# SpriteCut 0.1.0 M3A

SpriteCut 0.1.0 M3A completes production-scale export safety while
preserving the established pixel-output contract.

## Highlights

- Editor export now holds only a bounded number of decoded and processed frames.
- Bounds-enabled export uses a deterministic two-pass analysis/render pipeline.
- PNG sequences, sprite sheets, and schema-v4 metadata install transactionally,
  with exact rollback of existing outputs after failures or cancellation.
- PNG, JPEG, and WebP decoding rejects hostile dimensions and allocation sizes
  before decoded pixel allocation.
- FFmpeg and FFprobe output is drained concurrently, diagnostics are bounded,
  stalled processes are terminated by a no-progress watchdog, and child
  processes are reaped on every lifecycle path.
- Batch and Editor share the same transaction implementation.

## Compatibility

- Golden frame PNGs, sprite sheet, and canonical schema-v4 metadata remain
  byte-identical to the `c8cb308` baseline.
- Chroma processing algorithm version remains 1.
- Bounds algorithm version remains 1.
- Export schema remains 4; project and batch schemas remain 1.
- Collision naming and overwrite behavior are unchanged.
- The separate opaque-edge despill work is not included.

## Verified platforms and artifacts

The annotated `m3a` release was built and installed on Windows x64. The local release package
contains the portable executable, NSIS installer, MSI installer, this release
note, and `CHECKSUMS-SHA256.txt`. Exact sizes and hashes are recorded in the
checksum manifest and `MILESTONE_3A_VALIDATION.md`.
