gramps 3a77662a95 vv webcam Unit 2: the Chat scene in the vertical tier - rect only, tile or one whole 607x540 area
The creator's locked table (2026-10-17) gives the Chat scene its own rules in
the 9:16 tier: RECT ONLY - the circle option is not offered - and a size that
is either the normal small tile or ENLARGED to fill one whole 607x540 area
(top or bottom). Unit 1 shipped the per-scene placement; this unit is the Chat
scene's own variant of it.

The rule lives on the MODEL, not on the button:
- Models/SceneElement.cs: ClipShape and ToggleClipShape() are now virtual.
- Models/WebcamSceneConfig.cs: VerticalShapeLocked (set per scene by the VM)
  OVERRIDES the ClipShape property, so no writer can slip a circle in - the
  toggle, the Shape button and the placement swap all go through it. The lock
  is cleared BEFORE the 16:9 layout comes back, so the desktop shape returns.
- ViewModels/MainViewModel.Webcam.cs: CanToggleClipShape (the circle is NOT
  offered in the vertical Chat layout - the Shape button disappears, it is not
  merely greyed out), IsChatSceneCamera, ResizeWebcamInVerticalTier.
- Models/VerticalCameraLayout.cs: FillsArea (the "enlarged" state, derived -
  no new column) and SizeFor - the Chat camera's TWO sizes, the tile or the
  whole area, whichever is nearer the requested width, so the resize handle
  has two detents instead of any size in between.
- An enlarged camera FILLS the area its centre is in (top or bottom), so
  dragging it up/down swaps the areas.
- The Chat camera is auto-tiled like the Live one when the vertical tier is
  picked - otherwise the vertical chat stream has no camera at all.
- Controls/PreviewPane.xaml.cs: the resize routes through the VM; the drag
  assigns, lets the model clamp into the band, then snaps (so the enlarged
  camera can be dragged from the top area to the bottom one).

Test: ytLive.Tests/VerticalChatCameraLayoutTests.cs - the ONE Good Dog test for
the unit: the vertical tier is picked -> the Chat camera comes into the band as
a small RECT tile -> the circle option is not offered and cannot be set even on
the model -> dragged up and enlarged it fills the TOP area exactly -> back to
16:9 the desktop layout is restored exactly and the circle option is offered
again. 430/430 tests pass, 0 warnings.

Research (the creator's table is the established practice, not our invention):
- Streamlabs' vertical guide: "splitting the screen in half horizontally,
  placing the camera feed in the top half and the main content on the bottom
  (or vice versa) may be the bet", and a just-chatting vertical wants the
  camera "to take up most of the screen"
  (streamlabs.com/content-hub/post/overlays-vertical-and-horizontal-streaming)
- Bloopbot's vertical overlay docs describe the same per-layer model we use at
  scene granularity: "move or resize a layer on Vertical and it stops being
  Auto-placed. It keeps the place you gave it, and the horizontal layout is not
  touched" (bloopbot.com/docs/vertical-overlays-twitch-dual-format) - our
  swap-at-tier-change, stored per scene.
- Landmine recorded: "about the bottom 560 px of the vertical video can be
  covered by Twitch's chat and player controls on phones" (Bloopbot) - the Chat
  camera's enlarged BOTTOM area may be half-hidden by the platform chrome;
  TASK 53's safe-zone work decides that.

