- capi: oakengine_node_output_connection_at/_at_ex returned the source node as the connection destination; the actual destination is conn.second.node(). Out-edge enumeration was useless, so the node view could only draw in-edges and randomly lost whichever edges needed the out-edge path (random per context build order). Regression test in oakengine_node_test - project teardown: Project::clear() pre-notifies node removal while nodes are fully constructed (observers used to crash on half-destroyed nodes); childEvent suppresses the removal dance while clearing; Node::disconnect_all/disconnect_edge get a silent mode for teardown so no invalidation/events touch dying members (is_being_cleared); ClipBlock marker disconnect guarded against dead viewer/markers; ProjectCopier and PreviewAutoCacher drop project references on Project::destroyed instead of disconnecting dead objects at shutdown - preview: add oakengine_preview_request_get_audio_sample_count; the viewer queried sample count by passing nullptr to get_audio_samples which rejects it, so all playback audio was silently dropped - app: fix unterminated input-id memcpy in ResolveGroupInput (nodeparamviewitem, widgetbridge) that corrupted every parameter id - app: unsubscribe raw C-API event subscriptions in destructors of NodeParamViewKeyframeControl, NodeParamViewConnectedLabel and ExportDialog; playhead events used to fire into dead widgets (crash when dragging the playhead) - tests: preview request roundtrip (video frame + audio range) and free-while-active teardown coverage; env-gated OAK_DEBUG_EDGES / OAK_DEBUG_INVALID_INPUT diagnostics - docs: investigation notes in docs/zh/
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| true | Oak Video Editor | /images/oak-icon.png | Oak Video Editor | false | A modern, open-source, non-linear editor with a focus on speed and clarity. |
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About Oak
Oak Video Editor is a renamed fork of Olive, focused on delivering a polished, creator-friendly editing experience. This site hosts build notes, project file references, and test plans for contributors.
Quick Start
- Build from source on Windows, macOS, or Linux using the Build guide.
- Learn how project data is stored in the Project File Reference.
- Keep releases solid by following the Test Plan.