refactor(scene): paint decorative fullscreen through the box tree - #283
Merged
LeadcodeDev merged 1 commit intoSep 22, 2026
Merged
Conversation
LeadcodeDev
changed the base branch from
fix/heropattern-rasterize-scale
to
chantier/audit-2026-09
September 22, 2026 08:53
LeadcodeDev
force-pushed
the
refactor/decorative-paint-path
branch
from
September 22, 2026 09:01
e5699b7 to
01a14e0
Compare
Every non-decorative node is timed by `PaintWindow::contains` — `self.end.is_none_or(|e| t < e)` (rustmotion-core/src/engine/box_tree.rs:43), a half-open window — and gets its effects from `box_builder::effective_effects` (legacy_dispatch.rs:110), which folds in `timeline` steps and `style.transition` keyframes. This second path uses an inclusive `time > e` and calls `a.animation_effects()` raw. `Particle` declares `timeline: Vec<TimelineStep>` (particle.rs:57), so a particle's timeline steps and transition keyframes are silently dropped, and its `end_at` keeps it visible for one extra frame — but only in a `world` view, since this is the sole call site (scene.rs:1130). The same particle in a `slide` view behaves correctly. A component whose behaviour depends on which view type contains it is invisible to tests written against either one. Refs #220
LeadcodeDev
force-pushed
the
refactor/decorative-paint-path
branch
from
September 22, 2026 09:05
01a14e0 to
d199738
Compare
LeadcodeDev
added a commit
that referenced
this pull request
Sep 22, 2026
Every non-decorative node is timed by `PaintWindow::contains` — `self.end.is_none_or(|e| t < e)` (rustmotion-core/src/engine/box_tree.rs:43), a half-open window — and gets its effects from `box_builder::effective_effects` (legacy_dispatch.rs:110), which folds in `timeline` steps and `style.transition` keyframes. This second path uses an inclusive `time > e` and calls `a.animation_effects()` raw. `Particle` declares `timeline: Vec<TimelineStep>` (particle.rs:57), so a particle's timeline steps and transition keyframes are silently dropped, and its `end_at` keeps it visible for one extra frame — but only in a `world` view, since this is the sole call site (scene.rs:1130). The same particle in a `slide` view behaves correctly. A component whose behaviour depends on which view type contains it is invisible to tests written against either one. Refs #220
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Severity Low, category correctness. Location:
crates/rustmotion/src/engine/render/scene.rs:595Impact
Every non-decorative node is timed by
PaintWindow::contains—self.end.is_none_or(|e| t < e)(rustmotion-core/src/engine/box_tree.rs:43), a half-open window — and gets its effects frombox_builder::effective_effects(legacy_dispatch.rs:110), which folds intimelinesteps andstyle.transitionkeyframes. This second path uses an inclusivetime > eand callsa.animation_effects()raw.Particledeclarestimeline: Vec<TimelineStep>(particle.rs:57), so a particle's timeline steps and transition keyframes are silently dropped, and itsend_atkeeps it visible for one extra frame — but only in aworldview, since this is the sole call site (scene.rs:1130). The same particle in aslideview behaves correctly. A component whose behaviour depends on which view type contains it is invisible to tests written against either one.Fix
Give decorative children a real
BoxNodewithposition: absolute; width/height: 100%and let them flow throughpaint_treelike everything else, deletingpaint_decorative_fullscreen. If the bypass must stay, have it calleffective_effectsandPaintWindow::containsrather than re-deriving both.Evidence the audit read
Part of the September 2026 audit remediation chantier. Refs #220 (RM-36).