feat: built-in effect params, clip click-select, effect drag-and-drop, project load with plugins
- serializer resolves node types through the factory's dynamic (runtime-registered OpenFX) entries, so a project carrying plugin nodes loads again (was: "unknown node type"); covered by a new CI-gated round-trip test driving the real fixture plugin - built-in effect nodes expose their inputs as inspector parameters like the C++ parameter editor: localized input names from the behavior, combo option tables via the new NodeBehavior::input_combo_strings (16 nodes, string-for-string from the C++ set_combo_box_strings), connection/data inputs excluded - effect library: live drag-and-drop — onto the inspector's effect stack (lands at the indicator position) and onto the node editor canvas (creates the node at the drop point); double-click still appends to the selected clip - inspector parameter controls are no longer recreated per render (gpui stack view caches them per effect), so sliders drag and checkboxes click; the view observes the engine and silently re-syncs values (undo/redo land on the widgets) - timeline: left-press selects clips (plain/keep-multi/Ctrl-Cmd toggle); clip moves clamp the shared delta so no clip of a linked group lands before frame 0 instead of failing with "invalid move target" - oakplugin: createInstance-rejected instances skip the destroyInstance notification (the plugin never owned them); vendor-suite fetchSuite misses moved behind OAK_OFX_TRACE; the worker logs the discovered/ registered plugin counts - CI: the OFX probe step also runs the serialization round-trip test - gpui submodule: params view caching, clip click-select, library drag payload, graph_position_at
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@@ -122,6 +122,16 @@ impl NodeBehavior for WaveDistortNode {
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}
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}
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/// Combo input option labels (C++ `retranslate()` /
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/// `set_combo_box_strings`): `vertical_in` -> "Horizontal",
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/// "Vertical".
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fn input_combo_strings(&self, id: &str) -> Vec<&'static str> {
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match id {
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VERTICAL_INPUT => vec!["Horizontal", "Vertical"],
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_ => Vec::new(),
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}
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}
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/// Evaluate outputs (C++ `value()`): no texture -> push nothing;
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/// intensity != 0.0 -> shader job over the whole value row rendered
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/// at the texture's own params; intensity == 0.0 -> pass-through
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