- no mendatory external JS dependency, works in offline mode
- optional external dependency is used for highlighting JSON, plain text edit is used if not available
- WLED styling (dark mode only)
- JSON files are displayed "prettyfied" and saved "minified"
- JSON color highlighting (if available)
- JSON verification during edit and on saving both in online and offline mode
- special treatment for ledmap files: displayed in aligned columns (2D) or as lines (1D), saved as minified json: no more white-space problems
- displays file size and total flash usage
- Enabling DDP over WebSocket: this allows for UI or html tools to stream data to the LEDs much faster than through the JSON API.
- first byte of data array is used to determine protocol for future use
- Moved the duplicate function to establish a WS connection from the live-view htm files to common.js
- add better safety check for DDP: prevent OOB reads of buffer
during testing at low brightness I noticed that gradients can be "jumping" in colors quite wildly, turning a smooth gradient into a flickering mess. This is due to the color hue preservation being inaccurate and a bit too aggressive. This can be seen for example using a gradient palette and "Running" FX.
Removing the hue preservation completely fixes it but leaves color artefacts for example visible in PS Fire at very low brightness: the bright part of the flames gets a pink hue. This change is a compromise to fix both problems to a "good enough" state
Improves cache utilization as fewer things are passed via CFLAGS to
all files. In the event that no metadata is available, let the cpp
file handle warning about default usage.
Implement a comprehensive solution for validating a firmware before an
OTA updated is committed. WLED metadata such as version and release
is moved to a data structure located at near the start of the firmware
binary, where it can be identified and validated.
Co-authored-by: netmindz <442066+netmindz@users.noreply.github.com>
- if a segment is destroyed or turned inactive, disable the gif player: only one gif player instance can run at a time, if a inactive or destroyed segment uses it, the effect is broken for other segments.
- copy FX ironically copied the source segment on each call, should use reference not a copy!
- if a segment is destroyed or turned inactive, disable the gif player: only one gif player instance can run at a time, if a inactive or destroyed segment uses it, the effect is broken for other segments.
- copy FX ironically copied the source segment on each call, should use reference not a copy!