The four llamacasty-* files were source exports, not assets: shipped art is
embedded via <Resource> in ytLive.csproj and read through pack: URIs, and the
Store tiles derive from Assets/llamacasty-logo.jpg. None of the four appears in
the csproj, any XAML Source/Icon, or a script, so they were dead weight that
kept resurfacing as untracked noise.
MyMistakes.md gains the recipe (csproj list + grep = 30-second verdict) so a
loose file in Assets/ is never re-litigated; HANDOFF drops the stale note.
Put size and color on one row, place emphasis labels before their toggles, and split the remaining font families into handwriting, symbols, and international groups while omitting legacy dingbat fonts. Text-layer properties follow the existing hierarchical layout and palette conventions.
Use category-filtered font and selected-item dropdowns, separate horizontal and vertical alignment, and reuse the border-color palette templates for text color. Persist vertical alignment additively. Follow the established static text-source pattern: https://obsproject.com/kb/text-sources
Raster static text on UI-thread changes and reuse the same transparent BGRA frame in preview and all compositor paths. Cache text frame identity in the frame-pump signature and invalidate static bakes on edits. Follow OBS text-source conventions: https://obsproject.com/kb/text-sources
TextOverlay layers now have a multiline editor, Windows font and size controls, color/emphasis/alignment settings, and a visible draggable preview. Text sources follow OBS's static text-source conventions: https://obsproject.com/kb/text-sources
Add additive defaults and round-trip tests for per-layer text content and formatting. Model the static text source after OBS text-source conventions: https://obsproject.com/kb/text-sources
The frame pump now submits crop-sized BGRA frames; FFmpeg scales them to final tier dimensions. Bundled scaler benchmark: 300 608x1080 to 1080x1920 frames in 0.435s (scaler-only).
Reference: https://ffmpeg.org/ffmpeg-filters.html#scale-1
Add independent AppLog message types and explicit Class 1/2 severity. Wrap and color log rows, pin Class 1 above Class 2, and let acknowledgement return entries to the current-launch timeline without changing file format or rotation.
Ref: https://logtape.org/manual/levels
Add Live Chat and Logs tabs to the non-edit left panel. Expose a bounded process-local AppLog feed so the newest messages appear first without importing earlier startup.log contents or changing file logging.
Ref: https://obsproject.com/forum/resources/understanding-obs-studio-log.473
Model the AlertBox and standalone ticker with shared settings; scene tickers render the in-memory active and queued events without saving history. Keep AlertBox content active-event-only.
Ref: https://obsproject.com/kb/obs-studio-overview
Keep non-owner resolution choices visible but muted. Selecting one preserves the free tier and opens About; external navigation is only the explicit llamacasty.com link. Ref: https://streamlabs.com/desktop
The earlier pass checked wiring only; this is the typography sweep. Raw Foreground/FontSize
labels are gone from the elements panel:
- Opacity, Timer (minutes) and URI are headings above their control (PropertyHeader), with the
control row on the panel's 10px indent — the same shape as Border Thickness/Opacity.
- Scroll speed, scoreboard Opacity/Text size and their value readouts are PropertyFieldLabel.
- The drag hint and the scoreboard sign-in note are PropertyHint.
- Simulate (dev) keeps its orange, gains the field-label typography.
- Edge, Text colour and Background were PropertySubHeader/SubHeader: ONE heading rank now, so
PropertySubHeader and the legacy SubHeader are deleted from Themes/Controls.xaml.
- DeveloperPanel — the last panel with raw typography and an unstyled CheckBox — now uses the
same styles, and PropertiesStyleTests accepts PropertyPillCheck (the guard went stale when
every check box became a pill switch). 18 tests pass; Release 0 warnings.
Their rank is carried by size and colour, not by an indent — so Video, Sound byte and Ticker all
line up on the left edge exactly like each other, and only the controls under them tab in.
The brand exemption for the universal blur put a BrandLogoOverlay above the blur host while the
canvas ItemsControl kept drawing the same element, so two logos sat on top of each other.
- The canvas presenter for a brand logo is collapsed: BrandLogoOverlay is the only render, and it
now carries the element's Opacity so the canvas copy is not missed.
- Hit-testing follows the eye: a click inside the logo's bounds selects the logo, because it is the
topmost layer in the compositor too. Without that you saw the logo on top and grabbed the webcam
underneath it.
