Update Visage to v2.4.1 - #755
Merged
Merged
Conversation
|
This pull request has been mentioned on Stash Forum. There might be relevant details there: |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
What's new in v2.4.1
Bug fix release for whole scene scanning.
Scene scan no longer fails with a play() AbortError
Some users saw
Scene scan failed: The play() request was interrupted because the media was removed from the document.when a scene had no sprite sheet and the scan fell back to the preview video.The frame extractor called
play()on an off-screen video before seeking. That promise can be rejected for reasons outside the plugin's control, and the rejection killed the whole scan. Seeking apreload="auto"video already decodes and presents the frame, so playback was never needed. The call is gone.Frame extraction hardening
Infinity, which produced NaN seek times.finallyblock, so failed scans no longer leak the element and its buffered data.Verified
Local Stash instance, Chrome: 12 distinct frames extracted in 235ms with zero
play()calls, both the sprite and the preview scan paths complete end to end, and load failures surface a plain message with no unhandled rejections.