck, and the score remembers the pedal
- score import: keep the velocities and the pedal the file was carrying
- score playback: play the performance, not a flattened copy of it
- score ui: the music list moves to the sidebar, and the view stops fighting itself
- score: the application ships its font and eight performances
- piano_model: a limiter that rides the music, so the knee stops shaping chords
- piano_model: the forte bell was the treble's dynamic slope, and the bass was dying at its own prompt rate
- piano_model: the bridge decides each partial's decay, and a fixed multiplier cannot say that
- piano_model: each partial gets its own two coupled modes, from the eigen algebra
- piano_model: a median that fell between the peaks made every bass partial a drain
- score-ai: LocalBroker — the seam's in-process implementation over the session engine (aicore P8)
- client + chat dispatcher: the dead wire comes out (aicore P7/P8)
- score_pdf: the score model grew a pedal map — the pdf importer initialises it
- libs: the zero-warning sweep — stitch casts say what they mean, xatlas keeps upstream's surface quietly
- score app: the shipped-piece test speaks the PERFORMANCES table
- zero-warning sweep, round three — the model lanes and the deep examples
Squashed from work:
- asset-ai: FastH3 4-step fast video backend; clip keyframes on the wire
- asset-ui: loop video chains — text→image→video that ends where it began
- h3: safetensors -> pruned-Q4_K GGUF quantizer for the 24GB DiT tiers
- h3_quant_gguf verify: row-error gates calibrated to the measured Q4_K floor
- asset-ai realtime: the feedback loop — the source anchors, the drifted frame inits
- asset-ai realtime: a feedback loop survives a resize and travels by default
- asset-ai realtime: the feedback loop frees itself from the feed handshake and pauses for its listener
- asset-ai realtime: the outbound encode leaves the loop's critical path
- asset-ai ocr: the ocr domain — Chandra 2 at page resolution, and the tower goes planner-owned
- llm slots: a lane can hold an image span — embedding prefill and a rope cursor of its own
- vision tower on CUDA: the encode leg gets its two missing kernels
- llm/ocr: one M-RoPE grid encoder for both image paths, and a livelock made an error
- vision tower on CUDA: the f16 GEMM keeps the precision it was throwing away
- live: a feed that moves box takes its trip with it — one seed image
- vision tower on CUDA: the tiled attention becomes bit-exact, and tensor cores go
- llm prefill on CUDA: the MMA attention kernel gets the tile a 4-to-1 model needs
- asset-ai ocr: the CUDA encode lane joins the integration — vision-parity sits beside run's three arms, and the kernels
- Merge branch 'ocr-perf-integration' into work
- asset-ai: the live anchor can follow the trip, and text leaves the 5090
- asset-ai: the camera moves the world, and the world starts still
- asset-import: the EA strategy classics, in the one 2D contract
- rtsmap: one seeded generator for tiled strategy maps
- asset-ui: one card for the strategy classics, with a pack dropdown
- asset-ai: music3 reference-audio path, ocr/h3 backends, registry
- asset: mp4 sample index for range-streaming, chat tools, import profiles
- cnc: tiberium is twelve growth frames, not twelve empty variants
- platform: native file and save dialogs, in-house on all three desktops
- chat: the scan holds out for a lane home
- chat: a full home queues you — take the free lane
- chat: the preload has a percentage, and the boundless cap stops showing
- llm cuda: the 32x2 attention tile — even GQA ratios stay on MMA
- sa3 gets a bake path: the sfx model's tables precomputed by a diffusion-side bin
- sqlite_query: anti-join regression test
- td import: HARV's second frame block is its harvesting cycle, not a turret
- asset-ui: sprite enhancement runs on the 32B dev DiT — distillation, not the prompt, was the ceiling
- ai-hub: makepad-asset-ai becomes makepad-ai-hub at libs/ai/hub, the chat pane becomes makepad-chat-ui, the service bin
- asset-ui: test health fixtures grow the realtime field they were born without
- ai-hub: one home at ~/.makepad — weights/ run/ cache/ logs/, the service cache migrates from ai_content by a single re
- ai-hub: subprocess workers die with the node — process groups everywhere, PDEATHSIG on linux, one KILL_ON_JOB_CLOSE Jo
- ai-hub: the hub object — AiHub::in_process, pipes vocabulary, and the local LLM engine generalized out of mpfiles (aic
- strict-json: the dependency-free JSON module gets its own crate; asset-client re-exports it so nothing downstream move
- ai-hub: the machine layer — node entries, the 0600 machine token, and the residency election that IS the lock (aicore
- ai-hub: MPHUB1 — the fabric beacon only dedicated nodes can send (aicore §4)
- ai-hub: job leases — work lives only while it is renewed (aicore §8)
- asset-creator: the pipeline library is born — specs, the deps gate, and the derived-state law (aicore §9)
- ai-hub: RAM residency facts — the CPU-side twin of residency.rs (aicore §3)
- ai-hub: ETA placement primitives — relative GPU throughput, the four-term estimate, and an observable breakdown (aicor
- ai-hub: leases go live on the wire — origin fields on submit, /job/<id>/keepalive, /bye, and the reaper that cancels w
- ai-hub: the chat providers move in — fleet qwen, openai, grok, claude/codex/grok CLIs, the responses driver, and the w
- asset-creator: the engine — one pipeline run against the hub, deps-gated, spliced, cancellable, resumable-by-construct
- ai-hub: the machine node mode — --machine binds loopback, registers in ~/.makepad/run, and exits on its own once idle
- asset-creator: makepad-creator-run — the detached client for runs that must outlive a window (aicore §9)
- ai-hub: a native Claude Messages-API provider — API-key or Claude Code OAuth, bounded SSE streaming, injected tools (a
- route + converse: off makepad_ai — the Agent seam moves to converse, route's cloud dispatcher rides the hub's Claude p
- asset-creator: the preset tables move in — fifteen chain-policy constants shared by every creator app (aicore §9 / P6)
- makepad_ai is deleted — every backend is a hub pipe, the agent seam lives with its consumers (aicore §14, decided 2026
- ai-hub: loads hold the machine residency election — set_model_state claims on Loaded and publishes the service port (a
- ai-hub: chats run the machine election — route to a serving holder, wait on a loading one, claim and publish when open
- ai-hub: pick_for_domain_eta — ETA-ranked placement over the shared hard-filter core (aicore §6 / P4)