- SelectedLayerPreviewHitTestingTests updated to the new contract (collapsed presenter, logo wins
its bounds, list selection still works). 3 tests pass; Release 0 warnings.
The preview draws two background images — BackgroundImage and, above it, ActiveBackgroundImage
(the static art) — while the mini-pane reads the scene snapshot. The default-restore path only
called UpdateBackgroundImage, so the thumbnails updated and the preview did not.
It now calls UpdateActiveBackground as well.
Also adds the generic cure behind the Background bug: OnSelectedElementPropertyChanged invalidates
the scene bake for ANY property change. A static layer's pixels are cached by element identity, so
a property edit without invalidation repaints nothing and the control looks dead — the failure was
never specific to UseDefaultBackground, only first noticed there.
Background + thumbnail tests pass (21); Release 0 warnings.
Browse… writes the chosen picture into BOTH CustomBackgroundPath and AssetId, and the default
stamp bails when AssetId is already set. So flipping "Use default background" back on changed a
bool while the preview kept showing the custom image — it looked like the switch did nothing.
Turning the default on now clears the custom pointer and the asset, re-runs
StampDefaultBackgroundAsset for the scene's shipped art, and only then invalidates the bake,
updates the preview and refreshes thumbnails.
BackgroundTests pass (17); Release 0 warnings.
Review findings from a screenshot of the Stream Alerts panel, each addressed:
- "Reset to built-in" and "Browse…" were YtButton-derived (white, semi-bold, 13px), so a reset
action outranked the section header. Property-panel actions now use PropertyButton: bordered,
11px, normal weight, OnSurface text.
- Explanation text and field labels were the same muted blue-gray. PropertyHint is now
OnSurfaceDisabled, one clear step below a label.
- Groups inside a category ran together. PropertyDivider (1px OutlineVariant) separates Video,
Sound byte and Message ticker.
- The disabled loop switch was near-invisible. Disabled now keeps the label at OnSurfaceVariant
and dims the whole control to 0.55 — readable, obviously inactive.
- Switch "on" was full-strength accent, shouting about static state. The track now sits at 0.6
opacity when on, which also stops it competing with the slider's accent fill.
No new palette entries: every change uses an existing token, so DESIGN.md stays the one colour
source. Release 0 warnings; token and typography tests pass.
Creator directive 2026-11-01: the properties panels had 14 hand-rolled heading styles, 37
hand-rolled labels, four literal grey hex values, and 14 square checkboxes.
- PropertyHeader / PropertySubHeader / PropertyFieldLabel / PropertyHint in Themes/Controls.xaml
now carry the whole hierarchy: category bright and 11px, labels and hints dim, size and weight
doing the level. Colour groups the panel — bright for what you edit, dim for its labels and
help — and no new palette entry was needed; DESIGN.md stays the only colour source.
- Every checkbox in the panel is a pill switch (PropertyPillCheck, 32x16 animated thumb).
IsChecked semantics unchanged, so no binding moved.
- Literal #888/#666/#555 became OnSurfaceVariant / OnSurfaceDisabled.
- 13 headings, 2 sub-headers and 31 in-row labels now reference a style instead of repeating
colour + size + alignment inline.
Controls audited for backing: every Button/Slider/ComboBox/CheckBox/ToggleButton/TextBox in the
panel has a Command or Click, a Value binding, an ItemsSource or Selected*, IsChecked, or Text —
no dead controls. Release 0 warnings; typography and token tests pass.
New `youTubeTrainingVideos.md`: the feature list worth filming, split into "ready now" and
"after the surge lands" so nothing gets filmed before it exists, plus the format decisions
settled on 2026-11-01.
Format: 16:9 long-form is the library (search intent, walkthroughs, conversion); vertical Shorts
are trailers cut from the same pass. A 16:9 video cannot be a Short, so it is a per-video choice.
TikTok is a mirror of the verticals, never a strategy.
The numbers behind it: Shorts need 1,000 subs + 10M views in 90 days for YPP versus 4,000 watch
hours in a year; Shorts RPM is $0.02-0.08 per 1,000 against $3-8 for tutorials; and one $79 sale
nets ~$55.30, which is what 700k-2M Shorts views pay. Shorts are an install engine, not revenue.
