591 green, 0 warnings.
- `Scene.SceneMutesMic` / `SceneMutesDesktop` are **nullable booleans**: null = leave the mix alone, so
a scene is passive until the creator says otherwise. Schema columns added, NULL for every existing
layout except one deliberate default.
- **Applied once when the scene takes the PROGRAM output** (`TransitionToScene`, only when live or
recording). Staging a scene offline is auditioning, not a stream edit — the test asserts that.
- **The creator is boss:** a manual mute survives any transition into a scene with no opinion; a scene
that does have one wins on its next entry. `SetMicMuted`/`SetGameMuted` are idempotent so a repeated
"mute" cannot clobber the level that unmute would restore.
- **BRB ships muted** (creator spec) for new layouts *and* via a one-time migration for existing rows
where the creator has never expressed an opinion.
- UI: two three-state checkboxes under the layers list ("When this scene goes live"), styled with
`PropertyPillCheck` so the theme test holds.
`SceneAudioTests` covers the whole rule in one integration test: default state, offline staging does
nothing, live entry mutes, manual unmute survives a passive scene, an opinionated scene wins, desktop
untouched, and all three states roundtrip through save/reload.
Needs the creator's eye: the checkboxes are new chrome in the left panel (indeterminate = passive).
YouTube moves the goalposts, so the app stops modelling them as its own truth and shows progress against
a threshold table that carries the date it was read.
- `Models/YppProgress.cs` — pure: three metrics, per-criterion met, and `MeetsPublishedRule`, which
encodes the real shape of the rule (subscribers AND either view route). The drawer says "x of 3 criteria
met — YouTube reviews eligibility" and spells out the either/or, so "2 of 3" can't be misread.
- `Services/YouTubeAnalyticsService.cs` — the two numbers only Analytics publishes: long-form watch hours
(trailing 12 months, `creatorContentType==video`) and Shorts-feed views (90 days, `==shorts`). No rows
means NO DATA, not zero.
- **Thresholds are data with a publication date** (`YppThresholds.AsOfUtc`, shown in the drawer) and a
test fails once that reading is more than 180 days old. The 2027-02-01 doubling (4,000h → 8,000h,
10M → 20M Shorts views) resolves from the date, not from an edit.
- **No Analytics scope → no invented numbers:** the drawer explains the missing consent instead of drawing
two empty bars as zero. Money stays behind 3·20's "Show monetary metrics" toggle.
- Fan-funding tier (500 subs) demoted to a single muted line, since the three bars are the ad-revenue path.
Tests: `YppProgressTests` — either/or eligibility, subscribers alone insufficient, Shorts as a qualifying
route, bars clamp at 100%, the doubling date, the staleness guard, Analytics parsing (no rows = no data),
and compact value formatting. FAST gate: 567 passed, 0 failed, 0 warnings.
The task asked for a `RewardEvents` table plus a backfill. That would have contradicted the published
promise that no viewer, member or donor information is retained after the session ends, and it would
have meant owning a ledger that YouTube already keeps.
So the report is DERIVED on demand instead:
- `Services/SuperChatEventService.cs` — `superChatEvents.list`, parsed for both event types (a sticker
must not be dropped), authorised by the existing `auth/youtube` scope, so no re-consent.
- `Models/SessionRewardSummary.cs` — rolls events up for the session window with **per-currency totals
that are never summed together** (a $5 and a €5 are not $10). Nothing is written down.
- The YPP drawer gains a **THIS SESSION** section: counts are neutral and always shown when there were
events; money appears only when the creator asks for it. `Show monetary metrics` is a drawer toggle,
persisted, **off by default** — a creator who never monetized is never shown a $0.00.
Also: money is labelled as estimates (removed/refunded events are excluded and totals can be restated
for weeks, not days).
