The last resilience slice. When a drop ends the broadcast, YouTube cannot resume it, so the only way
back is a new one — and that is what the app now offers, in one click.
- `Services/BroadcastTitle.cs` — the resume marker is applied to the title the show was using, and any
existing marker is REPLACED rather than stacked ("Show (resumed)" → "Show (resumed 2)"), with the base
truncated so the whole title fits YouTube's 100-character limit. Otherwise a channel grows two
identically named videos and the creator has to explain it.
- `MainViewModel.BackOnAirCommand` — reuses the ordinary go-live path with the saved details and the
cached stream: new broadcast, new VOD, no dialog. It appears only after a drop ended the session and
the ordinary start button steps aside, so there is exactly one way forward.
- The running line goes red OFF AIR (not amber) in that state; the button reads "● Back on air".
Tests: `BackOnAirTests` — first re-air marks the title, a second drop counts instead of stacking, the
100-character limit holds, an empty title still works, and the post-drop state exposes exactly one
start affordance. FAST gate: 552 passed, 0 failed, 0 warnings.
TASK 32 is now complete: fragmented MP4, blip retry, poll-driven RECONNECTING, ingest pre-flight, Back
on air.
"I forgot the VPN" used to create a broadcast on YouTube that nothing ever pushed to: the app looked
live, YouTube held an empty broadcast, and the creator had to work out what happened. Prevention beats
recovery here, so go-live now asks one question first.
- `Services/IngestProbe.cs` — `IIngestProbe` + `TcpIngestProbe`: parse the RTMP URL, connect to the host
(rtmp → 1935, rtmps → 443) with a 2 s timeout. Any failure answers "not reachable"; the point is a
fast unambiguous answer, not a diagnosis.
- `MainViewModel.IngestPreflightAsync` runs **before the first API call** whenever a cached ingest URL
exists; on a first run it probes once the stream is resolved, still before any broadcast is created.
A false answer logs, tells the creator ("Nothing was created on YouTube…"), and rolls the session
back — nothing to clean up on YouTube.
- The probe is a test seam (`IngestProbeOverride`) like the camera and chroma ones.
Tests: `IngestPreflightTests` — unreachable aborts, reachable continues, URL parsing (rtmp/rtmps,
garbage), and the probe against **real sockets**: a listening port answers true, the same port closed
answers false and does so fast. FAST gate: 547 passed, 0 failed, 0 warnings.
Creator challenge (2026-11-05): "I really don't think that's going to be a constant — it's going to
depend on so many variables, some that are dark to us." Correct, so the measured-grace constant and
the countdown are dropped from the spec. YouTube's cutoff is server-side and depends on ingest health,
prior stream quality, region and load; a pinned number would be a guess wearing a timer, and it would
be wrong exactly when the creator is staring at it.
What ships instead:
- **Amber RECONNECTING** in the top bar with measured facts only: elapsed seconds and the attempt
number ("0:12 · attempt 2 of 4"). The seconds come from a stopwatch started at the drop.
- **The status poll speeds up while recovering** (30 s → 4 s) and drives the sign; it restores 30 s
when recovery ends.
- **`chatEndedEvent`** — already in the chat feed we poll and previously skipped — now raises a signal
that prompts an immediate status check. It never decides anything: `liveBroadcasts.list`
`lifeCycleStatus` stays authoritative, with `liveStreams.list` health as the push-received signal.
- At `complete`: red OFF AIR (the existing stop path) rather than a pretend-live sign.
Tests: `ChatEndedSignalTests` (the marker is not a chat row, the service raises the signal, and a
complete broadcast ends recovery with the honest message). FAST gate: 543 passed, 0 warnings.
Derived from the clock rather than a literal, so a build shipped next year does not display a stale
date. The About test asserts the rendered string, year included.
Creator: system messages are limited to two lines; the label above the message ('STEAM ID NOT
PRESENT', 'STREAM') was repeating what the row already said and pushing the stack past its budget.
AttentionAlert loses Label; rows render Text only. The licence row is now exactly:
Steam ID Limit: 30fps
Click for More Info
(60fps with a close control once owned). Rows are identified by Id internally, so nothing in the UI
depends on the removed text. Tests updated to assert position/text rather than the heading.
