CRESASTREAM AUTOMATION
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ANNOUNCEMENT
Private Testing is planned VERY SOON

Selected candidates will soon be able to give the suite a real world test run and provide their feedback and opinions!

CRESA // STREAM AUTOMATION

Development updates

The full published development journey, including updates that were completed earlier and backfilled with their original dates.

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UPDATE

CRESA Web Runtime Takes a Major Step Forward

What started as a browser-runtime migration turned into four days of CEF, Twitch, authentication, playback and native bridge debugging. The result: CRESA can now detect and clear Twitch's "Start Watching" content gate automatically — and the path back to Raid Out and browser-scene migration is finally open.

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CRESA Web Source coming along slowly!

Major progress on CRESA Web Source. The prototype can now render through OBS Browser and successfully play live Twitch video using the official Twitch player. Interactive browser controls are also working. Current development is focused on automatic playback and routing browser audio correctly through CRESA’s own OBS mixer channel.

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Raid Centre Opens the Door to a CRESA-Owned Web Source

Raid Centre development exposed limitations in the standard OBS Browser Source, leading to an early CRESA-owned Chromium source prototype. It’s still very early, but the first rendering path into OBS is working and looking promising.

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CRESA Repairs Its Browser Request Pipeline

CRESA repairs a shared HTTP and browser polling bottleneck uncovered by certification, cutting multi-second alert-state requests to milliseconds and restoring a stable runtime under sustained use.

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CRESA's Alert System Passes Phase 2 Certification

CRESA completes Phase 2 certification with Sub, Resub, Stacked and Quiet presentations clearing their remaining visual gates alongside the already-passing automated runtime checks

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CRESA Starts Certifying Features End to End

CRESA puts its new certification system to work, validating complete feature paths across the engine, OBS and browser runtime while separating automated proof from visual review.

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Certification Uncovers a Hidden Runtime Bottleneck

CRESA's certification process exposes severe browser request queueing and connection pressure inside the shared runtime, leading development away from unnecessary alert changes and toward the infrastructure underneath them.

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CRESA Begins Building Its Feature Certification System

CRESA introduces dedicated certification tooling, creating a repeatable way to validate features across the engine, OBS and browser presentation layers before considering them production-ready.

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CRESA Takes Stronger Control of Its Camera and Microphone

CRESA strengthens its webcam and microphone authority, bringing device state, layout behaviour and broadcast control under more consistent ownership inside the Suite.

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Mini Me Learns to Navigate More Reliably

Mini Me gains a deterministic traversal system, giving CRESA more predictable control over how its tiny broadcast companion moves through the environment.

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CRESA Starts Coordinating Media Across Its Presentations

CRESA introduces shared media coordination and presentation infrastructure, creating a more controlled way for broadcast features to request, manage and release presentation media.

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CRESA Takes Its Music Visualizer Deeper Into the Engine

CRESA begins moving music analysis into native infrastructure, introducing a spectrum analysis foundation designed to give broadcast visuals richer and more reliable audio data.

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Follow Alerts Get Their Own Bespoke Presentation

Follow becomes the first alert to use CRESA's new bespoke single-alert presentation system, combining its own visual experience with the shared routing and lifecycle framework underneath.

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Subscriptions Join CRESA's Bespoke Alert System

CRESA expands its bespoke single-alert system beyond Follow, bringing Sub and Resub events into the shared presentation architecture with their own event-aware experiences.

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CRESA Begins Unifying Its Alert System

CRESA introduces a central alert framework for intake, routing, priority and lifecycle management, creating a shared foundation for how alerts move through the broadcast.

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CRESA Gives Its Alerts Rules of the Road

CRESA introduces a shared alert routing policy, giving the Suite clearer rules for deciding how incoming alerts should be presented and how different presentation modes interact.

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CRESA Introduces a Quieter Way to Handle Alerts

CRESA introduces Quiet Alerts, a new presentation path designed to acknowledge activity without demanding the same level of attention as a full alert presentation.

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Control Centre Learns to Adapt to Its Space

CRESA's Control Centre gains responsive navigation and layout behaviour, helping the growing operator interface remain practical across different Dock sizes and available space.

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Simulation Lab Connects to CRESA's Live Presentation System

Simulation Lab begins routing tests through CRESA's live presentation system, bringing simulated events closer to the behaviour of the real broadcast.

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Raid Takeover Gets Its First Serious Lifecycle Hardening

CRESA's experimental Raid Takeover begins gaining stronger lifecycle handling and diagnostics as development moves beyond the original visual prototype.

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Control Centre Becomes a Proper Operator Workspace

Control Centre expands far beyond its original shell with dedicated health, Simulation Lab, settings and feature-control surfaces, bringing more of CRESA's production workflow into one native interface.

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CRESA Brings Customisation Into the Control Centre

CRESA begins bringing presentation customisation directly into the Control Centre, introducing native asset workflows instead of relying on configuration scattered outside the Suite.

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CRESA's Control Centre Starts Taking Its Modern Shape

A major Dock rework and the beginning of Control Centre Phase 2 bring health monitoring, Simulation Lab controls and deeper broadcast diagnostics into CRESA's operator interface.