Memory in the same commit: ai.md (the Chat rules, the shape lock, the tests),
TASKS.md + TASKS/task-57-vertical-camera-layout.md (TASK 57 complete), HANDOFF.md,
MyMistakes.md (3 recipes: lock the model property not the UI button; two detents
for a discrete size set; the edit tool cannot match an oldString with an em
dash), Models/ViewModels/Controls index rows.
2026-10-21 19:23:29 -07:00
Scene strip tile artwork + on-air indicator (creator ruling 2026-10-10). Top-bar tiles now carry their own art: each canonical scene's tile is a per-scene CRT-styled image stored in the internal DB (Scene.ThumbnailAssetId - additive migration, seeded at heal from the creator's five Downloads JPGs via SceneThumbnailSeedPaths), and the preview pane keeps rendering the scene's ORIGINAL background - never the tiles. One shared on-air image (Gemini 4zajyl...jpg) replaces the staged scene's tile and follows the scene swap ('the on-air screen jumps around the top bar as the user swaps scenes'): stored as an Asset BLOB tracked by the OnAirImageAssetId Setting (EnsureOnAirImage, same contract as the alert clip) with MainViewModel.OnAirSeedPath override; RefreshSnapshotsAsync shows it for the staged scene, otherwise thumbnail-or-background art, and a staged Live with no on-air art still falls back to the green placeholder (minis never render live captures). Removed the 6px #22c55e rectangle in PreviewPane's backdrop ('green outline around the preview screen' that surfaced when a scene had no background) - the outer PreviewGlow red border is the real live signal. Doubled the scene-tile labels (FontSize 10 -> 20). Fixed a real bug this surfaced: Save()'s Asset pruner only kept Source/alert-clip rows, so the first save would have DELETED the seeded tile + on-air assets - the keep-set now includes Scene.ThumbnailAssetId and the OnAirImageAssetId Setting. New Settings/Load/Save migrations + SceneThumbnailTests (4 tests: seeded tile in strip, preview keeps original bg, Live-staged tile, no-seed fallback, on-air swap + persistence). 427 pass, 0 build warnings. (Unit: strip tiles + on-air)
2026-10-10 13:27:26 -07:00

LlamaCasty

LlamaCasty — livestream smarter

A free, open-source Windows app for streaming live to YouTube and recording to your PC. Native Windows (C# / WPF / .NET 8). Website: https://llamacasty.com

LlamaCasty — main window with scenes, sources, and live preview

Why I built it

I'm Gramps. I've been gaming since 1981, and these days I stream The Division 2 on YouTube.

When I started streaming, I did what everybody does: I installed the big, general-purpose streaming tools. They're excellent software — powerful, flexible, and built to handle every platform, every camera rig, and every plugin anyone has ever dreamed up. That breadth is exactly what makes them great, and it's also what makes them a lot to learn. Before my first stream I was reading setup guides, picking encoders, balancing audio by hand, and wiring up scenes from scratch. The tools were ready for anything. I just wanted to go live.

Most streamers I talk to are in the same spot. They don't need a tool for every platform and every setup — they need one that's ready for theirs. So I built LlamaCasty around three choices:

  • One platform, done properly. LlamaCasty streams to YouTube and only YouTube. That focus lets it be built around how YouTube Live actually works — your channel, your chat, Super Chats and memberships, Shorts-style vertical video, and the YouTube Partner Program — instead of treating YouTube as one destination among many.
  • Ready the moment you open it. Five scenes (Starting, Live, BRB, Chat, Ending) are set up, your game and voice are balanced with auto-ducking and voice polish built in, and YouTube's settings are filled in. You arrange things by dragging them, then press Go Live.
  • Calm while you're live. A private Test Stream to practice, a layout that locks while you're on air, and warnings only when YouTube reports a real problem.

The general-purpose tools are the right choice when you need everything. LlamaCasty is for when you just want to get your show on air.

Free, and staying that way

LlamaCasty is free forever: no watermark, no branding on your stream, no subscription, no LlamaCasty account. It's also open source (see License) — enjoy it, explore it, experiment with it. If it earns a spot in your setup and you'd like to say thanks, there's a coffee jar and a merch store linked from https://llamacasty.com. Completely optional, never expected, and the app will never ask.

How it's built

LlamaCasty is built through AI-assisted pair programming, under the direction of a developer with decades of experience. Architecture, product direction, and quality gates are human-owned; AI speeds up the implementation. The repo's memory map (below) is how that collaboration stays honest from one session to the next.

Requirements

  • 64-bit Windows 10 or 11. (The bundled FFmpeg and ONNX Runtime are 64-bit only.)
  • A YouTube channel, to stream. LlamaCasty links an existing channel with "Sign in with Google" — it doesn't create accounts. Recording to an .mp4 works without signing in.
  • Working sound in Windows. Desktop and game audio come from your default output automatically; you choose your mic in the app. LlamaCasty doesn't diagnose or repair Windows audio — if it doesn't sound right in Windows, fix it there first.