A dead encoder used to run the whole stop path, so a one-second blip ended the broadcast. Now a dropped
push is relaunched against the same ingest while the broadcast is still alive.
- `Services/StreamRetryPolicy.cs` — immediate, +1 s, +2 s, +3 s. Minimum waits on purpose (creator
ruling): YouTube's grace is short, so every second not pushing is grace spent.
- `Services/StreamRecovery.cs` — the loop, with the audio pipe recreated before every attempt (its
server is single-instance and unusable after the old client dies, so a naive relaunch fails on a
missing input). After a push comes up it asks the API whether the broadcast survived: "complete"
ends recovery as `BroadcastComplete` instead of showing a live sign over a dead stream; an API
hiccup counts as recovered rather than ending a healthy session.
- `FramePump.EncoderFailed` — a dead push is recoverable; a compositor fault still goes through
`Failed` and ends the session, because retrying it would loop.
- `MainViewModel.Recovery.cs` — wires the steps, reports each episode into the left panel alert stack
(one row per episode, updated in place, log range painted), and cancels on Stop.
- Alert stack polish: a rule and a gap now separate the stack from the scene layers (they read as one
list before), and the licence indicator uses the creator's wording — `STEAM ID NOT PRESENT` /
`Steam ID Limit: 30fps` / `Click for More Info`, becoming `STEAM ID PRESENT` / `60fps` with a close
control once owned.
Tests: `StreamRecoveryTests` (schedule, recover on attempt 2 with the pipe restarted each time,
complete-broadcast honesty, unknown liveness, give-up, cancel, audio-restart fault),
`FramePumpTests` now pin that process death raises `EncoderFailed` and not `Failed`.
FAST gate: 538 passed (one documented pre-existing audio failure), 0 warnings.
Creator design (2026-11-05). A stack of red rows at the top of the left panel, above both mode grids
so it shows while editing and while live, pushing the panel's content down.
- Row 1 is the **Steam licence indicator** and nothing displaces it. It reads as status, not a
warning: "Entitlement 30 fps · Maximum 60 fps", both numbers derived from QualityOptions and
HasProOutput. While higher tiers are unavailable it shows a **pin** (standing indicator, no close
control); once ownership is verified the pin becomes a **close control** and the dismissal is
persisted (`Steam.LicenceIndicatorDismissed`), permanent while ownership holds. Losing ownership
restores it as pinned — a change of state, not a preference. Click → About.
- **Event rows stack beneath, newest first**, one row per episode (an episode advancing its state
updates its own row rather than adding another). Each is dismissible. Click → the Logs tab opens
with that event's sequence range painted red (`HighlightedLogFrom/To` + `LogInRangeConverter`; two
numbers rather than a collection because the log list is virtualised and realised rows do not
re-evaluate on membership changes).
- Replaces the old red panel under the quality picker, which is removed.
- The Steam diagnostic text loses "Contact the creator or support" for a neutral
"Steam licensing is not configured in this build."
Tests: `AttentionAlertStackTests` — pinned first with the status text; owned → closable and the close
survives a reload but ownership loss restores it pinned; pinned cannot be dismissed; event rows LIFO
with in-place episode updates; clicking an event opens Logs and sets its range. AboutHub + Entitlement
tests updated for the removed panel and the new wording. FAST gate: 532 passed, 0 failed, 0 warnings.
Reported 2026-11-05: "when I click Loop, the video doesn't play in the preview pane". Two
causes, both real:
- `VideoClipPipe.StartAsync` bailed out once it had run once (`_run != null`), so a clip that
reached EOF could never be started again — it held its last frame forever.
- Loop is only consulted at end-of-file by a LIVE decoder, so flipping it on a finished clip
did nothing at all.
Now: the pipe reports running state and is restartable after a natural end; the manager marks a
session finished (keeping its last frame) and exposes `IsRunning`/`RestartAsync`; the layer shows
`IsMediaRunning`/`IsMediaFinished`; flipping Loop on a finished clip restarts it.