- asset-creator: the engine picks a provider per stage at dispatch time — a chain's later stages see fresh fleet state (
- ai-hub: the fabric secret gates the service HTTP surface — bearer on everything but /health and the ticketed peer path
- vj: DREAM runs execute in the app — pipelines.rs becomes the run it used to watch (aicore §9 / F1)
- asset-creator: the runner — generate one thing and put it in the catalog, one implementation for every surface (aicore
- chat-ui: the session runs in the app — no broker anywhere on the chat path (aicore P8 / F5)
- asset-store: assets.query is a first-class query endpoint — the bounded SQL surface outlives the broker (aicore P8 / F
- asset-creator: CreatorTools — the chat tool pack for a store that only stores (aicore §9 / P8)
- asset-store: the shrink — the store stores (aicore P7)
- importer + asset-server host: the coordination era ends (aicore P7)
- store config purge + asset-ui goes fleet-direct; the derive protocol gets its route proof (aicore P7)
- client + chat dispatcher: the dead wire comes out (aicore P7/P8)
- ai-hub: 0.3.0 — the health version says which era a node runs
- ai-hub: the default fleet is 'gen' — apps hear the LAN without env plumbing
- ai-hub: the preload note percents the prefill, not the job bar
- ai-hub: conversations keep their KV — the wire mirror, the lane identity, the in-turn dynamic context (aicore §7)
- ai-hub: an open-think model is thinking from its first token
- libs: the zero-warning sweep — stitch casts say what they mean, xatlas keeps upstream's surface quietly
- zero-warning sweep, round two — the first full-workspace pass
- zero-warning sweep, round three — the model lanes and the deep examples
- zero-warning sweep, round four — the last stragglers
- zero-warning sweep, round five — vj and chat-ui
- zero-warning sweep, round six — three cascades
Co-authored-by: Claude <info@makepad.nl>
Squashed from work:
- video: hardware first-frame decode straight from RAM — no temp files
- video: the encoder transform is reported once, not once per encoder
- video: a single still does not need a whole AVAssetWriter
Squashed from work; the fine-grained history is under tag archive/work-2026-08-29:
- mp* wave: mpwm window manager + the mp app family, WM API, theme bridge, PDF engine fix
- mpwm polish wave: terminal key focus, focus-history close order, pop-back-to-origin, occupied-workspace cycling, demo
- work: land the sources the last commits reference
- route: the assistant icon the committed UI references
- fast_inflate: the benches name their dev-deps
- gif/weezl: drop the vendored benches nobody can run
- weezl: the decode tests generate their own LZW fixture
Squashed from work; the fine-grained history is under tag archive/work-2026-08-29:
- mp* wave: mpwm window manager + the mp app family, WM API, theme bridge, PDF engine fix
- mpwm polish wave: terminal key focus, focus-history close order, pop-back-to-origin, occupied-workspace cycling, demo
- mpwm: ghost-launch/menu-flash root cause, scroll z-gate, browser binds, path-free status, viewers delisted, Fab opens
- mpwm: Hyprland-exact close animation over a frozen snapshot
- mpwm: warm-instance pool, flat-luminance opens, flicker-free CEF resize
- work: land the sources the last commits reference
- mpwm: quick-look gap fixes; image cache eviction on preview unload
- tweaker: material thumbnails + vibecode popup + ctrl-space notes, undo/redo over the edit ledger, capture-semantics pi
- tweaker: tabbed side panel (Props/Shader/Tree) - shader tab with checkerboard material well + prompt, complete widget-
- mpwm+mpterm: text quick-look — pty teardown deadlock fix, in-place retarget verified, debug probes stripped
Squashed from work; the fine-grained history is under tag archive/work-2026-08-29:
- mp* wave: mpwm window manager + the mp app family, WM API, theme bridge, PDF engine fix
- work: land the sources the last commits reference
- kenney: catalogue all 50 free 3D kits; Modal dismissed() never fired
- asset store: central vision-annotation queue; Kenney donate prompt
- asset-ai: vision domain — image + prompt -> text on every fleet node
- annotation runs the fleet's vision services through the normal job queue
- vj: responsive DJ mixer + Windows drag-and-drop, cherry-picked from PR #1199 (vjroger)
- store search: WordNet synonym expansion, query-side; per-term seeks
- video scheduling: a cold model pin never downloads past a warm one, and a dedicated box only serves its role
- an expansion can never lose a run — and `expand: true` finally means something
- fleet panel: a slow box is not a missing box
- h3: first+last keyframe conditioning (the weights were always FL2VA)
- registry: the three H3 FL2VA tiers name their real conditioning
- fleet scheduling: spread before stacking, and a stuck job moves
- a download never steals a job from a box that has the weights
- the faster GPU takes the tie: 6000 > 5090 > 4090
- an evicted flux model gives the card its VRAM back
- a job now records what each of its stages was handed
- open a stage in RUNS and read what it sent
- every expanded song was an instrumental: the lyrics had nowhere to go
- the writer never overwrites words the person wrote
- store: a dependent job's body is spliced from its deps' results at claim
- a fleet box's job row says what that job was asked for
- the store runs a whole pipeline, and one record says how far it got
- a client can declare a whole run, watch it, and stop it
- 100% now means published, and the expander is a job you can queue
- one card says what a spawned task is doing, everywhere
- a run that ends says so, instead of being noticed later
- when every box holding the model is busy, buy another copy
Squashed from work; the fine-grained history is under tag archive/work-2026-08-29:
- mp* wave: mpwm window manager + the mp app family, WM API, theme bridge, PDF engine fix
- mpwm polish wave: terminal key focus, focus-history close order, pop-back-to-origin, occupied-workspace cycling, demo
- mpwm: warm-instance pool, flat-luminance opens, flicker-free CEF resize
- work: land the sources the last commits reference
- kenney: catalogue all 50 free 3D kits; Modal dismissed() never fired
- platform: windows check green again — SetWindowTextW binding
- map: exact warp-aware inverse projections — pointer ops work folded
- mpwm: quick-look gap fixes; image cache eviction on preview unload
- tweaker: material thumbnails + vibecode popup + ctrl-space notes, undo/redo over the edit ledger, capture-semantics pi
- tweaker: vibe popup card chrome + dispatch order, ctrl-space notes verified, sploded design v2 chapter
- tweaker: tabbed side panel (Props/Shader/Tree) - shader tab with checkerboard material well + prompt, complete widget-
