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Render tab: each batch's bar starts at 0 and shows time left and Done in, and Scan for Takes shows a moving bar (part of #954) - #1028
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…Done in; Scan slides a bar (#954) The batch bar and its line counted every row in the table, and rows an earlier batch finished stay there (#772), so a new batch could start at "Batch 60%" and "(6/10 done)". render_batch_progress.js keeps the batch's own rows (the old batchJobIds), its clock and the [render] log lines: the bar shows this batch's rows, or the last batch's once it ends, the line says "Rendering 3 of 10 · about 4 min left · m:ss" from frames left at the pace so far, and the end says "Done in 7 min 40 s: 10 rendered". Scan for Takes slides a block under the status line with "Looking for takes: 14 found so far" and a clock, and ends on "Found 14 takes (3 new) in 2.1 s"; the "Scanning..." toast that repeated the line is gone. The backend sends the count at most every ~33 ms instead of one event per take. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Review (night pass 2026-10-25)Read: the whole diff:
No bugs found. Ran (after merging dev in, head
Screenshots: from the harness, with Studio's CSS:
The real app wasn't driven: another dev server holds port 5173. Known limits, not this PR's: a batch started by Finish clips (not the Start button) learns its rows from the first snapshot that shows Rendering. A take that finishes inside one 150 ms snapshot gap before that isn't counted. The end toast already had the same gap. Verdict: ready to merge. It follows #954's plan for this part. |
This was referenced Oct 29, 2026
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Release note: Fixed: The Render tab's batch bar starts at 0 for each new batch instead of counting takes rendered earlier, and shows the time left and "Done in" at the end. Scan for Takes shows a moving bar while it looks.
Part of #954 (from the #942 audit). The finish-clips wait is left for after PR #885, as the plan says.
What changes
[render] startedand[render] done after 460.0 s: 10 rendered, 0 failed, 0 cancelled.How
render_manager.rs):render_scan_statusnow sends{ found: N }, at most every ~33 ms (ScanCountThrottle), and once more at the end. It used to send one event per take with the take's name, which the frontend only counted.render_jobs_snapshot, from the 150 ms scheduler) are unchanged.render_batch_progress.js: the batch's rows, frames done and left, the time left, the lines and the batch clock with its log lines.render_pane.jsonly calls it.batchEndStatustakes the batch's length and says "Done in".progress_view.js(Master Queue scan: show progress while it looks for demos, and one bar through grouping and splits #951).durationWordsis the same addition as in PR Capture batch: one progress bar from start to end, with each step in plain words and Done in at the end (#952) #1025, in the same place, so the two PRs merge cleanly.Decisions
#render-status, not the batch bar, because a scan can run while a batch renders.Other open PRs touching the same files
render_pane.js: A slow file dialog says it's on its way instead of looking frozen #1001, Render tab: Select finished ticks every take whose clips are done, to clear leftover takes in one go (part of #644) #997.index.html: POST: a setting to draw the game's menus at the pre-Anniversary size (#985) #1007, Render tab: Select finished ticks every take whose clips are done, to clear leftover takes in one go (part of #644) #997, Render while capturing: each clip renders as soon as it's recorded, and a long batch waits for space instead of filling the drive (#861) #885, Demo Auditor: move every demo into one folder, recycling the extra copies (#872) #874, Delete finished takes automatically: Recycle Bin or permanent, optionally only when space is needed (part of #644) #716 (this PR adds one line under#render-status).render_manager.rs: Render while capturing: each clip renders as soon as it's recorded, and a long batch waits for space instead of filling the drive (#861) #885, Delete finished takes automatically: Recycle Bin or permanent, optionally only when space is needed (part of #644) #716.tests/e2e/render-studio.html/.spec.js: Render tab: Select finished ticks every take whose clips are done, to clear leftover takes in one go (part of #644) #997.progress_view.js/progress_view.test.js: PR Capture batch: one progress bar from start to end, with each step in plain words and Done in at the end (#952) #1025 (Capture batch bar fills twice and sits at a made-up 50%: one bar with plain steps #952) adds the same lines.strings.jsis touched by most open Studio PRs. This PR adds lines toRENDERand drops three it no longer uses:renderingStatus,scanFoundSoFar,SCANNING_TOAST/STATUS_SCANNING.Test done
cargo test --locked -p desktop-studio: 236 passed, including the newthe_scan_count_is_sent_at_most_every_33_ms_and_once_at_the_end.rustup run 1.98.1 cargo clippy --locked -p desktop-studio --all-targets -- -D warnings: clean.rustup run 1.98.1 cargo fmt --all: applied.npm run test:unit: 861 passed. New:render_batch_progress.test.js(only this batch's rows, frames and time left, the scan's end line, and the batch's start, end and discard) and "Done in" inbatchEndStatus.CI=1):render-studio.spec.js,finish-clipsandapp-boot: 66 passed.Test steps for you (no game needed)
[render] startedand[render] done after … s: ….🤖 Generated with Claude Code