UI: `▶ Play` sits to the right of the **Video File** label and is enabled only while Loop is off
(creator ruling: with Loop on the clip already runs continuously, so there is nothing to start).
The panel says "Clip finished — holding the last frame." so a frozen picture explains itself.
Also: verify.sh no longer runs physical-input tests by default. That test moves the real cursor
(SetCursorPos + mouse_event); running it mid-gate hijacks the machine someone is using, which is
exactly how it felt. Opt in with PHYSICAL_TESTS=1 when the desktop is idle; the header documents
the scoped-run command for working hours.
Test: `MediaPlaybackRestartTests` (pipe restart, finished state, Play again, Loop-on-finished).
8 scoped tests green. FULL SUITE NOT RUN — the machine was in use; run scripts/verify.sh in a
quiet window before the next milestone.
TASK 64 slice F — the two things left after the feature worked by hand.
- App Settings → **Video clips → Auto Green/Blue Screen** (off by default). When on, a
high-confidence detected screen is keyed as soon as the clip is added; the panel says
"Removed automatically" so an automatic change is never silent. Medium confidence still
asks, low says nothing — a wrong automatic key eats the picture.
- **A clip is a clip:** the alert box's own replacement clip keys through the same settings
block (one alert box per layout, so its settings are the ones the next alert uses), and
choosing an alert clip runs the same detector. The Green/Blue Screen panel now appears for
a video layer *or* an alert box with a custom clip (`Source.ShowsChromaKey`).
- Spill ships as the creator-facing **Fringe** switch; nothing further to tune behind it.
Test: `ChromaKeyApplyTests` gains the auto-apply case (no click, still explicit in the panel)
and an alert-clip case (its pipe asks ffmpeg for colorkey+despill with the blue screen type).
Docs: TASK 64 complete in TASKS.md, known limits recorded in the task file, HANDOFF rewritten.
verify.sh: 546 passed, 0 failed, 0 warnings.
TASK 64 slices D and E: the feature is usable end to end.
- Add a video file → one frame is probed (new `IChromaProbe`/`FfmpegChromaProbe`, one ffmpeg
pass at 160x90, off the UI thread) and the layer gets an offer: "Looks like a green screen —
Remove it", with the measured colour as a swatch.
- Accepting it turns the offer into settings (Amount / Softness / Fringe) that reach ffmpeg as
`colorkey` + `despill` + `format=bgra`, so the key is computed in the pipe and both consumers
(the shared preview bitmap and the compositor's frame) carry the same alpha.
- Media sessions are now keyed by **path + look** (`MainViewModel.MediaSessionKey`), so two
layers with the same settings still share one decoder, and changing the look releases the old
session and starts the new one. Removal, load reconciliation, loop and audio settings all move
to the same key.
- Settings persist on the `Source` row (six ALTER TABLE guards + SELECT/INSERT), so a keyed layer
comes back keyed.
- Panel section is plain creator words: Green/Blue Screen, Amount, Softness, Fringe.
Test: `ChromaKeyApplyTests` — the pipe asks ffmpeg to key (and does not when off); a green-screen
clip is offered, accepting it starts a keyed session, the layer's resolver then reads that session
rather than the old one; the setting survives a save.
Docs: TASK 64 D/E ticked with slice F (auto-apply setting + alert clips) left open; frame-pipeline
records the decode-option design; HANDOFF rewritten. verify.sh: 544 passed, 0 failed, 0 warnings.
A video file was picture-only: the decode pipe passed `-an`, so a starting-soon
or BRB clip with music played silent everywhere. Adds sound to every clip and
collapses the two decoders into one.
- `Services/VideoClipPipe.cs`: the shared pipe behind `MediaVideoSource` (TASK 21)
and `AlertClipDecoder` (TASK 47) — video (`rawvideo bgra`, scaled) + audio
(`f32le -ac 2 -ar 48000`, 50 ms chunks, byte-carry across reads), both paced to
real time, loop restarts both so picture and sound stay together. Alert
behaviour is unchanged.
