@vosjs/cli 0.55.0 → 0.55.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json
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@@ -1,6 +1,6 @@
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{
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"name": "@vosjs/cli",
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"version": "0.55.
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"version": "0.55.1",
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"description": "The vos CLI: record the real product from a scripted browser flow, auto-zoom from the cursor track, cut as data in doc.json, render deterministic video and stills, deliver a release's media per destination spec, and sync with vos.so. One binary, every verb, MIT.",
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"type": "module",
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"license": "MIT",
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@@ -51,11 +51,11 @@
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"acorn-walk": "^8.3.5",
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"mediabunny": "^1.55.7",
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"playwright": "^1.49.0",
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"@vosjs/core": "^0.25.5",
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"@vosjs/editor": "^1.4.0",
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"@vosjs/elements": "^0.
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"@vosjs/
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"@vosjs/elements": "^0.10.0",
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"@vosjs/core": "^0.25.5",
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"@vosjs/shared": "^0.6.0",
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"@vosjs/render-core": "^0.3.11",
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"@vosjs/studio-core": "^0.33.2",
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"@vosjs/timeline": "^0.4.1",
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"@vosjs/tween": "^0.8.2"
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package/skills/VERSION
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0.
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0.15.0
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@@ -164,6 +164,37 @@ Configs pushed to vos.so get preview-rendered on a software-GL fleet: no
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(too slow), and any fetched asset must be reachable and CORS-open. These are
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fine for purely local renders on a real GPU.
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## Your own passes: depth of field, refraction
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The `postprocessing` list has no depth-of-field pass. For lens effects,
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render the world yourself:
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- Build the world in a private `THREE.Scene` with its own camera. In the
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timeline's `onUpdate`, render it into `WebGLRenderTarget`s (`samples: 4`
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plus a `DepthTexture` works, the render fleet included), run your passes,
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then restore the renderer's target, clear colour and `autoClear`.
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- `ctx.scene` holds ONE full-screen quad that composites the result
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(`gl_Position = vec4(position.xy, 0.0, 1.0)`, `frustumCulled = false`, no
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depth test). Add it with `ctx.scene.add()`: the engine never adds
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`objects` for you, and a quad left out renders a flat black frame.
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- Size the targets from `renderer.getDrawingBufferSize()`; rebuild them
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when it changes.
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Depth of field that reads:
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- **Set the blur in pixels, by design.** A physical lens at scene scale
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(f/1.6 at 40 cm) leaves a sharp zone a few millimetres deep, so the
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subject you mean to show goes soft too. Decide what one depth step should
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cost (8 to 20 px at 1080p) and solve for the lens strength.
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- **Keep the subject square to the camera while it is in focus.** A plane
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seen at an angle spans depth, and shallow focus sharpens only a strip of
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it. Check that the blur at the subject's corners stays under 1 px.
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- **Focus on a plane, not a point:** the focus distance is measured along
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the camera's axis.
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- **Judge focus at full size.** Render `vos still … --width 1920 --height
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1080` and crop at 100%: a 1280×720 still or a contact sheet hides 10 px
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of blur.
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## Design principles
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- **Visual impact**: bloom for glow (even 0.3–0.5 elevates); emissive
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@@ -1,4 +1,4 @@
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<!-- Generated by scripts/build-element-reference.mjs from @vosjs/core 0.25.
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<!-- Generated by scripts/build-element-reference.mjs from @vosjs/core 0.25.5, @vosjs/elements 0.9.0, @vosjs/timeline 0.4.1 and @vosjs/shared 0.6.0. Do not edit by hand: re-run the script. -->
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# Elements, the context and eases: the declarations
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@@ -353,6 +353,12 @@ unit boundaries, the line aligned by `font.align`). So a per-letter tween
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moves each letter FROM its laid-out place (`from`, or `s.y + dy`), never
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to a position computed by hand.
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A split element's `props` are the WORD (`@vosjs/elements` 0.10+): `x`/`y`
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offset every unit, `opacity` multiplies each unit's own, `scale` and
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`rotation` scale and turn the word about its centre, so letters rise
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through `el.segments` while `el.props` drifts or fades the word, two
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tweens, never one per letter. Before 0.10 they moved the FIRST letter only.
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Writing any of `content`, `fontSize`, `fontFamily`, `fontWeight`, `fontStyle`, `letterSpacing`, `color`, `strokeColor`, `strokeWidth` on a text element's `props`
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re-rasters it (the runtime's own list), so a scramble or a counter writes
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`el.props.content` in `onFrame` and a colour change sets `el.props.color`.
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