Tests: `SessionRewardReportTests` — both reward types parse, the window makes it a session rather than
a channel report, currencies stay separate, an empty session shows nothing, a sticker-only session
still counts. `BackOnAirTests` moves into the serialised `MainViewModelLayoutPath` collection: it builds
a MainViewModel directly and was flaking against parallel tests that swap the static layout path.
FAST gate: 557 passed, 0 failed, 0 warnings.
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.
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.
The previous commit inserted the round-media MultiDataTrigger INSIDE a <Setter> instead of into the
Style.Triggers collection, so every window that loads PreviewPane threw
"System.Windows.MultiDataTrigger is not of type System.Windows.SetterBase" at parse time. A Debug
build would have failed to open the main window at all.
Caught by `AlertBoxPreviewVisibilityTests` and `AboutHubTests` in the suite, which is the reason
those UI tests exist. Both green again, as is `MediaPreviewDisplayTests`.
Two follow-ups from the creator's lip-sync observation.
1. Audio still slept a fixed 50 ms per chunk — the same "sleep on top of the work" fault fixed for
video an hour ago, left in place. Every chunk's read cost was added, so a clip's audio fell
progressively behind its picture: small per chunk, unbounded over a long clip. It now uses the
same deadline pacer, so audio and video advance on the same wall clock.
2. The preview pane is NOT the compositor. "Preview looks great" proves the decode and the preview
bitmap; the recording and stream are blitted by SceneCompositor. `MediaCompositeOutputTests`
renders a keyed video layer over a background through the real compositor and asserts the two
things that matter: keyed (alpha 0) pixels let the background through, and the subject half
covers it. So "green screen removed" is now proven in the output path, not just the pane.
Also: a round-clipped video layer had no preview trigger (only webcam+Round existed), so it would
render in the output and be invisible in the pane. Same unit-circle path now covers it.
Tests: 16 scoped (pacer, real-clip rate + keying, composite output, decode pacing, alert pacing)
green. FULL SUITE NOT RUN — the machine is in use: two runs under load aborted in the WPF test host
(HWND subclass crash) and one hit the 15-minute cap. Re-run scripts/verify.sh in a quiet window.
Three reports from the creator, plus two bugs the real clip exposed.
1. A video layer was INVISIBLE in the preview. The pane's per-layer Image is Collapsed by
default and switched on by a whitelist of DataTriggers; MediaSource matched none, so the clip
decoded into a bitmap that nothing displayed. Same defect the alert box hit on 2026-09-26 and
the scoreboard after it — now recorded at the top of docs/ai/ui-surface.md with a test that
asserts the bound Image is Visible (`MediaPreviewDisplayTests`).
2. Play is no longer tied to Loop: the button is always enabled (creator ruling — Loop must not
toggle Play). Loop still restarts a finished clip, which is the behaviour that was broken.
3. Geometry is now the LAST section of the properties list for every draggable element, with
opacity at the top; the web source's duplicate geometry block is gone (it now uses the shared
one, which had been sitting above the media panel).
4. The physical mouse-drag test is deleted. It injected real cursor movement, hijacked whatever
machine ran it, and failed whenever the desktop was busy. The arithmetic it covered now lives
in `Helpers/DragReorderMath.cs` — pure, and covered by `DragReorderMathTests` (threshold,
up/down moves, no-op and out-of-range). The two persistence tests were already synthetic.
5. Real-clip check (creator's `test_greenscreen_moving_subject.mp4`, 1920×1080): the detector
REJECTED it — a fully saturated green sits at value 1.0 and the detector's 0.98 brightness
ceiling threw it away. White highlights are excluded by the saturation floor, which is the
property that actually separates them, so the ceiling is gone. With it fixed, the clip is
detected as green (high confidence), and keyed through our own pipe 97.8% of pixels go
transparent. Measured: keying with the canonical #00B140 keys 0.0% of this clip — which is why
the key colour comes from the measured screen.
Tests: 567 passed, 0 failed, clean build 0 warnings. The gate's scope check flags
`Assets/Videos/test_greenscreen_moving_subject.mp4` — the creator's working copy, deliberately not
committed; the fixture lives under ytLive.Tests/Fixtures.