- `MediaVideoSourceManager` applies the layer's Level/Mute per session and raises
`AudioAvailable`; `MainViewModel` feeds it to the new
`AudioMixer.EnqueueDesktopMediaAudio`, which joins the DESKTOP/GAME ring so the
desktop fader and the mic auto-ducker apply exactly as they do for game audio
and TRAX (creator ruling 2026-11-05: audio joins the group).
- Per-layer `MediaMuted` + existing `MediaVolume` surfaced as Mute/Level in the
properties panel; `MediaMuted` persisted (ALTER TABLE guard + SELECT/INSERT).
- Level/mute are per SESSION because one decoder is shared per file path — the
last layer touched wins; one decoder per layer would play the file twice.
Test: `MediaSourceAudioTests` — the pipe emits 50 ms chunks at 48k stereo, the
manager scales by level and drops when muted, and a media layer's sound moves the
desktop meter. Alert/decode suites unchanged and green.
Docs: task-21 closed on item 10, the "silent soundtrack" facts corrected in
frame-pipeline/output/overlays, HANDOFF rewritten. verify.sh green (529 passed;
the two documented pre-existing failures only).
TASK 21's picker slice: the decoder, manager, pacing and loop mechanism were
already shipped but nothing ever acquired a session, so a media Source rendered
nothing. Adds "Video File" to the (+) menu (video-filtered OpenFileDialog),
one decode session per distinct path with a HasSession guard, release when the
last scene reference goes, and a post-load reconcile. Loop is a manager-level
per-path answer ("any live reference loops") applied before StartAsync and
updated live via SetLooping. Properties panel shows the file with Change… and
Loop. Volume stays unwired: media audio rides the desktop loopback, TRAX-style.
Reference: OBS's media source (file → decode → composite into the scene) is the
established answer for this feature; the lifecycle shape mirrors this repo's
WebView2/ScreenCapture registration rather than inventing a new one.
Test: ytLive.Tests/MediaSourceAcquisitionTests.cs — add starts one decoder and
frames reach the layer, loop flip reaches the decoder, remove stops it.
Docs: task-21 closed, TASKS row + Day-4 row + stale 3·17 row corrected,
frame-pipeline acquisition note, HANDOFF rewritten. verify.sh green.
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
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 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.
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.
The blur is universal, so it would swallow the logo along with everything else. The compositor
now defers every visible brand logo: skipped in both element loops, blitted immediately AFTER
the blur group, before the flash/social/ticker overlays. One logo per scene, so it is cheap.
Preview mirrors it: the staged scene's brand logo is drawn above the blur host (StagedBrandLogo),
so what you see in the editor is what the encoder gets.
Test: a blur covering the logo's area leaves the logo's pixels exactly white while the coloured
background beneath it blends.
The creator found the use case that reframes the feature: a moment of privacy while the webcam is
on. A blur that can only cover the desktop cannot do that.
- SceneCompositor applies the blur group AFTER every element is composited (still before the
flash / social bar / ticker / zoom overlays), so it covers webcam, chat, alerts — anything. Its
position in the layer list no longer affects the output, so it is added at the top and the
reorder clamp is gone.
- Supersedes the earlier "blur sits below the brand" rule: a universal blur does obscure the logo
when it covers it. Called out in frame-pipeline.md so it is not re-litigated.
- Preview mirrors it exactly: the blur host moved OUT of CanvasGrid to a sibling above it, so the
VisualBrush samples every layer (and cannot sample itself). It used to sample only the backdrop,
which is why a circle over the webcam would have shown sharp pixels in the editor and blurred
ones in the stream.
The Blur item's Visibility is bound to CanAddBlur, which depends on the staged scene. The scene
setter never raised it, so the binding evaluated once (collapsed) and stayed collapsed for the
session — build 1082: the option simply wasn't there.
StagedScene now notifies CanAddBlur, with a test that pins both halves: Live true, Chat false,
and a notification on every staged-scene change.
Creator request 2026-11-01: a layer that hides part of the desktop from viewers. Box or circle,
drag/resize like any layer, one strength slider, several allowed.