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TESTING

Simulation Lab Grows Into CRESA's Broadcast Test Bench

CRESA's Simulation Lab expands beyond basic event testing, gaining controls for production features and becoming a central place to exercise more of the broadcast without going live.

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CRESA Moves Closer to One Unified Engine

CRESA continues consolidating its growing collection of services by moving startup directly through the unified Broadcast Engine, reducing the separation between individual runtime components.

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CRESA Begins Experimenting With Raid Takeovers

The first standalone Raid visual-effects prototype explores a much more disruptive approach to incoming raids, beginning an experiment that would eventually grow far beyond a normal alert.

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CRESA's Music Visualizer Goes Global

CRESA begins moving music visualization out of individual scenes and onto a shared audio source, allowing the visualizer to follow the broadcast's music rather than a single presentation.

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CRESA Experiments With an Animated Broadcast Identity

A new identity stinger gives CRESA branding its own animated presentation, combining controlled growth, sliced glitch effects and a final rupture sequence.

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Starting Soon Becomes More Than a Waiting Screen

CRESA's Starting Soon scene evolves into an active pre-stream experience, using asynchronously loaded Twitch clips, dynamic montage presentation and a more polished broadcast identity.

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CRESA Starts Preparing Scenes Before They Go Live

CRESA gains a runtime efficiency system that understands active, previewed and inactive broadcast resources, allowing upcoming scenes to begin warming before they reach Program.

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CRESA Crush Turns Scene Changes Into Part of the Broadcast

CRESA's scene transition system evolves into a native OBS experience with routed scene identities, animated handoff stages and a bespoke CRESA visual language.

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CRESA Begins Bringing Broadcast Control Into One Place

As CRESA's systems continue to expand, development begins bringing broadcast controls, runtime state and feature management together into a more unified operator experience.

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CRESA Starts Tightening Its Runtime Foundation

As CRESA's feature set grows, development turns toward the runtime underneath it, bringing launch behaviour, local services and browser presentation systems into a more dependable foundation.

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CRESA Becomes More Aware of the Broadcast Around It

CRESA's runtime becomes more broadcast-aware with hybrid state handling for scenes and media, while development begins on the first dedicated Webcam Border experience.

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CRESA's Browser Scenes Begin Sharing One Runtime

CRESA begins standardising how its browser scenes connect to the suite, introducing shared runtime detection, hybrid local and hosted operation, and reusable scene hosting.

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FEATURE

The Webcam Border Starts Becoming an CRESA System

CRESA's early Webcam Border evolves from a simple frame into a browser-based presentation system, with microphone state logic, hosted testing and a cleaner technical visual identity.

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FEATURE

Mini Me Joins CRESA

The No Game Active experiment gains a personality of its own as Mini Me is introduced, animated and developed into an autonomous pixel runner.

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CRESA Begins Building for When Game Capture Fails

CRESA expands its capture system with visible status reporting and begins developing a dedicated recovery experience for situations where the active game can no longer be captured.

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FEATURE

What Happens When There Is No Game to Show?

CRESA begins developing a dedicated No Game Active experience, replacing an empty game feed with an intentional presentation state that would soon give birth to Mini Me.

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FEATURE

CRESA Learns How to Choose and Validate Game Capture

CRESA's capture system evolves with learned per-game profiles, safer OBS source discovery, visual validation and automatic responses to Twitch category changes.

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3 UPDATES
FEATURE

Follow Alerts Become a Bespoke CRESA Experience

Follow alerts begin evolving beyond generic notifications with a dedicated fullscreen presentation, viewer identity support, profile imagery and sound.

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CRESA Begins Tackling Multiple Alerts at Once

CRESA's alert runtime expands with compact presentation concepts, animated queue stacking and new arbitration work designed to coordinate multiple incoming events.

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FEATURE

Shoutouts Become Part of CRESA's Engagement System

CRESA expands its engagement capabilities with dedicated Shoutout services, production-path Simulation Lab testing and the early foundations of AI-assisted content.

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FEATURE

Media & Music Integration Takes Its First Steps

Development begins on CRESA's media and music architecture, introducing early Spotify integration, shared music services, browser presentation support and audio-route detection.

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Twitch Events Connect to CRESA's Shared Engine

CRESA's event architecture takes a major step forward as Twitch EventSub, shared event coordination and Simulation Lab begin converging on the same broadcast engine.

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CRESA's Alert Presentation System Begins Taking Shape

CRESA's alert system begins developing its own presentation identity, introducing an adaptive notification shell, a shared visual language and stronger queue-driven browser presentation.

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CRESA's Local Control Architecture Expands

CRESA begins expanding beyond its early alert foundations with a unified local API, Windows runtime tooling and the first Viewer Controls integration.

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Shared Alert System Foundation Takes Shape

CRESA gains the foundations of its shared alert system, introducing common event models, queue management, Twitch event normalization and the first local alert API.

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CRESA Development Begins

Development officially begins on CRESA, establishing the foundation for an integrated OBS broadcast control, automation and presentation system.

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