Build from source

The internal project, assembly, and namespace names are still ytLive (the app was renamed to LlamaCasty; the internals weren't). Building needs Windows and the .NET 8 SDK.

  1. Fetch the bundled FFmpeg (not in git — ~135 MB, pinned and SHA-256-verified): scripts/fetch-ffmpeg.sh

  2. Add your own Google OAuth client. Helpers/OAuthCredentials.cs is gitignored. Create a "Desktop app" OAuth client with the YouTube Data API v3 enabled in Google Cloud Console, then:

    namespace ytLive.Helpers;
    
    public static class OAuthCredentials
    {
        public const string ClientId = "your-client-id.apps.googleusercontent.com";
        public const string ClientSecret = "your-client-secret";
    }
    
  3. Build and run:

    dotnet build ytLive.csproj
    dotnet run --project ytLive.csproj
    

Version roadmap

v1 is the finished product (no v1.x releases are planned). Everything still in the queue lands in v1; anything not on the feature list is on the "Out of product — permanently" list in TASKS.md — read that before asking for a feature.

What v1 ships: the five-scene control surface, webcam + screen capture, media + web + text sources, chat on stream, the social bar, mic/desktop audio with auto-ducking and TRAX background music, local recording, quality tiers including vertical 9:16, one-click go-live + scheduling, stream resilience, monetization awareness (YPP tracker), animated alerts, and webcam background removal and blur — all free and ungated.

Structure

Path Role
Models/ Scene, Source, WebcamSceneConfig, SceneElement, SceneCatalog, QualityOption, StreamConfig/Health, chat, Socials, BroadcastMetadata, Music, MicStatus, BackgroundEffect
ViewModels/ MainViewModel (partial classes per area) + dialogs: GoLive, CameraPicker, MicPicker, HotkeyConfig, Socials, LiveBroadcastForm
Services/ YouTube (OAuth, streams/broadcasts, chat polling), LayoutStore (SQLite), capture (camera/screen-capture/media-file via FFmpeg), SceneCompositor + FramePump, FFmpeg encoder + RTMP, audio pipeline (WASAPI loopback + mic, mixer, filters, ducker, limiter, TRAX), background effects (ONNX person segmentation), SocialValidator, notifications, hotkeys, SceneGraph, ChatOverlayLayer
Helpers/ ViewModelBase, RelayCommand, ImageCache, AppLog, TokenStore (DPAPI), OAuthCredentials (gitignored), converters
Themes/ Controls.xaml — the dark-theme control styles, merged once in App.xaml
MainWindow.xaml Dark-theme control surface: thumbnails + central preview, two-state left panel (layers/properties ↔ live chat), top bar, footer
tools/ Offline helper tools (e.g. selfie-seg/ — converts and verifies the background-effects model)

Docs (memory map)

schema.md defines the conventions; ai.md is the AI/session guide; TASKS.md is the task queue; HANDOFF.md is the current state. Each code directory carries an index.md.

License

LlamaCasty is free software, released under the GNU General Public License v3.0 or later (LICENSE) with three additional terms permitted by GPL-3.0 section 7 (ADDITIONAL-TERMS.md):

  • Keep the credit — any copy, modified or not, shows "Based on LlamaCasty by Gramps — https://llamacasty.com" in its About screen.
  • Rename your fork — modified versions are marked as modified and use a different name.
  • No trademark rights — the LlamaCasty name and llama logo aren't licensed. The icon and logo files are all rights reserved and aren't covered by the GPL.

The scene backgrounds and default alert video are AI-generated placeholders, licensed with the code — replace them with your own. Bundled third-party components keep their own licenses: see THIRD-PARTY-NOTICES.txt.

Source code: https://llgit.llamachile.tube/gramps/LlamaCasty

S
Description
Creator-proof live-streaming and recording app for YouTube — native Windows (C# / WPF / .NET 8). One-click go-live, visual scene building.
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