**Z-order is policy, not preference.** `AddSource` inserts a blur directly above the background
and therefore below the brand logo, and `OnSceneElementsReordered` pushes any blur that ends up
above the brand back down. Nothing else in the app can move it into the brand's way.
**Overlap = the strongest single blur, never a stack.** `SceneCompositor.ApplyBlurLayers` collects
every visible blur the first time one is reached in the z-order, sorts them strongest-first, and
shares one coverage map: a pixel already covered by a stronger blur is skipped. Blurring
back-to-front would have produced something stronger than any slider setting allows, which is
exactly what was ruled out.
**One blur curve, shared with the webcam.** `RegionBlur` carries the constants the webcam blur
already used — downscale 4, radius 1–6 downscaled px, `RadiusFor(strength)` — and
`BackgroundEffectProcessor` now delegates to it instead of holding its own copy. The layer's
slider is the same 0–1 scale with the same 0.5 default, so "half strength" means the same blur in
both features. Cost is proportional to the blur's own rect, not the frame.
**Live scene only**, enforced in `AddSource` as well as the (+) menu (`CanAddBlur`), so a stale
menu item or a scripted call cannot plant one on BRB. `ElementKind.Dynamic`, so it is never baked
into the static base and every render path gets it — pump, preview, thumbnails, scene dump.
Persistence: `Source.BlurAmount` column + migration; shape rides the existing `ClipShape`.
Properties panel: Box | Circle plus the strength slider, gated on `IsBlurSelected`.
4 tests: outside the mask is byte-identical, inside loses its hard edges, a circle leaves its
box corners alone, and two identical stacked blurs equal one (the coverage map). Release builds
at 0 warnings.
Creator directive, 2026-11-01. Settings stopped being a centred modal.
- **Drawer** (Controls/SettingsDrawer): hosted in PreviewPane's pull-out stack, 320px, the same
animated-width pattern as Stream Settings / YPP / Socials / TEST, opened by the gear rail tab
on a single left click. SettingsDrawerOpen is exclusive with the other four, both directions.
This also removes the modal's MaxHeight-700 scroll problem for good: the drawer is the height
of the preview.
- **Categories**: headings with controls indented beneath them. Zoom now owns *Zoom view shape*
(Circle / Phone / Tablet) and *Zoom box follows*; Recordings, Brand logo and Scene transition
are their own categories.
- **The app menu moved to the LlamaCasty wordmark** (right-click → Report Bug / Feature Request /
About). Left-click still opens About. The gear tab no longer carries a menu at all, so clicking
it does exactly one thing.
OverlayHost keeps only the Bug / Feature / About panels; its brand-logo handlers and the dev-panel
injection moved with the settings block. BrandLogoPreviewTests follows the control (same assertions,
new path). Release 0 warnings; 15 tests pass across brand logo, zoom, entitlement and preview
history.
Two creator directives, 2026-11-01.
**Ctrl-down dismisses an open zoom box.** Window-level PreviewKeyDown, so the same hand that
opened it can put it away. It cannot cancel itself at creation: Ctrl is already held before
the right-click that makes the box, so the keydown fires while nothing is open.
**Follow mode, default Anchor.** A PillToggle in App Settings ("Follow the box"), persisted
as Zoom.FollowBox. Off — the default — keeps the 2026-10-08 model: the capture stays on the
clicked point and dragging only moves the box over it. On, UpdateZoomMove re-anchors the
capture to the box centre (half the box's size, clamped per axis), so the magnifier shows
whatever it hovers. Flipping to Follow while the box is open snaps it immediately.
Three tests: anchor drags leave CaptureX alone, follow moves it to the expected quarter-offset
centre, and the setting round-trips through LayoutStore (tested against the store, not via two
view models — two live VMs fight over the temp DB, which is a fixture problem, not a bug).
Both new test classes share a collection tag: MainViewModel.LayoutPathOverride is static, and
xUnit runs classes in parallel, so without it the two view models collided (one failure in a
combined run, clean when run apart).
Release build 0 warnings; 14 tests pass across zoom, entitlement and preview history. Debug
build is blocked by the running app (PID 47388) — close it and the exe updates.
