1. toggleVote wrapped in transaction (race condition fix)
2. FeedbackPanel fetch calls now surface errors via onError/toast
3. Extracted resolveBoard/hasCollectionRole to shared board-access.js
4. AnnotationStore uses monotonic version counter for snapshots
5. PinOverlay uses object pool instead of destroy/recreate on refresh
6. canvasObjects prop memoized with useMemo
7. PinOverlay store subscription cleaned up on unmount
8. Comment content capped at 5000 chars (backend validation)
10. anchor_type validated to 'object' or 'point'
Multi-file drops now show queued/uploading distinction. Jobs start
as 'queued' and transition to 'uploading' when the HTTP request
begins. Queued items show a cancel button in the upload panel.
Cancelled jobs are skipped in the sequential upload loop.
Override destroy() in AnimatedGifSprite to call releaseGif() when
a loaded GIF item is deleted from the board. Without this, the
gifCache refCount stays elevated until full canvas teardown.
Browsers sometimes report empty or non-standard MIME types for
dragged files. Now checks file extension as fallback when MIME
doesn't match the allowlist. Only shows rejection feedback for
files that are recognizably media but unsupported.
URLs with media-like extensions (.avif, .tiff, .heic, .bmp, etc.)
that aren't in our supported set now show a failed entry in the
upload panel. Plain webpage URLs without media extensions are still
silently ignored (not our concern).
Replace broad image/*/video/* prefix matching with explicit MIME
allowlist matching backend. Unsupported files (BMP, TIFF, AVIF,
HEIC, PDF, etc.) now show as failed rows in the upload panel
with a clear "Unsupported format: .ext" message instead of being
silently ignored. Applies to both drag-drop and clipboard paste.
1. Move GIF loading behind TextureManager.loadGif/releaseGif with
ref-counting (fixes shared-source invalidation on duplicate GIFs)
2. Strip query strings/fragments before .gif extension check
3. GIFs now load paused — separate MAX_PLAYING_GIFS=8 budget in
culling system, only nearest N animate (others show static frame)
Register GifAsset extension for .gif loading, create AnimatedGifSprite
wrapper with lazy load/unload matching ImageSprite pattern, and detect
.gif assets in SceneManager to use animated rendering. GIFs stored as
type 'image' in scene format — no schema changes needed.
New ExportDialog component with scope (selection/all), filename,
format (PNG/JPEG/WebP), quality slider, scale multiplier, and
background color picker. Wired into Toolbar and Editor.
1. URL imports now participate in upload manager pipeline:
addUrlJob() creates a job row, uploadComplete/setFailed called
on success/failure — consistent with local file uploads
2. activeCount only counts uploading/processing jobs, not failed.
Failed jobs no longer inflate the "Uploads (n)" header count.
3. uploadManager.clear() called on boardId change so stale jobs
from a previous board don't linger in the next board's panel.
- UploadManager store: tracks jobs through uploading → processing → done/failed
- UploadPanel component: floating bottom-left widget showing upload progress,
file names, sizes, status with auto-dismiss for completed items
- axios onUploadProgress wired for real-time upload percentage
- Video jobs transition to "processing" after upload, then "done" when
media:job:update socket event arrives (reuses existing pipeline)
- Failed uploads show error message from server response
- Clear button to dismiss finished/failed items
Pass SelectionManager to setupDragDrop and setupPaste. After each
upload completes, the newly created scene items are selected:
- Single file/URL: selectOnly
- Multi-file drop/paste: select all new items
Thread-centric model: one pin = one thread with flat replies.
Server-authoritative real-time sync (all clients receive canonical
events). Soft Review Mode for pin visibility without locking editing.
Denormalized thread summaries for efficient panel queries.
Public boards: read-only feedback, auth required to participate.
Phased: comments first, then canvas pins, then voting.
