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leditor's Issues

On-screen LED ring display does not update in some cases

v 0.2.0

  • Take a frame with a few active LEDs.
  • Click the Solid Fill or Gradient Fill button below the on-screen LED Ring.
  • The selected frame in the frame list (left) is updated, but the on-screen LED Ring is not.

Temporary solution: Click the frame in the frame list.

Generator keeps triggering after returning from the generator to the editor

v 0.2.0

  • Go to the generator.
  • Select color 1... any color
  • Select animation-generator 'Sparkle'
  • Leave generator by returning to the editor
  • At 'Processing' select 'Fill with gradient'
  • Now move the mouse over the LED-selectors.

--> The generator for 'Sparkle' retriggers every time when the mouse moves over a LED-selector.

- Temporary solution: Select a color in the editor when returning from the generator.

On-screen colors differ too much from the actual led ring colors

Homey's LED-ring doesn't seem to contain internal gamma-correction.

Because (most) computer monitors are 'gamma-corrected', the same RGB-code will show a different color on-screen compared to the actual LED color. For example, a purple on-screen color might show more like blue or magenta on the LED ring.

LEDitor already has some corrections for this, but it's still not accurate enough.

Add proper gamma correction for on-screen colors. Preferably with user setting.

Adding a new frame clears other frames

  • Start with a clean animation.

  • Color 1 LED

  • Creaty a few frame copies (button with double ring)
    ...all fine

  • Add a new frame (Button with ring and +)

Al previous frames are cleared now!

This only happens when the animation has not been saved yet... That is: Settings page was not left yet, or no other animation has been selected yet.

App won't start on FW5.0.0 rc17

Hello.

I just installed homey fw 5.0.0 rc17 and the app won't start. It is saying: wrong SDK. This is possible, because they removed SDK v1 and only available is V2 and v3.
Is it possible to fix it?

Sometimes an animation wont play after using frame-fill

v0.2.2

Sometimes, when an animation contains 200 frames and one of the frame-fill functions has been used, the animation doesn't play anymore on Homey.

Cause:
The animation now contains 201 frames, which is more than the allowed 200.

Temporary solution: Delete frame 201.

Using the animations as screensaver would be nice.

At this moment you can start an animation by Flow and run it for let's say 50 minutes. By repeating this Flow every 50 minutes, the animation would show like a screensaver.

Would be nice when a LEDitor animation could be assigned to an actual Homey screensaver.
If this is not possible in a user-friendly way, there could be a separate "LEDitor screensaver" page to make animations act like a screensaver without being one.

Colors from image-import look too pale.

v0.2.2

Frames that are imported from images are processed with unwanted color corrections.

No work-around available. Will be updated in the next version.

LEDitor crashes when the user runs a flow

v0.2.1
After installing, when the user doesn't visit the settings page but starts creating and running flows, the app will crash.

Cause: LEDitor creates 30 empty animations at first start of the settings page. If the settings page isn't visited first, some files will be missing and make the app crash when running the flow.

Temporary solution: Be sure to visit the settings page first before running flows.

Timing goes weird when VFPS is not divisible by FPS

  • Create a 15 frame animation at a speed of 15 FPS and set VFPS to 60.
    Result: The animation repeats nicely every second.

  • Now set VFPS to 55.
    Result: The animation is running much faster than once per second while FPS says that it should still run one cycle per second.

This is a know bug in Homey's operating system (current and earlier) that will be worked on but has no priority... which is understandable.
https://github.com/athombv/homey/issues/1623

This might be a problem when you need timing-critical visual information... like when showing a pulse or cycle per second.

Until the bug has been fixed by the Athom wizards, you can overcome this problem by being sure that the number for VFPS is divisible by FPS.

Examples:
The 15 FPS animation from the start of this post runs relative accurate at 15, 30, 45 and 60 VFPS.
If your animation only has 14 frames, the timing would be correct at 14, 28, 42 and 56 VFPS
More FPS gives less choices for an accurate VFPS.
A 30 FPS animation would only be timed correct at 30 and 60 VFPS.

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