- sploded v2: nesting-depth z, hairline scope frames, body pass
- sploded: pin the depth convention with a test, kill the draw_depth residue
- sploded: real body-pass split (scene-pass capture, panel flat) + y-convention source of truth with anti-flip gate test
- sploded: hollow outlines, flat-band input, ray-pick unprojection
- tweaker: shader tab defaults to the selection's first draw layer, stale hint trimmed
- sploded: outlines become clipped, antialiased strips; tighter deck
- sploded: merge the lane's v2 (nesting-depth z, clipped AA strip outlines, flat-band input, unproject, SplodedStack bod
- sploded: the exploded view is a LIVE view — pointer events route through the inverse explode transform (ray -> plane -
- tweaker: tabs are real widgets (uid, tree node under the dock, own plane in 3D) and pickable; navigation-class clicks
- sploded: pinned/hover outlines render on the widget's own plane in 3D — per-widget nesting depth lives on the platform
- tweaker: the material well renders the pinned widget's actual shader — the swatch byte-copies the widget's live draw c
- tweaker: the Shader tab shows the shader as written — the layer's pixel/vertex fn source (nearest definition up the co
- sploded: I = true isometric preset (yaw 45°, pitch atan(1/√2))
- tweaker: eyedropper — the colour popover's pick button arms a pixel probe; the next press in the app samples that devi
- tweaker: the shader loop closes — /tweak/apply resolves the pinned widget by uid (anonymous path segments never round-
- vj: responsive DJ mixer + Windows drag-and-drop, cherry-picked from PR #1199 (vjroger)
- tweaker: the material well is a magnifier — the mirrored instance draws at the widget's native size in the well's own
- tweaker: per-layer material thumbnails — the Widget derive emits WidgetNode::layer_areas() (every #[live] Draw… field
- tweaker: the shader source view is the real CodeView (syntax highlighting, selection, editing) when the app registers
- tweaker: Ctrl+Enter sends on every platform (TextInput treated only Cmd as primary on macOS, so Ctrl+Enter inserted a
- Modal claims no layout slot: the DJ page fills its window again
- tweaker: every fn apply recompiles (eval_chunk ran every chunk under ONE synthetic callsite, so the script body — and
- tweaker: an apply whose draw shader fails to compile is rejected — the layer goes back (last live fns / the fn as writ
- tweaker: the Shader tab's source view owns its scrolling (the ScrollYView around the CodeView double-scrolled the care
- widgets: set_visible belongs to every widget, not just View (#1194)
- script: a dead heap's resource handles must not outlive it (#1195)
- Resources: search the executable's directory, not only the working directory (#1196)
- Windows: fit a restored window to the displays that are actually attached (#1197)
- d3d11: a failing GPU call reports the loss instead of killing the process (#1198)
Co-authored-by: Kevin Boos <1139460+kevinaboos@users.noreply.github.com>
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: the thumbnail pipeline becomes one honest machine, and effects go livecodable
- widgets: boxed labels center on their ink, not on the font's line box
- metal: a fresh texture forgets nothing it never had — reallocated vec textures upload whole
- fab: a 3D creation shell and the viewer built on it
- texcomp: the block codec and the container every texture will travel in
- mixer: a live LR-Mix surface for the XR18 — strips paired the way the desk is run, auto-connect, EQ that bends its own curve, and a sweep paced so the console drops nothing
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU
- vj: the console grows real transports, and the deck stops lying about reverse
- vj: reverse earns a memory, and the effects stop aging
- vj: video goes NV12 end to end, and the GPU does the unpacking
- vj: the GPU learns to see motion — realtime frame tweening on every deck
- vj: the tweener learns — RIFE runs on the Mac and feeds the warp
- vj: the classical tweener grows up, and every deck gets a tween chip
- vj: the tween clock tells presented time, not producer time
- vj: the transport becomes a platter — velocity in, position out, one map
- vj: the tween presenter reads the platter — one clock per deck, cued once at the frame on screen
- vj: the OFF tier joins the platter — a resident clip's picture is cache[nearest(pos)]
- vj: the media thread loses its second clock — resident clips park the decoder
- vj: the producer gets a contract — keyed ladders, deadlines, and a capacity law
- vj: two decks, one law — identical inputs are bit-identical, and the warp agrees to the byte
- vj: the presenter switch lands without its scaffolding
- vj: the next pair's fields are fetched ahead of the change under the capacity law — a pair change costs an ordinary beat; macos: the layer's own display link paces the frame when the system offers it, the old path stays as fallback
- vj: AI3 subdivides adaptively — one, three or seven neural frames per pair, chosen from measured synth time against the pair's own period, with classical flow between them and a 7-3-1-FL fallback; the deck shows the depth
- video_flow: the flow debug bins, declared behind the convert feature so --no-default-features skips them instead of failing
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- fab: a 3D creation shell and the viewer built on it
- raytrace: the traced pane starts coarse and doubles to native, with the raster underneath
- fab: a colour picker, a material's textures, and dials that move the scene while they drag
- texcomp: the block codec and the container every texture will travel in
- fab: FAB_PROBE_MAT — per-material triangle counts, texture presence and uv spread in the roof probe
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- fab: a 3D creation shell and the viewer built on it
- raytrace: the traced pane starts coarse and doubles to native, with the raster underneath
- texcomp: the block codec and the container every texture will travel in
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- texcomp: the block codec and the container every texture will travel in
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- render+sim: the two hooks the model viewer already relies on
- viewport: Realtime gets the engine's cascaded shadow pass, the NOAA sun, metered exposure with sky ambient, a haze knob, a time-of-day slider in the header, and no grid — the building itself still waits for its casters and direct light
- render: the engine's receiver shader takes the sun with two-sided normals and the shadow term for the model batches
