diff --git a/Development.md b/Development.md index d41b7d5..2a82fb3 100644 --- a/Development.md +++ b/Development.md @@ -21,7 +21,7 @@ php tests/php/releases.test.php # the release stor php tests/php/files.test.php # uploaded files in a folder per account (#344), the same way php tests/php/videos.test.php # the video store, its queue and the worker (#402), with the # real ffmpeg: the CI image and game-maker-video have it -node tools/seed-e2e.mjs && node tools/e2e.mjs # 2007 editor checks, screenshots in /tmp/gm-e2e-*.png +node tools/seed-e2e.mjs && node tools/e2e.mjs # 2008 editor checks, screenshots in /tmp/gm-e2e-*.png GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step ./e2e.sh start [GM_STEPS] # the same run detached, see below ./e2e.sh status # live progress, or the last run's result diff --git a/Videos.md b/Videos.md index 81d45cd..3c61700 100644 --- a/Videos.md +++ b/Videos.md @@ -134,6 +134,10 @@ shader's parameters. Or one sprite whose Texture is keyed from clip to clip. its picture, not its plain colour while the video loads. Each one costs a player while it waits, so a cut with many clips holds many videos at once. +- **A cut into the middle of a clip:** switched on at another picture than the one its player was + held at (a scrub, or a Video time that jumps at the cut), the video has to seek first. Until the + seek is done the view keeps its last frame, for at most 0.3 s, so the held picture never shows. + A seek that takes longer leaves the sprite out until its picture is there. - **Play waits for them:** the Game tab opens players of its own at Play. Until each of its driven videos has its first picture, the run holds at second 0, for at most 3 s ("Loading the videos..."). A released game waits the same way. A driven sprite without its picture is not