Film first: privacy blur, auto-ducking, webcam blur.
Creator ruling 2026-11-01. One SKU, one price, Steam does the selling.
- Pro is a one-time Steam DLC on the free app: $79 introductory, $99 on a stated date, announced
where the price is shown and actually raised.
- The subscription is retired. The reasoning is in decisions.md: no service behind a monthly fee
(no servers, no cloud, no content), ~1-3 subscribers per 1,000 installs against 5-8% churn, and
it carried the most expensive code in the product.
- Polar goes dormant. Its customer-portal design is recorded, not built. The "freemium on Steam,
convert on Polar, Valve gets nothing" proposal is rejected: in-app purchases must use the Steam
Wallet, so it risks the listing to save ~$24 a sale.
- Entitlement collapses to `steamDlcOwned`. No lease, no key, no portal, no device limit; the
greyed tier opens the Steam store overlay, so every purchase stays inside Valve's own surface.
- The site publishes the model and links the store page. It takes no payment and hosts no binaries.
- The $400 lifetime died with the subscription it anchored. Founding 200 died with the coupons and
passes it needed.
Costs: $115 fixed year one; $79 nets $55.30 after Steam, so three sales cover the year.
Mic and desktop gains run -60 to 0 dB and that is the ceiling: 0 dB is full input level, and
nothing past it is offered or drawn. The unity tick is gone with the zone it explained.
The faders run -60 to +6 dB but the ladder tops out at 0 dBFS, so the last 6 dB looked like
dead track. The tick marks unity at 60/66 of the track: what is left of it is boost, and now it
reads that way. Both mic and desktop faders; the lip-sync slider is milliseconds and gets none.
Creator request: a sound-byte browse + label under Built-in video, with an option to loop the
sound while the clip plays. The video itself is always one pass to completion.
- Source gains AlertAudioPath and AlertAudioLoop, persisted (column + migration + INSERT +
SELECT + reader, the whole chain — that chain is where the blur crashed once).
- The sound byte plays through MediaPlayer on the default output device; MediaEnded re-seeks to
zero while looping, and StopClip kills it so a tail cannot bleed into the next alert.
- The clip's OWN soundtrack moved off the mixer and onto the device as well
(Services/Audio/AlertAudioOutput: one WaveOutEvent + buffered float provider).
Why the move: the creator asked that alert audio — the clip's track or the added sound byte —
appear in the desktop sound bar. Only audio that reaches the default device is picked up by the
WASAPI loopback that feeds both the meter and the stream. The old EnqueueAlertAudio route put the
sound in the stream but left the meter flat and the room silent.
Tests: the sound byte and its loop flag round-trip through SQLite, and a fresh alert layer starts
with no sound byte and no loop. Release 0 warnings.
TestAlert called Enqueue, which is the pure test seam: it fills the queue and returns. The
alert layer needs three more things to show anything — its scene list, the playback ticker
running, and the preview refreshed — and all three live in OnMessageReceived, the same entry
the chat feed uses (MainViewModel.Chat.cs).
Now it calls OnMessageReceived(message, Scenes), so the clip advances on the ticker and writes
frames to the box's VideoImageSource, which is what the preview pane displays.
Sits to the right of the Built-in video pill, labelled "Test alert". It enqueues one synthetic
Super Chat through the real AlertOverlayLayer, so what plays is exactly what a viewer triggers —
the custom clip when one is set, the built-in clip otherwise — and it goes through the same
output path (preview and encoder) as a live alert. Local only: nothing reaches YouTube and no
chat row is invented.
MIC's device name was the only header label at full-strength OnSurface (it was brightened
because it shows a choice), and the lip-sync reading was Tertiary — three different values
across four bays in the same row. All four header labels are now Brush.OnSurfaceVariant, the
standard secondary-text token. No other colours touched.
Every bay is now header / ladder / controls. Lip-sync has no ladder, so it holds an empty 20px
row (10px meter + the two margins) that keeps its slider exactly level with the other three,
and MIC's ladder gained the missing 4px bottom margin that had its slider sitting 4px high.
Presets stay under the slider in the narrow lip-sync bay.
Not under it: the offset slider now rides the header line beside the LIP-SYNC badge and the
reading, and the preset row is what stays below. The box is narrow, so a slider on its own line
was the only thing making it two-and-a-bit rows tall.