- fab: a 3D creation shell and the viewer built on it
- render: two shaders that never compiled — a let is not assignable, a var is
- sim: a declared map facing becomes a body's heading through one rule
- render: a HUD that already reads as a game's before anyone styles it
- asset+sim: the two modules their own commits already declared
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- audio: a FLAC decoder from the specification, beside the MP3 and Vorbis ones
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: the tweener learns — RIFE runs on the Mac and feeds the warp
- asset-ai: the chat tells the truth while it works
- llm: a cold turn on the solo slot takes the session-native speculative path — think-mode turns no longer re-ingest the whole conversation through the draft head (66 → 122 tok/s on the four-lane box)
- llm: the step cost model is chosen per device — the RTX PRO 6000's measured verify curve (13.7 + 3.17·B ms) beside the 5090's; the bench warms every tail shape and times two windows
- vj: local store, lyrics and model plumbing, and the frame-interpolator's device parity check
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: the thumbnail pipeline becomes one honest machine, and effects go livecodable
- repo: context_ladder scratch bin stays local, not shipped
- vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU
- store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log
- vj: the console grows real transports, and the deck stops lying about reverse
- models: an interrupted install can never load broken
- importer: the classic worlds stop being mirror images
- asset-ai: the chat tells the truth while it works
- sqlite: derived tables get their real names, their predicates, and all their arms
- llm: the step cost model is chosen per device — the RTX PRO 6000's measured verify curve (13.7 + 3.17·B ms) beside the 5090's; the bench warms every tail shape and times two windows
- importer: a sound and a single-tile sprite publish a picture like everything else
- asset: hardware sha256 kernels, proved against the software oracle before they run
- sim: a declared map facing becomes a body's heading through one rule
- asset: the batch publish route, with the hostile cases it has to refuse
- asset: an example that asks a live store which assets carry a thumbnail
- asset+sim: the two modules their own commits already declared
- asset: ActorDef::scaled — every linear quantity follows the map's person height — plus the place-dump and retire-stale store examples, and the game chat context stops reporting work it did not do
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log
- sqlite: derived tables get their real names, their predicates, and all their arms
A Turing box (RTX 2080 Ti, sm_75) lost ALL of CUDA because two kernel
files refused to compile for it, and one failed kernel build means the
stub store — surfaced in the VJ as "stems: model error: no compiled-graph
device" on the DJ tab.
diffusion_ops.cu used three sm_80-only pieces unguarded: bf16 wmma
fragments (the type itself is incomplete before Ampere), cp.async, and
the m16n8k16 mma shapes. The cp.async helpers now fall back to
synchronous copies below sm_80 — the f16 wmma flash/sdpa kernels lose
their prefetch overlap on Turing, not their contents — while the bf16
and FA2 kernels are compiled out and their launchers refuse pre-sm_80
devices with cudaErrorNotSupported instead of returning a buffer the
kernel never wrote.
fattn/common.cuh made mkllm_unused_vars constexpr: the no-cp.async
branch of ggml_cuda_fattn_mma_get_nstages calls it, and a non-constexpr
callee poisoned the constexpr config chain on exactly the pre-Ampere
device pass — the arch nobody had compiled for.
Stems verified on the 2080 Ti: stems-ops-check all green (SNR 137-147 dB
against the CPU reference), two tracks separated end to end, output
confirmed clean by ear.
Co-authored-by: vjroger <r.deleeuw@qogni.com>
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
- README: a build quick-start for macOS and Windows, the honest Linux
story, what CUDA is for and how to install the separation model.
- AGENTS.md: the `--remote` control surface protocol, so the harness it
documents is usable without reading platform/src/remote.rs.
- Cargo.toml: workspace membership for the crates this series adds and
removes.
- tools/: the Windows box scripts (wincmd, winps and friends, winrun) and
remote_smoke.sh — how a build gets driven on a remote machine.
- apps/asset-server: the standalone server binary and its README.
- Small follow-ups in libs/{windows,apple_sys,makepad_test,mbtile_reader,
converse} and apps/route, plus .gitignore and makepad.splash.
libs/render picks up the two biggest new modules in the group: `level.rs`
(the imported-world runtime) and `player_nav.rs` (walkable-surface planning
with clearance bands). The renderer, shader set, GPU lightmap and skinning
paths all grow with them — a chart-edge texel is no longer trusted with a
skirt's light, a lamp only receives what the sky is not already delivering,
and lamp photometry comes from the fixture rather than the mesh scale. A
`walk_probe` example drives the navigation directly.
xr gets splat packing and a GPU splat sort (`splat_pack.rs`, `splat_sort.rs`,
with tests), and view_splat is largely rewritten on top of them.
remesh, xatlas, gltf, splat and sim carry the supporting work: the xatlas
unwrap hang is fixed and the pass is several times faster, the glTF writer
emits the rig and vehicle contracts, and sim grows the entity layer the
imported worlds drive.
Another dependency the app should not be asking the platform for:
- audio_decode — MP3 (layer 3, LSF tables, synthesis) and Ogg Vorbis
(codebooks, floor, residue, MDCT) decoders, with tag reading. Both are
checked against oracle fixtures rather than against our own expectations.
- audio_encode — an Ogg Vorbis encoder: MDCT, psychoacoustics, floor and
Huffman coding, setup tables, plus `oggenc` and `audiobench` binaries.
- audio_picture — waveform and spectrogram rendering, and compositing.
- audio_lyrics — word-level lyric alignment (DTW plus a DP snap) and the
baked schema behind karaoke timing.
- audio_sidechannels — the side-channel plumbing between them.
libs/voice grows a CUDA backend and an alignment path beside its CPU decoder,
with a `whisper_parity` binary to keep the two honest.
The model code was spread across eight crates that had grown into each other:
ggml and cuda and mlx each owned part of a tensor runtime, llama and tts and
voice2 each owned part of a model, and libs/diffusion owned everything else.
