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V3: Signal Rot effect layer - #175
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…roup failures Media load callbacks now ignore replaced or removed passes and pending loads are cleared on disposal. Strict-mode pass failures are reported once at the originating pass instead of at every group boundary.
Publishing now drops every descendant of a hidden group and clears the parentId of any retained layer (the audio source) whose parent was removed, so the published scene passes hierarchy validation on reopen.
Cap the neighbor row and column search to two cells each side so the worst-case cellAt count per fragment is 25 instead of unbounded in the packed minimum-size, maximum-stroke configuration. Mirrored in the runtime package.
…e on buttons Clear the active paint layer when the layer stops being paintable (selection, mode, visibility or lock change) so Paint never resumes without Edit Paint. Only preventDefault on Space for non-interactive targets so focused buttons and links still activate.
…bracket mode Body: the trail ribbon now accumulates the corner-masked bracket stroke instead of the full outline, in both the app and the React runtime copy.
…ait edge readback on export, hide snapped handles, widen export type - Painted placement falls back to the undrifted anchor when drift would leave the stroke - Edge placement lays out nothing until the edge field exists and the export prepare step awaits the pending readback - Annotation target handles are hidden while Snap to Strongest Edge is active - Add annotations to SupportedShaderExportLayerType
…dges, depth validation - Keep the Missing depth map warning when the color image finishes loading - Drive built-in parallax from the composition timeline time in the editor media pass - Make Depth Edges Stretch cover exposed areas inside the frame when Contain has transparent borders (editor and runtime media passes) - Drop depth references on non-image layers or non-image assets during import
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… fallback - Weight diffusion, halation and edge samples by alpha so hidden RGB cannot bleed across coverage boundaries - Fall back to the Lumen palette for malformed stops in editor and runtime - Add lumen-print to SupportedShaderExportLayerType - Clarify that styles do not set Amount or Seed
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Stacked on #174. Part of the V3 stack (parent #150); nothing merges to
mainuntil the plan is complete.What
A new Signal Rot effect layer (Distort, after Slice). It consolidates Signal rot and scanner drag (6.1 #4) into one layer (roadmap 3.4). It's a single pass that remaps where each pixel samples, along the axis set by Streaks (vertical or horizontal):
Three styles: Scanner Drag (default, reference 13), Signal Rot, Torn Scan. It's distinct from Slice (blocky offsets), CRT (display) and Circuit Bent (bent scanlines).
Cost: 3 texture samples per pixel, no feedback buffers.
References
Reference 13 was reviewed against renders of every style. The first renders showed two problems, both fixed before review:
The streaks are only as rich as the photo: a flat sky gives flat streaks.
Tests
bun run checkpasses, and the fullbun run test:compositionsuite passes.signal-rot.mjsadds 56 checks:Manual check:
tests/composition/SIGNAL-ROT-MANUAL-QA.md.Open
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