diff --git a/Development.md b/Development.md index d925ae7..93ad0ae 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 # 2000 editor checks, screenshots in /tmp/gm-e2e-*.png +node tools/seed-e2e.mjs && node tools/e2e.mjs # 2002 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 4c3a9f6..6dbd03e 100644 --- a/Videos.md +++ b/Videos.md @@ -122,11 +122,18 @@ shader's parameters. Or one sprite whose Texture is keyed from clip to clip. is nudged by a few percent, and only seeks when it is more than 0.25 s off. A time that stands, jumps or runs back holds the video and seeks; while a seek runs, only the newest one waits. Seeking every frame would be too slow, a seek decodes from the last keyframe, up to 14 pictures. +- **The speed is read over up to 0.5 s:** a game steps its time in 1/60 s, and over a shorter + window one step more or less read as 17 % off, so the video was nudged and fell quiet in turn. + The first reading comes after 0.1 s, a time that stands for 0.1 s stands, and a start is + measured from where the time began to move. - **Heard** only at about 1x (0.9x to 1.1x); a still, scrubbing, slow and fast motion are quiet. - **Exact while it runs live in the browser**, as far as Chrome keeps up: a picture that comes too late leaves the one before it on screen. Exporting a cut as a video file is #405. -- A driven sprite switched off for more than 2 s loses its player, like any video nothing shows. On - again, it seeks to its time and shows nothing until that picture is there. +- **Ready for the cut:** a driven sprite that is switched off or out of view keeps its player, + quiet, at its Video time, in the editor as in a game (#404). Switched on, the first frame shows + 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. ## The worker