They are now one tree with an explicit shape:
libs/ai/cuda — kernels and launch surface
libs/ai/metal — Metal shaders and the shim
libs/ai/llm — the language-model runtime (sessions, lanes, contexts,
the CUDA and Metal executors, the compiled Metal path)
libs/ai/models/ — common, flux, h3, music, paint, speech, stems, vision
libs/diffusion is not deleted but demoted: what remains is the VALIDATOR
crate — several dozen `*_validate.rs` oracles that check a native
implementation against a reference, which is where they belong now that the
implementations live next door.
The functional work inside the move is mostly in the LLM runtime: N lanes that
draft while one verify batch serves all of them, per-slot prefill over a shared
folded attention arena, speculation that survives batching, and a scheduler
that reports rather than publishes. And in the CUDA build: a machine without
usable CUDA must still LINK (and say so), the default kernel arch is the
building machine's GPU, `NO_CUDA` forces the stub even where the toolkit
exists, and kernels compile in parallel with progress.
libs/video_flow is new here: classical optical flow estimation and the `mkfl`
motion-field payload — a flow field measured from a clip without a model,
which is what drives free-rate bounce-looping playback and the uprez/tween
enhance pipe.
The asset store now uses libs/sqlite_query as its ONLY engine — not a feature
flag, not a fallback. That closes the Windows gap (the embedded store starts
there now, and a SHARED->EXCLUSIVE upgrade is handled rather than assumed
free) and takes the C dependency out of the build everywhere else.
Around it:
- store: a garbage collector, catalogued content that is referenced in place
instead of copied, the `vjeffect` kind, and host/chat routes that keep up
with the chat wire below.
- importer: the unified map contract reaches quake2, quake3, doom and duke —
world placement, nav, welding, prelit maps and glTF node handling shared
rather than reimplemented per game. Music import, billboards and stateful
props move to the data crate so readers stop linking the importer.
- ai: the serving side of multi-lane chat — per-lane conversations, honest
progress and acceptance reporting, penalties and a watchdog, context as a
per-box number that compacts instead of erupting, a realtime session mode,
and inpaint/flux2 backends. `chat_bench` measures the rate the way the
client meter computes it.
- client / chat / chat_ui: a publication can NAME a file instead of carrying
it; the wire says whether a turn is warm and whether it is thinking, so a
client stops guessing; transcript and feed widgets render history the way
the model wrote it. `SessionConfig::catalog_runtime` lets a host size the
catalog runtime's lanes itself — a browsing UI puts every listing, every
per-tile resolve and every thumbnail blob through that one runtime and
wants a wider fast lane than the shared default, while media lanes keep
it (a few big transfers, not a thousand small ones).
- widgets: the shared asset widgets — one video view (knobbed seek,
transport, bracket trim, rail playback) used everywhere, plus thumb,
preview, scene view, walk-world and the lyric reader.
A from-scratch, dependency-free SQLite implementation: file format reader and
writer (b-tree read and write paths, pager, journal, WAL), a SQL lexer,
parser and AST, a planner, and an executor — plus locking, integrity checking
and a `sqlq` CLI.
It exists because the asset store needs a database on every platform the app
ships to, without a C toolchain in the build and without a system library
whose version is somebody else's decision. The test suite is the argument:
DML, DDL, concurrency, crash recovery, a query corpus and a DML fuzzer, all
checked against real SQLite behaviour rather than against our own reading of
the spec.
Drop the archived old/ tree, root AI notes, splashgame.md (Arcade lives
in the private sandbox), widgets-dll leftovers, and LAN/oracle helper
scripts. Move download_*.sh into tools/, and move sim/math out of
libs/game/ so the public repo no longer has a game/ directory.
Also quiet first-party compile noise and skip asset-ui tests that need
sandbox kits or uncommitted fixtures.
hotload_ui and xr pulled a dylib widgets wrapper that made
`cargo build --workspace` fail. XR now uses normal widgets.
The vendored weezl async test needed tokio, which we do not ship.
Drop the private sandbox clone from required workspace members
and Studio runnables. Finish the platform_ops VecDeque merge
(push_back / Option remove), land the mip-repeat texture API
the renderer already calls, and unbreak the Q3 importer plus
the godot example template that .gitignore had hidden.
Point the workspace at libs/asset and libs/render. Drop Arcade
frontend, gamemaker, rig, pack registry, physics, and the old
libs/game gameplay crates. Those live in the private sandbox repo.
Two knobs, both defaulting to exactly what happens today.
MAKEPAD_TEST_PARALLEL opts out of the global TEST_MUTEX. Every test
currently takes that lock for its whole body, so `--test-threads=N` has no
effect at all and there is nothing in the API that says so. Serial is the
right default — each test drives a whole app process, and oversubscribing
the machine makes timing-sensitive assertions flaky — but it should be the
suite's call.
MAKEPAD_TEST_PUMP_TICKS sets how many Ticks are forwarded before each
query. Each one costs the app a full rendered frame whenever anything is
dirty, so the hardcoded 3 is a 3x multiplier on the cost of every
`widget_snapshot()`, which is the single most common thing a test does.
Reporting the measurements honestly, from a 55-test suite downstream:
- Parallel at 4-way took it from 67 min to 11-20 min, but 2-3 tests failed
per run and the SET changed between runs — load-induced, not specific
tests. Useful for local iteration, not something to turn on by default,
which is why it is opt-in and documented as such rather than flipped.
- PUMP_TICKS=1 measured 1.47x on a fixed 10-test slice with no failures,
but broke one drag-and-drop test elsewhere in a way I could not explain,
so treat it as a tuning knob to try rather than a free win.
The flakiness above is a property of tests that wait by counting polls: how
much wall clock and how many frames a poll buys both change under load. That
is worth fixing in the tests, not by keeping the lock.
* Android: silence unused VA/OpenXR warnings
Exclude desktop-only va_dmabuf_modifier from Android/OHOS builds, cfg-gate
gpu_texture pool imports, and fix OpenXR repaint locals unused without Vulkan.