Creator report: Ctrl+right in edit mode and left-click in preview did nothing when
neither streaming nor recording. The bindings were correct; the action was not.
Two causes, both in the model rather than the handler:
- ActivateZoom opened with `if (!(IsLive || IsRecording)) return;` — the box could not be
created outside a session at all.
- ToggleZoom only ever called DismissZoom, so "toggle" could turn it off and never on.
Now ToggleZoom(x, y) activates at the cursor or dismisses if already open, and the live-only
guard is gone — the magnifier is an editing aid as much as a live one. Both call sites pass
the canvas point, so the box still anchors on the click rather than the frame centre.
Debug 0 warnings; ZoomBox + ZoomMagnifier tests pass (3).
The first half of surge day 1. One question, "may this session emit Pro output?", with
one method on the interface so nothing downstream knows which rail proved it.
SteamEntitlement reads the lifetime SKU the way Valve intends: SteamAPI.Init() then
SteamApps.BIsDlcInstalled(dlcAppId). Four different failure paths all resolve to the
free tier rather than to Pro or to a crash — no DLC id configured, no Steam client,
steam_api64.dll missing (a throw on first touch), and simply not owned. A copied folder
run without Steam is the common case, not an exceptional one.
NotConfigured() is the shipping default until Steamworks creates the DLC app; it answers
false without ever touching the native library, so today's builds behave exactly as they
did before this commit.
HasProOutput is now IsPremium || DeveloperMode || rail, with an internal EntitlementOverride
test seam (internal, because a public setter here is a licence bypass). Four tests: no id
reads false, no client reads false without throwing, the fake reports what a test sets, and
the view model takes its answer from the rail.
Steamworks.NET 2024.8.0 added; the native DLL still comes from scripts/steam-sdk.sh, so the
csproj change is three lines and no formatting churn.
Three creator directives (2026-11-01), done ahead of the surge.
**Gear moved to the preview rail** — first tab, orange (Brush.Attention), gear icon
only. Left-click opens the same app menu the top bar gear owned (Settings / Bug /
Feature / About), right-click goes straight to App Settings; both behaviours moved
with it, so nothing lost an entry point. TopBar keeps the wordmark and EDIT.
**EDIT right edge aligned to the layers panel.** The work area is margin 8 + a 360px
column, the top bar is padding 16, so the shared edge is 352 inside the bar. TopBar
column 0 is now a fixed 352 grid with EDIT right-aligned in it — alignment by
arithmetic instead of by eye.
**Preview undo/redo: Ctrl+Z / Ctrl+Shift+Z.** Models/PreviewHistory snapshots element
REFERENCES plus geometry, visibility, order and membership — a deep clone would mirror
every property of a dozen element subclasses and quietly miss the next one added.
One snapshot per gesture (pushed at drag/resize start, never in the move loop), bounded
at 50, redo survives multiple undos, cleared on layout load. Gated on EditingActive:
undo while the preview shows program output would rewrite a scene nobody is looking at.
Honest scope, in the type's doc comment: layout edits only. Colour/opacity/border/font
edits are not captured yet, so Ctrl+Z after one of those restores the last layout change.
6 tests in PreviewHistoryTests; 19 pass across it and the neighbouring UI classes; Debug
and Release both build at 0 warnings.
The paid delta is output quality, so the rule needs to be measurable rather than a word:
921,600 pixels and 30 fps, fail-closed. Models/OutputProfile.cs is that rule as pure
policy — a permitted tier passes through untouched (Pro, or the free tier's own 720p30),
a disallowed one resolves to the best tier the budget allows and carries ITS bitrate, so
a capped user is never offered an 8 Mbps budget for a 720p frame.
Applied once, in BuildEncoderOptions. That is genuinely one place: the stream and the
local recording are two output blocks of ONE ffmpeg process fed by one EncoderOptions,
so there is no second encoder to forget. (commercial.md claimed "both encoders — never
two checks"; the code is stronger than the doc, and the doc is corrected.)