- Background media worker: polls media_jobs table, runs ffprobe+ffmpeg
with concurrency limit, generates video posters, emits socket events
- Non-blocking video upload: stores file + enqueues job, returns immediately
- Poster hydration on board load: GET /boards/:id injects poster/dimensions
from DB into canvas_state video objects
- SpatialGrid: fixed-cell (512px) spatial hash for O(nearby) culling instead
of O(all) item scanning, eliminates setTimeout violations
- Canvas-based video rendering: draws video frames to offscreen canvas then
uploads to GPU, completely eliminates GL_INVALID_OPERATION errors from
PixiJS VideoSource auto-update mechanism
- Server poster upgrade path: culling ticker and applyProcessedMedia() both
upgrade client-captured posters to server posters when available
- Pause restores server poster (paused video behaves like an image)
- Selection drag-end persistence: onObjectDragEnd broadcasts + saves + undo
- Live media:job:update socket handler patches scene data + VideoSprite
dimensions without broadcast fanout
Add _serverPosterLoading flag so repeated 200ms culling ticks don't
call textures.load() multiple times before the first resolves. Also
release the texture ref if the sprite was destroyed or started playing
during the async load.
1. Server posters no longer auto-load in VideoSprite constructor.
loadServerPoster() is now public and called by the culling system
only when within MAX_POSTER_VIDEOS budget. Videos outside the
budget stay as placeholders regardless of server poster availability.
2. video-utils cleanup() now uses statSync to distinguish files from
directories, unlinks files first, then rmdirs. Previously tmpDir
was passed through path.dirname() which resolved to /tmp instead
of the created temp directory.
Upload pipeline now extracts poster frame (JPEG) and metadata
(width, height, duration) from videos at upload time using ffmpeg.
Server:
- Add ffmpeg to Docker image (Alpine)
- video-utils.js: probeVideo() and extractPoster() using ffprobe/ffmpeg
- Upload response includes poster_asset_key and duration
Frontend:
- VideoObject gains poster and duration fields in scene format
- VideoSprite accepts posterAssetKey + TextureManager, loads poster
as a regular image texture on construction (no <video> needed)
- Server poster loaded/released via TextureManager ref counting
- addVideoFromUpload passes poster and duration through to scene data
- image-drop.ts forwards poster_asset_key from upload response
Result: videos with server posters render as images by default.
Zero <video> elements needed for thumbnails. Only explicit play
creates a media element.
preload='metadata' doesn't decode video frames, so readyState stays
at 1 (HAVE_METADATA) and loadeddata never fires. capturePoster() now
detects this state and forces a seek to 0.1s via _trySeekCapture(),
which triggers frame decode and captures on the 'seeked' event.
Video memory:
- Lazy <video> creation: constructor makes placeholder only, initVideo()
creates element with preload='metadata' when near viewport
- Tiered budgets: 1 playing / 6 initialized / 4 poster textures max
- Aggressive teardown: offscreen videos lose <video> element, poster,
and all textures — zero memory for offscreen videos
- Poster textures dropped while playing (don't keep both resident)
- Dimension caching in scene data (nativeW/nativeH) avoids re-init
Server:
- HTTP Range support (206 Partial Content) for video seeking
- Proper end clamping and invalid range rejection (416)
Sync:
- Remove redundant broadcastSceneDebounced() from broadcastTransform()
- Remove duplicate broadcastElements() from drag-end handler
VideoControls:
- Event-driven (timeupdate/play/pause/seeked) instead of rAF polling
- Tracks actual HTMLVideoElement reference, rebinds on init/teardown
- Seek uses ref-based commit on pointerUp, not conditional onChange
- Add onDragOver/onDrop preventDefault on container div (React level)
to always block browser default file-open behavior
- Add DOM fallback in useCanvasSetup if ref is somehow null
- setupDragDrop's native listeners handle the actual upload logic
The drag/drop setup was searching for a <canvas> element to find its
parent, which was fragile and could fail (returning null). When it
failed, document-level dragover/drop prevention was never registered,
so the browser's default behavior (open file in new tab) kicked in.
Fix: pass a direct ref to the outer canvas container div from Editor
to useCanvasSetup. No more DOM querying for the drop target.
When duplicated images share the same assetKey, Assets.unload()
was destroying the shared texture source — crashing all sprites
using it (null addressModeU/alphaMode in WebGL renderer).
TextureManager now tracks refCount per asset. Only calls
Assets.unload() when the last reference is released. ImageSprite
calls release() instead of unload() on texture teardown.
LRU eviction was destroying texture sources while sprites still
referenced them, causing PixiJS v8 'alphaMode of null' crash.
