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vfxreview/RenderWorker/VFXReviewWorker/VFXReviewWorker.csproj
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twotalesanimation 2e9fa45580
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feat(review): flag handles in the review player (metadata only)
Renders run 8 frames past the cut at each end. Directors were flagging
glitches in unfixed handles as shot problems, so the player now marks
them — without trimming or burning anything into the EXRs/MOV/MP4.

- Version.handleHead/handleTail/pictureStartFrame, Export.handleHead/
  handleTail; migration backfills pipeline exports and their preview
  versions from the manifest's handleFrames (else 8)
- AE panel: "Includes handles [8] frames each end" -> manifest.review;
  older manifests fall back to source.handleFrames
- finalize copies handles onto the Version; worker 1.6.4 reports the
  head slate length (pictureStartSeconds), else the player infers it
  as MP4 frames - EXR frameCount
- Player: hatched HANDLE / SLATE regions and cut marks on the timeline,
  "HEAD/TAIL HANDLE · NOT IN EDIT" overlay on handle frames, HANDLE badge
  on notes, "Edit range only" toggle (default on in the client portal)
- Staff Handles editor on the review page for manual uploads/corrections

Also fixes two player bugs found while testing: timeToFrame floored
float error (every seek landed a frame early), and J/reverse never ran
(the keyboard effect's cleanup stopped it on the next render).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 15:07:29 +02:00

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XML

<Project Sdk="Microsoft.NET.Sdk.Worker">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<Nullable>enable</Nullable>
<ImplicitUsings>enable</ImplicitUsings>
<RootNamespace>VFXReviewWorker</RootNamespace>
<AssemblyName>VFXReviewWorker</AssemblyName>
<!-- Single self-contained exe for render nodes: dotnet publish -r win-x64 (see README) -->
<InvariantGlobalization>true</InvariantGlobalization>
<!--
The version is a property of the build, not of the machine it lands on:
it is stamped here and read back from the assembly at runtime, so a
workstation cannot report a version it is not actually running. Bump on
every change that gets published. publish.ps1 appends the git SHA via
SourceRevisionId, giving "1.1.0+feb1c7b".
-->
<Version>1.6.4</Version>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.Extensions.Hosting" Version="8.0.1" />
<PackageReference Include="Microsoft.Extensions.Hosting.WindowsServices" Version="8.0.1" />
</ItemGroup>
<ItemGroup>
<InternalsVisibleTo Include="VFXReviewWorker.Tests" />
</ItemGroup>
<ItemGroup>
<!--
Headless AE build script ships beside the exe. CopyToPublishDirectory is
set explicitly: CopyToOutputDirectory alone governs the build folder, and
an incremental publish then leaves the script out of a freshly-cleaned
publish directory. publish.ps1 copies it again and verifies, because the
exe cannot run a preview job without it.
-->
<Content Include="..\scripts\vfxr_build_preview.jsx" Link="scripts\vfxr_build_preview.jsx">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<CopyToPublishDirectory>Always</CopyToPublishDirectory>
</Content>
</ItemGroup>
</Project>