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RFP_Infinity-Vis/CHANGELOG.md

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Changelog

2026-03-23

  • Reworked the unified Scan controls so the sidebar stays usable again: scan-specific controls now live inside a scrollable panel, the angle selector is more compact, and the redundant Flip Horizontal, Flip Vertical, and Band Thickness controls were removed from the visible scan UI.
  • Simplified scan rendering to use one cleaner lane-based projection model. on_width and off_width now fully define line and band spacing, and the shared renderer no longer breaks at angles like 225 deg.
  • Kept old scan presets and load paths working through compatibility normalization while translating old flip-based setups onto the nearest matching angle.
  • Fixed the Technical Preview segment order so the LED dots follow the real clockwise perimeter again: top left across the top, down the right edge, back along the bottom, and up the left edge.
  • Replaced the old technical-preview toggle with a real preview mode system: Tile Colors, Technical, and LEDs Only are now separate display modes instead of one overloaded boolean switch.
  • Removed Random Blocks from the visible pattern list and mapped legacy random_blocks references to sparkle so older presets still load without keeping a duplicate effect around.
  • Added regression coverage for the cleaned scan descriptor, legacy row/diagonal compatibility, 225 deg scan traversal, and the updated diagonal band sweep behavior.
  • Added a new FOH mode with separate Live and Next scene state, two stacked preview panels, Go, Fade Go, and adjustable fade time while keeping the old single-preview workflow intact when FOH mode is off.
  • Replaced per-pattern Speed with a global toolbar Tempo in BPM, removed Step Size from the active UI/render path, and added left/right tempo nudge shortcuts for faster live operation.
  • Fixed BPM changes so they preserve the current beat phase instead of snapping the animation backward or forward for a frame when the operator adjusts tempo live.
  • Added a per-pattern Tempo Multiplier for the moving effects, so patterns can intentionally run slower or faster than the global BPM without bringing back the old duplicated speed control; Stopwatch also uses a faster base step rate now.
  • Made key slider labels resettable by click and gave Brightness, Smoothing, and Tempo Multiplier explicit reset targets for faster live operation.
  • Simplified Sparkle and Strobe controls by removing the extra Randomness slider from those patterns; both now use the shared Duty / Density control more consistently, and Sparkle can return fully to black instead of lingering above zero.
  • Fixed Scan Dual direction handling so Left to Right and Right to Left no longer render the same mirrored frame; the leading side now actually flips with the selected direction.
  • Fixed Saw in Mono so it can fall fully to black between peaks instead of keeping a permanent low amber floor.
  • Removed the old global Level Mode path entirely. The UI no longer exposes a Smooth vs 0/100 toggle, the data model no longer stores it, and the renderer now runs through one consistent brightness/fade path instead of maintaining a separate binary-output branch.
  • Moved preview/backend controls into a new bottom-right View & Output panel, cleaned up group-title styling, increased the default startup window size, and moved the active XML filename into the right side of the status bar.
  • Trimmed the UI further by removing Tile Identify, Row Test, Column Test, and Checker Test from the visible utilities, and keeping Fullscreen Preview only in the bottom-right control panel while preserving the F11 shortcut.
  • Moved section headers fully above their panels again so group titles read as real external headings instead of sitting visually inside the control boxes.
  • Evened out the section-header rhythm further so the first groups now get the same top breathing room as lower sections and the title zone sits more evenly between the panel blocks above and below.
  • Nudged the group-title text upward inside the title band so labels no longer sit visually on the lower edge of the header area.
  • Aligned all group titles to the same left inset and centered them more cleanly inside the darker header band so sections like Pattern and Look & Motion share the same visual start line.
  • Replaced the main UI section headers with a custom header/body component instead of relying on QGroupBox title rendering, so the visible sections now share one exact left edge and true vertical centering.
  • Cleaned up the custom section headers by using plain title strings at the call sites instead of title-text rewriting in the widget, and increased the header typography so section labels stay clearly larger than their content.