* Move D3D11 texture COM calls into os/windows helpers for windows_strip
* regenerate windows-rs by windows-strip
* Windows: use overlapped custom chrome with extended client area
* Windows: fix overlapped chrome init sizing and avoid DWM work on every NCCALCSIZE
---------
Co-authored-by: jasonqiu <jasonqiuchen@outlook.com>
* fix a pile of splash script-vm bugs: newline statements, short-circuit args, tail calls
went through the script VM and parser and fixed a batch of correctness bugs
that were biting the launcher's mini-apps:
- newline-delimited statements: a `(` or `[` at the start of the next line no
longer greedily glues onto the previous value as a call/index. leading infix
operators and `.` still continue the expression (the shader DSL needs that),
and the divert is suppressed inside ()/[] groupings.
- short-circuit `&&`/`||` used as a call argument no longer loses its value to
nil when the jump skips a multi-op right-hand side.
- a call as the very last statement of a script actually executes now, in both
end-of-parse unwind loops (also patched a zero-offset ShortCircuitEnd).
- custom widgets that deref to a base with a #[source] field now forward
script_source, so script_apply_eval works on them instead of silently no-op'ing.
plus regression tests for the newline and short-circuit cases.
* harden splash isolates: scoped timers, net gating, effective-visibility snapshots
isolate-safety work so mini-apps can't reach outside their sandbox:
- isolate-safe script-timer dispatch hook + gc for stale timers
- gate net.socket_stream on the net runtime being present
- widget-tree snapshot reports effective visibility (a widget counts as hidden
if any ancestor is hidden)
- macos_activate_app (plus a headless no-op) so the launcher can focus itself
* widen the host->splash surface: splash setters, view/glassbutton script calls
everything the host needs to poke into a running mini-app's script:
- Splash: call_script_fn, set_script_global, set_allow_net, and a cached body id
so host->script calls don't rescan for the body every time
- View.set_visible and GlassButton set_text/text are callable from script now
- makepad_test learned right-click (secondary button) so the headless tests can
exercise long-press / context menus
* fix small-size glass lens + sdf box degeneration, warn on missing glyphs
visual correctness fixes we kept tripping over:
- cap the gauss lens band at 35% of the surface's smaller side so tiny discs
degrade gracefully instead of smearing
- clamp the Sdf2d.box (and box_x/box_y/box_all) radius so an oversized radius
saturates at a circle instead of collapsing into a rotated diamond
- log once per codepoint when no loaded font can render it (was silently
drawing .notdef boxes)
* guard stale rect areas in clipped_rect/abs_to_rel/set_rect against out-of-bounds panics
* add switch_finger_capture to hand a live finger capture between widgets mid-drag
* add promote_finger_capture_over: hand a child-grabbed finger up to a co-capturing container
* splash: add validate_splash_body, a dry-run eval for externally-sourced scripts
evaluates a body in a throwaway isolate with the exact prefix/limits the
Splash widget uses and returns the captured script errors instead of logging
them. lets hosts that install source from outside (downloads, AI generation,
user input) reject bad scripts with real errors to show or feed back, where
the widget's own eval silently keeps the old view.
* strip mod.res from splash isolates; document validate_splash_body caveats
the res module's handles reach both the filesystem (abs_path loads) and the
network (web_url / http resources) without going through the gated net
runtime, so a 'no-net' isolate could still fetch and exfiltrate. found by an
adversarial review of AI-generated app installs, but it applies to any
untrusted splash source.
also note on validate_splash_body that the instruction limit bounds compute,
not heap growth, and that top-level timers live until isolate reclamation --
same exposure as actually installing the source, so validation adds nothing
new.
* splash: jailed per-app file storage (mod.fs inside isolates)
mini-apps get an OS-style private data directory, like an android app's
internal storage or an iOS container: the app sees a filesystem rooted at
"/", and that root IS its host-assigned sandbox directory
(Splash::set_sandbox_dir / SplashRef forwarder). registered as mod.fs in
isolates -- deliberately shadowing the stripped real fs module, so inside
an app "the filesystem" simply is the jail:
fs.read fs.write fs.append fs.exists fs.remove fs.mkdir fs.list
containment lives entirely in the host layer:
- lexical path resolution against the root; `..` above the root, NUL, deep
or overlong paths are errors before any I/O
- the per-VM root is rust state keyed by the isolate's heap -- script code
can neither read nor retarget it
- symlink defense in depth: nothing here can create links, and every
existing component under the root is verified non-symlink before use
- quotas: 1MB/file, 16MB/jail, 256 entries
- no root assigned (previews) -> every call errors cleanly
validate_splash_body gives dry runs a throwaway jail (temp dir, removed
after) so top-level fs.read boot loads validate instead of erroring. roots
are dropped with their isolates in the gc.
unit tests cover the containment: traversal/absolute/backslash escapes,
depth/name caps, and the symlink block.
* splash: put the jailed fs module in scope as a bare name
app scripts say fs.read("/x"), but the eval prefix only used the widgets
prelude, so bare fs resolved to a not-found error value and every storage
call failed silently. bind it in the prefix (let fs = mod.fs) for both the
plain and net variants; a script reassigning fs only shadows its own name,
the jail stays host-side.
* splash storage: quota + boundary hardening from adversarial review
three confirmed jail findings:
- mkdir bypassed every quota (target + create_dir_all, no jail_usage check)
-> unbounded inode/dir-metadata exhaustion on the shared host volume.
now charges new dirs against MAX_ENTRIES via missing_entries(); write's
entry check does the same so a deep write can't overshoot the cap either.
- write/append/mkdir lacked remove's root guard: fs.write("/", data)
resolved real == root and reached create_dir_all(root.parent()) -- one
dir above the jail (the shared app_data/). now rejected like remove does.
- validate_splash_body's scratch jail used a predictable temp name created
with create_dir_all (would follow a planted symlink out of temp). now an
exclusive create_dir on a per-process+vm name (EEXIST-safe against a
planted entry), reclaimed via gc before the dir is removed so a top-level
timer can't resurrect it.
unit tests added for missing_entries; the containment tests still pass.
