# Roadmap & session notes Working notes for the fork's development direction. Captured 2026-07-26, updated 2026-07-27 (roadmap feature slices implemented, last commit `9c3b788b`). ## Done - Freeze frame at playhead (snowflake button), composite canvas capture. - Freeze frame is a single undo step (`BatchCommand` + `ShiftSplitRemainderCommand`). - Freeze-duration prompt (persisted last-used, cancel-safe; `actions/freeze-frame-store.ts`). - `MediaPreview` no longer crashes on image assets without `url` (thumbnail → placeholder fallback). - Test suite runs on NixOS/bun 1.3 via `bunfig.toml` preload mock of `opencut-wasm`. - Root `justfile` wraps common commands; `just` is in the nix devshell. - Landing page stripped (`/` → `/projects`); Discord links + feedback UI removed. - Sounds/stickers/effects UI gated behind `src/features.ts` flags (all off; code kept, entry points hidden). - Project versioning v1 (`versions/`): named checkpoints + auto-checkpoints, restore with safety checkpoint, media pinning, versions popover. See notes/project-versioning.md. - Single-file `.ocp` import/export (`project/transfer/`): zip with project.json + media + manifest, migrates older archives, full round-trip tested. - Voice-over recording (`voiceover/`): mic → audio asset → timeline at playhead, one undo step. Pending verification: freeze + single Ctrl+Z is unit-tested but never smoke-tested by hand in a running browser. Same for the versions popover and the freeze dialog — unit/coverage exists, a human click-through is still owed. ## GPU vs CPU: what actually runs where (as of 2026-07-26) Investigated `apps/web/src/services/renderer/` + `core/managers/renderer-manager.ts`. **GPU (wgpu/WebGPU, via the Rust `opencut-wasm` package):** - Final compositing of EVERY frame, preview and export alike (`CanvasRenderer.render` → resolve → build frame descriptor → upload textures → wasm `renderFrame`). The preview canvas literally is the wasm compositor's canvas. - Effect passes (WGSL shaders) via `gpuRenderer.applyEffect`. - Mask feathering via `gpuRenderer.applyMaskFeather`. **Hardware-accelerated (WebCodecs, platform-dependent, via mediabunny):** - Video decode for playback/thumbnails. - Video encode on export. **CPU:** - Scene graph resolve, layout, animation sampling. - Text/sticker/graphic rasterization into 2d canvases (then uploaded as GPU textures). - Audio mixing (`AudioBuffer`), waveform/thumbnail generation. **No CPU compositing fallback exists.** Without WebGPU: a "degraded" banner shows, effects and mask feather are silently skipped, and `initCompositor` throws — the preview cannot render at all. This matters for the Linux/BSD first-class goal: WebGPU on Linux is Chrome-only today (Firefox behind a flag), and effectively absent on BSD. Browser-first-class on those platforms would need a fallback compositor (Canvas2d or WebGL) — a significant piece of work. The GPUI desktop app sidesteps it entirely (native GPU). ## Roadmap (priority order, owner's call) 1. ~~Strip the landing page~~ done. 2. ~~Strip upstream-branded links~~ done. 3. ~~Disable sounds, stickers, effects~~ done behind `FEATURES` flags. Next step here: actually DELETE the flagged-off domain code (and the freesound API route, sticker providers, sounds panel internals) once the flags have baked a while — that also kills a chunk of the ~112 pre-existing lint errors. 4. ~~Project import/export as one self-contained file~~ done (`.ocp`). 5. ~~Voice-over recording~~ done. 6. ~~Git-like project versioning~~ done (v1). v2 candidates: diff view, branches, content-addressed media dedup, shipping history inside `.ocp`. 7. **Self-contained binary, first-class Linux + BSD.** `apps/desktop` (GPUI) is the vehicle but is a hello-world scaffold today; porting the editor is a large effort. Caveat: GPUI's Linux support is young; BSD support is unproven — spike before committing. Browser version stays regardless (editing in a browser is a feature, not a compromise). Distribution: AppImage/GitHub releases first; Flathub is effectively closed to us (June 2026 policy bans AI-assisted code in new submissions). ## Deprioritized / parked - Default keybinding for freeze frame — not wanted; the shortcuts UI already lets users bind it. A fuller "dynamic keybinding" feature is mostly already upstream (persisted keybindings store + shortcuts UI). - Per-clip (non-composite) freeze capture — owner unconvinced; parked. Would need a single-element render pass in the GPU renderer. ## Quality gates (hardened 2026-07-26) Baseline is GREEN: `bun test` (221 pass, 1 skip), `bunx tsc --noEmit`, `bun build:web` all pass locally and in CI (the CI test step was a no-op stub; it now runs typecheck + tests). `just verify` runs the full gate. Rule from here: red means the agent broke it — no tolerated failures. Full lint remains red (~112 pre-existing unsafe-assertion errors); lint files you touch, full lint-green after the stripping pass. Fixed along the way (were real runtime bugs, not just test issues): `isActionWithOptionalArgs`/`isShortcutKey` guards restored (custom keybindings crashed on load), stale positional `IndexedDBAdapter` / `stickersRegistry.register` call sites updated (silent no-ops at runtime). Remaining known breakage: - One text-mask snap test is `test.skip` — needs a canvas 2d context bun does not provide (DOM-dependent). - `apps/web/drizzle.config.ts` points at the stale schema path `./src/lib/db/schema.ts` (real one: `src/db/schema.ts`). ## Vision principles (owner's words, condensed) - Unix philosophy: do one thing well. Open the editor, do your stuff, move on. - Offline-first, privacy-first: projects and media stay local (IndexedDB). - First-class Linux and BSD. - Keep the browser editor — editing projects in a browser is a feature.