The viewport culling system (MAX_LOADED_TEXTURES=60) already controls
what's loaded/unloaded, so TextureManager doesn't need its own eviction.
Simplified to a pure load/unload cache with no budget tracking.
PixiJS v8 crashes with 'alphaMode of null' even when Sprite.visible
is false — it still traverses the display object. Fix: create the
Sprite lazily in loadTexture() only after a real texture is ready.
On unload, remove and destroy the Sprite entirely.
When zoomed out, all items fall within the viewport so the culling
system tried to load everything at once. Now:
- Max 60 textures loaded at any time (sorted by distance to center)
- Max 5 new texture loads per tick (prevents spike)
- Items over budget or far away are unloaded immediately
PixiJS v8 crashes with 'Cannot read alphaMode of null' when rendering
a Sprite with Texture.EMPTY. Fix: set sprite.visible = false until a
real texture is loaded, re-hide on unload.
Replace broadcastSceneNow() with incremental element:update for all
property-modifying operations (align, arrange, flip, resize, rotate,
normalize, frame color). Full scene sync now only fires via debounced
fallback (500ms) for structural changes (add/remove/paste/group).
Changes:
- onCanvasChange() accepts optional changedIds for incremental sync
- SelectionToolbar, context menu, shortcuts all pass item IDs
- TransformBox.onDragEnd passes item IDs instead of full scene
- ShortcutContext, MenuContext, hook interfaces updated
This dramatically reduces sync traffic during normal editing — only
the changed elements are sent instead of the entire board state.
Images no longer load textures eagerly on creation. Instead, the
culling ticker checks viewport proximity every 200ms:
- Load margin: 1x screen size beyond viewport (preload before visible)
- Unload margin: 2x screen size (hysteresis prevents thrash during pan)
ImageSprite changes:
- Constructor no longer calls loadTexture() — deferred to culling system
- New unloadTexture() restores placeholder and frees GPU memory
- Exposed texture getter for clipboard resolution detection
- loaded field now public for culling system to check state
This should allow hundreds of images without GPU OOM, since only
nearby textures consume GPU memory at any time.
- Skip thumbnail generation when scene has >50 items (extract.canvas
on full viewport with many textures causes GPU OOM and context loss)
- Add WebGL context lost/restored handlers — auto-reload scene on recovery
- Reduce texture memory budget from 512MB to 256MB for GPU headroom
- Make PixiJS canvas background transparent so SVG dot grid shows through
- Move dot grid SVG before canvas in DOM with zIndex 0 (behind images)
- Set wrapper div background to #1e1e1e
- Remove 600px cap on pasted images — preserve native dimensions
Remove server-side Sharp resize and texture dimension cap — PixiJS
handles large textures natively. Keep the proper Assets.unload() fix
to prevent "TextureSource destroyed instead of unloaded" warnings.
- Distribute H: normalizes height + arranges as row (uniform horizontal strip)
- Distribute V: normalizes width + arranges as column (uniform vertical strip)
- Also reduced min selection from 3 to 2 for both operations
When dropping multiple images, arranges them in a square-ish grid
(cols = ceil(sqrt(count))) with 20px gaps, tracking per-column widths
and per-row heights for proper alignment.
- Batch broadcastTransform: sends all selected items in one emit instead
of throttle-dropping all but the first (multi-select drag now syncs all)
- TransformBox onDragEnd: persist+sync final state after resize/rotate
(was only broadcasting ephemeral transforms, never the final position)
- Layer lock toggle: add missing onCanvasChange() call for sync+save
- Receiver handles both batched and legacy single-item transform formats
onCanvasChange now calls broadcastSceneNow() so rearrangement,
alignment, and other bulk operations sync to other tabs in real-time
instead of waiting for the next periodic sync or page reload.
Computes resolution multiplier from native texture size vs display size,
so a 2000px image shown at 400px on canvas copies close to 2000px.
Capped at 4x to avoid excessive memory usage.
Floating HTML overlay with play/pause, seekbar, time display, and
mute toggle that appears when a single video element is selected.
Positioned at the bottom of the video using viewport.toScreen()
coordinate conversion, polled at 100ms for position and 250ms for
playback progress.