* splash: empty set_text tears down the isolate instead of no-oping
set_text("") was a silent no-op (eval_body early-returns on an empty body),
so a reused Splash that goes back to empty -- the widget-gallery live preview
on Back -- left its old isolate running its timers (and holding a storage-jail
binding) behind a blank view. now an empty body reclaims the isolate: the
isolate-minted view is replaced with a fresh empty one built in the main vm
BEFORE the isolate heap is freed, then the isolate is gc'd (stopping its
timers, dropping its jail root); vm_id resets to MAIN so a later non-empty
set_text allocs a fresh isolate as before. the existing host_launcher
teardown call sites (widget picker back()/reset()) become correct unchanged.
* overlay: composite glass in draw order, not creation order
every gauss/glass surface opens its own draw list and registers it in the
window's single Overlay via store_sub_list, which hands out the first free
slot and keeps it for the life of the process. renderers walk that table in
index order, so the paint order of all glass in an app was the order the
surfaces were first *created* — permanently, with freed slots reused by
whatever registered next. draw order never came into it, so a widget rebuilt
after a layout change, or a panel opened later, could land on top of anything
drawn after it. the only workarounds available to apps were "don't draw the
thing that's winning", which looks like a bug.
the hook for fixing it was already there and unused: CxDrawList's
draw_item_reorder, honoured by every backend (metal, d3d11, opengl, vulkan,
web_gl, headless raster). so stamp each overlay sub-list with the position it
was begun in this frame (Cx2d::overlay_seq, reset in Overlay::begin) and have
Overlay::end stable-sort the table by that stamp.
this also gets parent-then-child right without special cases, which matters
because glass.GlassButton / glass.GlassSegmented call begin_overlay_reuse
unconditionally instead of checking is_drawing_overlay(), so they hold their
own slots rather than riding their parent's.
* glass.GlassSegmented: size segments to their labels, add set_selected
three things, all of them things that looked broken to a user:
- segments were width/count, so "Max" got the same room as "Default": the long
word crowded, the short one floated. each segment is now measured (DrawText
layout size_in_lpxs) and gets its text plus padding, with leftover width
shared equally so every label keeps the same margin. if the labels don't fit,
the padding shrinks (never the text) to a floor. the pill's x/width are
computed in rust and passed as uniforms since they can't come from a segment
count any more, and hit-testing is a boundary lookup rather than a division.
- `selected` was public but the pill is drawn from a private sel_pos that only
followed it via the click animation, so restoring a saved value from code
left the control showing one segment while reporting another — and a click on
the segment it really held was then ignored as "already selected". that reads
as the control eating your clicks. set_selected keeps both in step.
- the travel easing was 0.30, which arrived before the eye could follow it.
0.16.
* text_input: re-layout when max_lines changes
the laidout text was cached on width alone, so flipping draw_text.max_lines
at runtime (collapsing a composer to one line) kept the old multi-row layout
and the field never shrank. make max_lines part of the cache key.
* text_input: add set_max_lines instead of making callers script it
applying script to a TextInput re-applies its #[live] fields, and text is
one of them, so toggling max_lines through script_apply_eval! silently
wiped whatever the user had typed. give it a typed setter.
* text_input: don't drop the layout in set_max_lines
clearing laidout_text there leaves the field with no layout for the rest
of the event batch, so every cursor op in that window bails out with
"can't move cursor because layout was invalidated by an earlier event".
since set_max_lines gets called from focus/blur handling, that window is
exactly when you're clicking into the field — so the click placed no
caret at all. max_lines is already part of the layout cache key, so the
next draw re-lays out on its own.
* text_input: add scroll_to_top
for a field that folds to a fixed height when it loses focus: the scroll
offset survives the blur, so a draft last edited near its end folds
showing whichever line the caret had scrolled to rather than its first.
leaves laidout_text alone — scrolling doesn't change the layout, and
dropping it would break every cursor op for the rest of the event batch,
same trap as set_max_lines.
* text_input: add set_height
for a composer that folds to one line when it loses focus. pinning the
height is the safe way to fold — unlike clamping max_lines it leaves the
laid-out text alone, and the laid-out text is what maps a click to a
caret position. fold by re-layout and the press that re-focuses the
field resolves against the folded layout while the expanded one is on
screen, so the caret and any drag-selection land on the wrong text.
* text_input: add take_key_focus, which actually shows the caret
the caret draws as (1.0 - blink) * focus, and both come from animators
that only move when the widget is dealt a Hit::KeyFocus. setting key
focus on a field that ALREADY holds it dispatches no hit — so a field
that was focused, then hidden (hiding doesn't clear Cx's key focus) and
shown again comes back typable but with no caret and no selection
highlight, animators still parked where the last focus-lost left them.
plays focus.on unconditionally rather than only when focus changed:
repairing the case where it did NOT change is the entire point.
* splash: name scripts in errors, and stop using line as an identity slot
a runtime error from a Splash app logged `:1804943384:12 - widget has
no uid`: empty file, and a "line" that is really a pointer address.
the format is {file}:{line}:{col}, and both fields were casualties of
the same hack — ScriptMod.line carried self_id so the body could be
found again (m.line == self_id && m.file.is_empty()), while ip_to_loc
adds that same field to the script's real line when reporting. so every
location came out as real_line + a pointer, and nothing said WHICH app.
identity moves to module_path, which nothing else reads for these
bodies, freeing line to be a line. file gets a real name via a new
set_debug_name the host calls with the mini-app's id.
the validator's ScriptMod gets the same treatment — its errors are
shown to the user AND fed back to the agent as repair input, so a
location offset by a vm id was actively misleading there.
* splash: document the constant offset in reported script lines
the host prefix is two lines, so a reported line is two ahead of the
app's own file. it can't be zero — a zero-line prefix would share line 1
with the app's first line, and that line is always the // name: header,
which would comment the prefix out.
