- de-Qt src/plugin/src (olivehost/oliveplugininstance/oliveclip/
paraminstance/image/pluginprogressreporter); QMessageBox/
QApplication replaced by facade callbacks
- new C ABI in include/plugin/{error,host,instance}.h with
refcounted OakPluginInstance value handle
- paraminstance bridges via oaknode C ABI (OakNodeNode value handle,
oaknode_node_identity registry); undo via oakundo C ABI
- oliveclip textures are OakRenderTexture value handles; oakrender
gains texture/copier/ticket C API additions
- oaknode gains get_input_at_time/set_input_at_time_undoable/
node_identity/sequence_from_node/sequence_set_default_parameters/
find_input_footage
- move avframeptr.h to src/common/src (shared by codec and render)
- node transition pluginSupport stubs bridge the real oakplugin
headers; all oaknode-building standalone trees add src/plugin and
link oakplugin into their test binaries
- plugin tests self-sufficient (ipc shim, OfxHost force_load,
PRE_TEST discovery, OCIO env); timeline standalone gains
render/c_api
- restore ffmpegdecoder.cpp in src/codec/src/ffmpeg/CMakeLists.txt
(dropped in 3d004c081, caused jump-to-0 in decoder/encoder tests)
All six standalone trees green: codec 22, audio 40, task 110,
render 49, timeline 121, plugin 100.
home, title, heroImage, heroText, heroFullScreen, tagline, actions, features, footer
| home | title | heroImage | heroText | heroFullScreen | tagline | actions | features | footer | |||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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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Copyright © Oak Video Editor |
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.