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
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.
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.
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.
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.
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.
GenerateBuildStamp read BuildCounter.txt, added 1 and wrote it back on every CoreCompile, so
the number tracked BUILDS: a day of iteration reached #1122 against 563 commits. It now uses
git rev-list count of HEAD, which is what the comment always claimed (and why the file existed
in .gitignore). No counter file, no drift; a missing git still falls back to the start.
Also moves the MIC and lip-sync volume bars up one line: both were pinned to the floor of their
bay by a star row plus VerticalAlignment=Bottom. They now sit directly under their headers,
with the auto rows sized to content.
Capping the three bay meters at 320px and left-aligning them made each ladder look cut off
mid-bay, which is what the creator saw as deleted bars. The caps are gone; the master ladder
keeps its own 420-900px range so it stays the longest without shortening anything else.
The master meter was a fixed 420px, but each sound bay's ladder fills its column — on a wide
window a bay could be longer than the master, which is the opposite of what was asked.
Master now stretches between 420 and 760 px, and the three bay ladders cap at 320 with the same
cap for each, so they stay the same relative size to one another and stay shorter than the
master at every window width.
Creator rulings, 2026-11-01.
- Master strip is 44px (from 36) and its meter is now the largest on screen: 420x14 with 32
segments, centred under the preview, with a 12px MASTER label — bigger than the 9px bay
labels. L/R imbalance is a flag on the left, MONO and the session clock on the right.
- The kbps / fps / dropped counters are gone from that line: the live readouts already sit
above the preview, and the duplicate was noise rather than telemetry.
- TRAX is its own bay (MIC | GAME | TRAX | LIP-SYNC) with its own meter bound to
TraxMeterFraction. It lived inside the game bay with no ladder, which meant whether the bed
was actually playing could not be answered from the dock — and the player already measures
its own output.
- Lip-sync is narrow (0.45 star) since it is one slider and three presets; the three sound bays
are equal width, so their meters keep the same relative size.
AudioDockLayout moves with it (156 = 112 + 44; collapsed 44) and the layout test is updated.
TraxBayTests now asserts the opposite of the old ruling: the bay HAS a meter, and the game bay
no longer carries it.
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.
Two holes in the blur's property panel, both of which also affected other layers:
- X/Y/W/H were gated on IsWebcamSelected, so a blur (or an image, chat box or alert zone)
had no numeric position or size at all — only dragging. The block is generic: it always
edited SelectedElement's own values, so the gate was the only thing excluding them.
- Opacity showed for a blur, but the compositor's blur reads BlurAmount — the slider would
have moved a number that changes nothing in the output. Hidden for blur layers.
Blur panel is now: Box | Circle, strength, and the shared geometry fields.
The preview canvas is WPF visuals; a blur layer contributes no visual of its own, so until now
the creator saw nothing where the blur was and could not tell what it was hiding.
Each visible blur now draws a rectangle (or ellipse) filled with a VisualBrush of the whole
BackdropLayer — the desktop capture plus the background art — sampled at the blur's own rect and
carrying a BlurEffect at the same strength the compositor uses. The host canvas sits after the
backdrop and before the element layers, which is the model's own z-rule, so the preview shows
exactly what the output will: desktop blurred, brand and everything above it untouched.
Rebuilt on scene change, on add/remove, and on any blur property change (position, size, shape,
strength) — the brush samples the live backdrop, so the picture keeps moving underneath.
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.
The five drawers each sized their content Grid to Width=320 inside a panel that itself
animates to 320, with 14px margins — so the content box was 348 wide in a 320 window and its
right edge was clipped. That is why every drawer's content jammed into the right margin
regardless of the margin value.
The Grid now fills the panel (no fixed width) with Margin 14,10,20,12: 14 on the left, 20
between the content and the right edge of the div, which is the requested gutter.