* script: stop silently losing widgets emitted from branches and loops
Splash mini-apps kept rendering nothing from on_render closures with zero
errors logged. Bisected live and in pure-VM probes, this was a pile of
separate bugs in the same corner:
- an if/else whose branch emits a widget lost the taken true branch: the
statement's POP_TO_ME got fused onto the else tail, which the IF_ELSE
jump skips. Generalized last_short_circuit_target into last_jump_target
and record every branch join (if/elif/else, match, try/err), so the
commit lands standalone AT the join and every path runs it. Same disease
as the short-circuit-argument bug, new jump sites.
- elif never patched its arm's IF_ELSE jump (relative 0), so a taken arm
spun the interpreter until the instruction limit killed the whole entry.
elif now desugars into else { if ... } via IfElseExpr, which also gives
its arms the join treatment.
- for x in <non-iterable> silently skipped the body where the equivalent
while errored; now raises "for loop source is not iterable" (nil and
empty sources stay silent). for k v in <number> passed key/index swapped
and lost k after the first iteration (the advance only rebound v).
- a line-leading { after a value-ending line glued onto the previous
expression as a proto instantiation; it now starts a new statement,
same divert rule the ( and [ newline fix added.
- int literals were second-class numbers: U40/I32/F32/F16/U32 didn't
collapse to the number bucket in to_redux, so 6 .is_number() missed
method dispatch entirely and an int arg against a float default failed
with "expected number, got number". They're all just numbers now.
Regression tests in tests/on_render_emission.rs cover each shape, incl.
the exact calendar/weather patterns that were blank in the launcher.
* splash: keep an on_render closure's final widget, and say when a render fails
Two host-side halves of the emission-loss story:
- the parser turns a closure's last statement into its return value, so a
render closure that ENDS with a widget literal built it and then threw it
away (this is why wrapping a whole render in one extra View{} produced
nothing). script_result now pushes a returned widget object into me as
the last child; non-widget returns still get skipped downstream.
- a render closure that errors mid-run used to have its output discarded
with no diagnostics at all, which is what made this whole bug family
cost days to find. Now it logs the error before dropping the result.
* script: auto-close still-open fn and let states at end of source
Both parse drivers dropped EndFnExpr/EndFnBlock/EmitLetDyn through their
auto-close catch-all when the source ended with them still open. A module
whose FINAL statement was let c = <lambda> got a body whose jump-over
stayed 0 — FN_BODY_DYN re-ran, found its me already popped, logged
"me stack is empty" and fell straight INTO the body, running it inline
at definition time and ending the module eval early — and the let itself
never emitted, so the binding silently didn't exist (same for
let c = <call>). Now those states close the way the live handlers do:
return + jump patch for the body, LET_DYN/LET_TYPED for the binding, and
the let's own EndStmt no longer marks a statement value (LET consumed
it; the final RETURN would pop an empty stack).
Fun consequence: the old test idiom of reading a result via
let out = r
out
only ever worked BECAUSE the trailing let was dropped — RETURN popped
the naked value off the stack. With the let actually binding, scripts
must end on a call (echo(r)); the emission tests are updated to do that.
Regression tests in tests/auto_close_eof.rs, including the exact
deferred-boot-timer closure shape the launcher apps use (which was
already fine — it just LOOKED guilty, see the splash commit).
* splash: probe optional script hooks without spamming the error log
call_script_fn checks whether the fn exists and bails quietly — but it
probed with a trapping scope_value, which had already queued a NotFound
by the time the miss was handled. Every host broadcast of an optional
hook (on_app_resize, on_widget_resize) against a script that doesn't
define it logged
variable 00001e93e419c77c not found in scope
— maximally misleading: the hex is just id!(on_app_resize) (Rust-side
ids aren't in the reverse-lookup table so they print raw), and the
line:col is the stale ip from the end of that script's eval, which
pointed at whatever closure happened to be compiled last. In the
launcher that was the boot-timer line of every generated app, sending
the investigation down a deferred-closure rabbit hole the pure-VM tests
then cleared. Probe with NoTrap.
* script derive: don't name the eval values vec 'v'
script_apply_eval!'s generated values block bound 'let mut v' and then
spliced #(expr) interpolations in verbatim — so a caller interpolating a
variable that happened to be called v got the macro's own half-built Vec
(borrow errors if you were lucky, the wrong value if not). Obscure name
instead.
* headless: don't compile the Apple video path
Upstream's zero-copy video work put CoreVideo/Metal code in
gpu_texture.rs (plus two consumers) behind cfg(target_os = "macos")
alone. Under cfg(headless) the apple backend isn't built at all, so
every one of those symbols — ObjcId, msg_send!, CVPixelBufferRef,
CVMetalTextureCache* — is missing and makepad-platform fails to
compile with 94 errors. That takes the headless harness down with it,
which is what host_launcher's UI tests run on.
Gate the Apple blocks on not(headless) too. Nothing is lost: headless
has no Metal device to import a CVPixelBuffer into, so the whole path
is inapplicable there.
Not caused by the rebase — pristine dev has it: its headless
CxOsTexture is an empty struct while gpu_texture.rs reads .os.texture.
* android oes video zero-copy and gles shader fixes
* regenerate windows-rs by windows-strip
* fix windows video freezes with MF on an MTA worker
* regenerate windows-rs by windows-strip
* MTA MF video, COM notify, YUV texture reuse
* add local video file playback support to video-player example
* NV12 Metal present, seek warm-up gate, YUV full range
* fix Linux GStreamer video: A/V mute, HLS prepare, async teardown
* no-op SelectVideoTrack/SelectAudioTrack on non-Linux backends
* Linux ALSA/Pulse: bigger buffers, fix resample setup, report device rate
* fix some warnings
* Move XInput/DirectInput device discovery off the UI thread
* fix GLSL unpack4u8 for GLES 3.0 (#version 300 es)
* Linux GStreamer: DMA-Buf NV12 OES zero-copy, optional GLMemory path
* Linux MediaPlugin: DMA-Buf NV12 and GLMemory zero-copy present APIs
* Add Windows SourceReader DXGI NV12 zero-copy video path
* fix build error
* fix GLES: add highp precision for sampler2DArray in Linux shaders
* playback speed support for android
---------
Co-authored-by: jasonqiu <jasonqiuchen@outlook.com>
Co-authored-by: jasonqiu <jasonqiu@futunn.com>