Developer override, as asked: a "Developer mode — all resolutions" checkbox in App
Settings, bound to MainViewModel.DeveloperMode, which feeds HasProOutput. It is not
hidden in a release build — Controls/DeveloperPanel's Page and Compile items are removed
when Configuration != Debug, and OverlayHost adds it at runtime inside #if DEBUG, so a
shipped exe has no BAML for it at all. The setter also refuses the value when
DevBuild.IsDevelopment is false, which is now the single source for that question (the
scoreboard partial had its own duplicate const).
Two traps worth their lines: a `const bool` dev flag makes `if (!Flag) return;` an
unreachable-code warning in one configuration or the other (CS0162), so DevBuild uses
static readonly; and a Condition on an ItemGroup is invisible to a test reading
item.Attribute("Condition") — read the parent.
Tests: 14 pass across OutputProfileTests, AssemblyIdentityTests and StorePackagingTests.
The invariant test is the one that matters: iterate every shipped tier under a free
entitlement and assert none emits more than the budget, so a future 4K tier fails here
instead of shipping to everyone. App builds Debug and Release at 0 warnings.
Creator's defaults: white text, Background ON (black, 20%), speed capped at 200 px/s, text size shown
in real pixels, and "plate" dropped from the label.
The important find is underneath those: `ScoreboardStyle` is a record STRUCT, and `new
ScoreboardStyle()` zero-initialises — it does NOT run the constructor's parameter defaults. So the
shipped strip had null text colour, NO background and zero opacity, whatever the source said. That is
why the Background checkbox and the opacity slider looked like they had no code behind them: the
renderer was faithfully drawing the zeros it was handed.
An explicit parameterless constructor now carries the real defaults, and the renderer test asserts
them (white / on / black / 0.20 / max speed 200) so this class of silent-zero cannot return.
Readouts fixed too: the opacity and text-size setters never raised their own property, so the numbers
never moved while the render did. Text size now reads "24 px" instead of a bare slider value, and
snaps to whole pixels.
The marquee now has the dial it needs. `ScoreboardPresenter.PixelsPerSecond` is the single owner of
the range (20-400, default 120), the layer's properties expose it with a live px/s readout, and the
value is persisted as Scoreboard.ScrollSpeed because it is a READABILITY choice — re-dialling it
every launch would be a tax on the creator who needs the strip to be readable.
Advance() still takes an optional override so tests can drive exact distances.
Guard: the presenter test proves speed is real (same elapsed time, twice the speed, different
window) — not a value that is stored and ignored — and the panel test pins the control, its range
and the persistence key.
Creator, plainly: "the entire point of a ticker is to tick… so, tick." The static strip was my
reading of an earlier exchange; it is gone.
How it ticks without becoming the compositor's most expensive layer:
- `ScoreboardRenderer.RenderRun` rasterises the run ONCE per value change at its natural width plus
a gap.
- `ScoreboardPresenter` crops a 1920-wide window at a moving offset each tick — a row-wise byte
copy, no text layout, no re-raster.
- `TickScoreboard` runs on the existing 30 Hz meter clock and only while the strip is shown, so a
hidden or disabled scoreboard costs nothing.
The dev simulation uses the same path, so what is previewed is what ships.
Test updated to the real contract: no tick → identical pixels; a tick → different pixels; a value
change → re-rasterised run. (The old test asserted frame-instance identity, which a cropped window
can never satisfy.)
Reported: the ticker was painting OVER the socials. The coupling rule existed and was tested
(ScoreboardLayout.ResolveEdges) but nothing ever CALLED it — the strip's Y still came from its own
preference, so both bars landed on the south edge.
Now the resolution runs at publish time: the social bar keeps its side, the scoreboard takes the
other one, and its Y follows from that edge. The pair re-sorts whenever the social bar moves (the
preview click-toggle) or shows/hides, because the rule is "resolve from what is visible", not a
stored pairing.
The layer also gains an Edge preference (Top/Bottom) in its properties, labelled "socials take the
other" — a preference, never a claim on an occupied edge.
Also stabilised the opacity assertion: it samples a plate-only pixel 5px from the left edge instead
of the first semi-transparent pixel it finds (which could be anti-aliased text).
