- PulLightControl UM: dont release a lock you do not own
- off-by-one error in extractModeSlider (used only in rotary in UM)
- safety check in playlist in case something goes horribly wrong
* Usermod Temperature: use full 12-bit precision
* Temperature Usermod: fix DS1822 and DS18B20 family code
* Add Dropdown to select 9 or 12 bit resolution
* Add 10 and 11 bit resolution, Correct rounding towards negativ inf
Adding symmetrical but random pushing leads to better stacking, also pushing more if large particles are too close helps to separate them better. Pushing them every frame also helps.
Pushing only particle1 as it was tends to lead to more collapsing and some random movement within a pile. There was also a bug which applied way to much velocity unnecessarily.
fix for #4298 - no conflict with DMX output
Removes a compile-time error that was blocking compilation when DMX output mode was enabled, allowing successful builds with DMX support.
Important: this fix does not address the output buffer congestion problems that usually make WLED unstable with >100 LEDs on DMX Serial output. It only removes the compile-time blocker in audioreactive.
* use sequential loading for all UI resources
- load common.js and style.css sequentially for all config pages
- restrict all requrests in index.js to single connection
- retry more than once if requests fail
- incremental timeouts to make them faster and still more robust
- bugfix in connectWs()
- on page load, presets are loaded from localStorage if controller was not rebooted
- remove hiding of segment freeze button when not collapsed
replaces the pixel magic tool with a much more feature-rich tool for handling gif images. Also adds a scrolling text interface and the possibility to add more tools with a single button click like the classic pixel magic tool and the pixel-painter tool.
Enhanced particle system rendering & 1D collision handling
- added improved and faster large size rendering to 1D and 2D system
- better size control as size is now exactly mappable to pixels so it can be matched exactly to the collision distance
- no more gaps due to collision distance mismatch
- much faster: saw up to 30% improvement in FPS (2D system)
- adding mass-ratio to collisions for different sized particles
- also adjusted some of the FX to make better use of the new rendering
- added per-particle size rendering to 1D system
- improved and simplified collision handling in 1D system, much more accurate and (almost) no pass-throughs
- removed local blurring functions in PS as they are not needed anymore for particle rendering
- fixed outdated AR handling in PS FX
- fixed infinite loop if not enough memory
- updated PS Hourglass drop interval to simpler math: speed / 10 = time in seconds and improved particle handling
- reduced speed in PS Pinball to fix collision slip-through
- PS Box now auto-adjusts number of particles based on matrix size and particle size
- added safety check to 2D particle rendering to not crash if something goes wrong with out-of bounds particle rendering
- improved binning for particle collisions: dont use binning for small number of particles (faster)
- Some cleanup
- bugfix in mass based 2D collisions
- added improved and faster large size rendering to 1D system
- added per-particle size rendering to 1D system
- improved and simplified collision handling in 1D system
- removed local blurring functions in PS as they are not needed anymore for particle rendering
- adapted FX to work with the new rendering
- fixed outdated AR handling in PS FX
- fixed infinite loop if not enough memory
- updated PS Hourglass drop interval to simpler math: speed / 10 = time in seconds and improved particle handling
- reduced speed in PS Pinball to fix collision slip-through
- PS Box now auto-adjusts number of particles based on matrix size and particle size
- added safety check to 2D particle rendering to not crash if something goes wrong with out-of bounds particle rendering
- improved binning for particle collisions: dont use binning for small number of particles (faster)
- Some code cleanup
- Renamed hasPSRAM field to psramPresent in /info endpoint (json.cpp)
- Updated usage report to use psramPresent field (index.js)
- Removed problematic _codeql_detected_source_root symlink
Co-authored-by: netmindz <442066+netmindz@users.noreply.github.com>