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Releases: stoatworks-labs/gridiron

v0.2.2

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@github-actions github-actions released this 04 Sep 22:39

Full Changelog: v0.2.1...v0.2.2

v0.2.1

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@github-actions github-actions released this 02 Sep 17:27

Full Changelog: v0.2.0...v0.2.1

v0.2.0

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@github-actions github-actions released this 01 Sep 16:49
53b5673

What's Changed

Full Changelog: v0.1.2...v0.2.0

v0.1.2

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@github-actions github-actions released this 26 Aug 14:22

Fixes the black wall in Resolume on Windows, and gives the plugin a log so the next problem is easier to report than this one was.

A stale GL error, blamed on the wrong plugin

Building the texture atlas asked the graphics driver whether it had gone wrong. glGetError answers with the oldest error nobody has collected yet — not necessarily one your own call caused — and a host is under no obligation to hand a plugin a clean slate. Resolume routinely does not.

So a single leftover error from somewhere else in the composition was read as "the GPU refused the atlas". The atlas was thrown away, and the wall stayed black for the rest of the session with nothing on screen to say why. A black screen caused entirely by another plugin's litter.

The queue is now cleared before the question is asked. If the atlas genuinely is refused, the message now says how big it was, how many megabytes that is, and what the driver actually said — it used to report the size after clearing it, so it claimed the GPU had refused a 0px array.

Scrolling the whole grid slid it away for good

Whole-grid scroll moved by speed multiplied by elapsed time, with no wrap, in world units rather than cells. Any scroll off centre carried the wall out of frame within seconds and it never came back.

There was no log

That is why the first report of this arrived with nothing to attach. Gridiron now writes the same plain-text log the rest of the plugins do:

~/Library/Logs/gridiron/            macOS
%LOCALAPPDATA%\gridiron\logs\       Windows
~/.local/state/gridiron/logs/       Linux

What is and is not checked

Both defects are covered by tests. Those tests are macOS-only, so there is no pixel-level coverage on Windows — the platform this was reported on. Please say if it is still wrong for you.

Thanks to @VJPandaAU for the report.

v0.1.1

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@github-actions github-actions released this 25 Aug 03:41

"No Adjacent Repeat" is now "Vary Neighbours"

FFGL hands the host a 16-character parameter-name buffer, and this control
was declared with 18, so Resolume has been drawing it cut off as
No Adjacent Repe. It is now Vary Neighbours, which fits.

It is the same control with the same default. Only the name changed — but the
name is what an OSC path or a name-based mapping addresses, so re-check any
such mapping. To be clear about what it does: it does not promise every logo is
unique, which with fewer logos than cells it cannot be. It promises no two
touching cells carry the same one.

Also in this release

  • The video thumbnail, for the upload
  • gdseq, the cue-driven renderer for the project video
  • Stop the hero block sitting next to a copy of itself

Full changelog: v0.1.0...v0.1.1

v0.1.0

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@github-actions github-actions released this 24 Aug 02:15