Four reports, three causes:
1. "Background plate has no code behind it" — the plate COLOUR and OPACITY controls were disabled
until the plate switch was on, which reads as dead controls. They are always settable now; the
switch is what decides whether a plate is drawn.
2. "Opacity doesn't work" — proven in the renderer test: 20% and 80% produce alphas of ~51 and ~204,
so the slider reaches the pixels. What was actually wrong was the box.
3. The strip's BOX was fixed at 56px while a wrapped strip renders taller — the frame was scaled
into the box and looked squashed/clipped. The source's width/height now follow the rendered
frame, and its Y follows from the edge.
4. "Simulate (dev) should override Show the scoreboard" — it does: the preview gate is
(_scoreboardEnabled || _scoreboardSimulate), so the dev toggle works even with the product
setting off.
Not changed: the strip is STATIC by design (all enabled facts always visible, wrap rather than
scroll). If scrolling is wanted after all, that is a presentation mode to add, not a fix.
Creator (2026-10-30): in dev mode the "Show the scoreboard" option must always be available.
The block's gate becomes CanUseScoreboard = IsConnected || IsDevelopmentBuild. Signed-out Release
still shows the inert block with its "sign in" line; a DEBUG build is fully usable, so the strip can
be toggled and previewed before there is an account. IsConnected raises it, so signing in flips it
live.
Guard: ScoreboardPropertiesTests now asserts the CanUseScoreboard gate (enabled AND hint), and the
VM surface list includes it.
Creator (2026-10-30): pre-1.0, use DEBUG — add a toggle that simulates the ticker so the strip can
be SEEN and its compositing verified before a real stream.
The sample travels the REAL ScoreboardRecorder a stream uses (one new member, a gift of three, a
milestone, a $12.34 Super Chat), so what the preview shows is exactly what live events produce — a
fake renderer would prove nothing. Toggling off clears to an empty session, so the empty state is
visible too.
Debug-gated at COMPILE time: `DevelopmentBuild` is a const true in DEBUG / false in Release, and the
checkbox binds its Visibility to it. A shipped Release build therefore has no dev control at all,
rather than one hidden by a runtime flag.
Guard: ScoreboardSimulationTests — the sample lands all four tallies through the recorder, off clears,
and the panel + const pair exist in the Dual (DEBUG/Release) form.
Creator: "even if it's not visible, we want to avoid polling."
ScoreboardEnabled is the layer's master switch in the properties panel. Off means two things:
- the strip frame is null in every scene (per-scene eye toggles stay independent), and
- the cadence policy returns None at every phase — a scoreboard nobody can see must not spend quota.
The switch is persisted (Scoreboard.Enabled), because one that resets would quietly resume polling.
The polling gate is ScoreboardPollsEnabled: master switch AND at least one scene with a visible
scoreboard — so hiding it in all five scenes also stops the polls.
Guards: ScoreboardCadenceTests adds the switch off across live/test/recording; ScoreboardProperties
pins the checkbox and the VM surface.
Creator ruling: the Scoreboard layer exists in every scene rather than being added five times.
ScoreboardHealer.Ensure keeps exactly one per scene — healed on load like the Background and Brand
logo — so a scene can never end up with two, and 'off' is the ordinary per-scene eye toggle rather
than a delete.
It is appended as the TOPMOST layer on purpose: a full-width strip draws over the scene, and
inserting it above the background would break the Brand logo's documented invariant (directly above
the background). That choice is also why the layer-reorder test still passes untouched.
Also: a layer-list icon for the type, so the row is not blank.
Guard: ScoreboardHealerTests — one per scene, topmost, exact strip geometry, idempotent, and a
duplicate healed back to one.
Both were mine, from the scoreboard units:
- ScoreboardLayout.FitLine null-forgave tileWidths on one expression and then iterated the field
anyway; it now binds a non-null local once and uses that throughout.
- the output resolver dereferenced _scoreboardPresenter, which is assigned in InitScoreboard — it
is nullable by construction, so the resolver reads '?.' exactly like the other optional services.
Clean build, 0 warnings, scoreboard tests green.