@idle-screens/saver-metaquarium 0.18.0 → 0.19.0

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@@ -2929,8 +2929,9 @@ var PARAM_DOCS = {
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  shot: "A named framing to cut to: `orbit` (default), `hero` (three-quarter establishing), `front` (level, long lens), `low` (among the plants looking up), `top` (steep, the floor as a map), `surface` (looking up at the water's underside), `macro` (close on the landmark nearest the front). Azimuth and autoRotate turn it; distance scales it.",
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  cameraFollow: "Ride with one fish (cast slot, 0 = first); -1 is the orbit camera. Orbit params are ignored while following. Pair with `followSpot` on the same slot for a spotlit chase.",
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  followAngle: "Where round the followed fish the chase camera stands, degrees: 0 behind (default), 90 beside, 180 in front looking back at its face.",
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- followDistance: "How far behind the followed fish the camera rides, along its own path (40\u201370 a chase). Under ~18 it is the fish's eye and the fish is hidden.",
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+ followDistance: "How far behind the followed fish the camera rides, along its own path (40\u201370 a chase). Under ~18 it is the fish's eye and the fish is hidden; a floor walker (Dot, crab, octopus, snail, starfish) sees from its own head height, pitched with the ground ahead.",
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  autoRotate: "Turntable speed, degrees/second. 0 holds the shot (stages, vignettes); 1\u20132 is a slow reveal. frame.state.camera.bearing: where it stands now.",
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+ followAvoid: "Keep the followed fish in view, 0\u20131 (default 0): with something in the way (a home, a wall, a lamp, a kelp stand) the chase camera rises a little over low clutter and otherwise pulls in toward the fish \u2014 eased, like a game camera's spring arm. Use it for long walking takes through a village. No effect in the fish's own eye (followDistance under about 16).",
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  // cast
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  fishCount: "How many fish when `fishMix` is empty (all are `fishUrl`).",
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  finish: "A final full-screen pass: gentle grade, soft vignette, dither against banding, and restrained bloom on high-end devices (0 = none; never on the low tier).",
@@ -3524,7 +3525,7 @@ function dependencyProblems(params) {
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  }
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  if (set("danceTempo") && dance === "off") out.push({ path: "danceTempo", also: ["starfishDance"], message: "does nothing while starfishDance is off" });
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  if (follow < 0) {
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- for (const k of ["followDistance", "followAngle"]) if (set(k)) out.push({ path: k, also: ["cameraFollow"], message: "does nothing while cameraFollow is -1 (the orbit camera)" });
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+ for (const k of ["followDistance", "followAngle", "followAvoid"]) if (set(k)) out.push({ path: k, also: ["cameraFollow"], message: "does nothing while cameraFollow is -1 (the orbit camera)" });
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  } else if (follow < cast) {
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  for (const k of ORBIT_PARAMS) if (set(k)) out.push({ path: k, also: ["cameraFollow"], message: `ignored while cameraFollow rides with slot ${follow} \u2014 they return when it is -1` });
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  }
@@ -3753,6 +3754,12 @@ var METAQUARIUM_PARAMS = {
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  * it (the default), 90 at its side, 180 in front looking back at its face
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  * — a hackerfish's screen, a crab's smile. */
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  followAngle: { type: "number", default: 0, min: -180, max: 180, ease: "smooth" },
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+ /** Keep the followed fish in view (sightline.ts): when a home, a wall, a lamp
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+ * or a kelp stand comes between it and the chase camera, the camera rises a
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+ * little to look over low clutter and otherwise pulls in toward the fish, as
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+ * a game camera's spring arm does — eased, never a snap. 0 (default) is the
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+ * plain chase camera; 1 the full arm. Not the fish's-eye view (it has none). */
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+ followAvoid: { type: "number", default: 0, min: 0, max: 1, ease: "smooth" },
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  /** Continuous orbit speed, degrees/second. Zero by default: the tank is
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  * still, letting the fish movement carry the scene. Steer up for an orbit. */
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  autoRotate: { type: "number", default: 0, min: 0, max: 12, ease: "smooth" },
@@ -4385,4 +4392,4 @@ export {
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  paramSpaceWith,
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  coerceNum
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  };
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- //# sourceMappingURL=chunk-G2ZD33CA.js.map
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+ //# sourceMappingURL=chunk-7ZYKA2WS.js.map