Remove interactive VM lifetime step cap

This commit is contained in:
gamer147
2026-07-29 19:02:55 -04:00
parent f7751c2b93
commit fa911db1d6
6 changed files with 50 additions and 13 deletions

View File

@@ -213,12 +213,13 @@ and pending movie records include `first_frame_source_pts_ms`; the ordinary `mov
the same source PTS alongside the render frame, which distinguishes encoded stream lead-in from decode/presentation
latency.
If the interactive VM reaches its `STEP-LIMIT` safety cap, Godot now captures the same diagnostic
automatically as `user://diagnostics/step-limit-<timestamp>.json` and copies its coordinate/path to the
clipboard. Before nested frames unwind, the trace sink preserves the deepest active script stack. The console
also prints the exact final script/offset/opcode, that frame chain, the hottest sites in the bounded final
128-instruction window, and the final 16-instruction sequence. This makes the last ADV locator unnecessary for
identifying a post-dialogue loop; send either the `step-limit` console block or the generated JSON.
Normal interactive Godot sessions have no cumulative instruction ceiling. Bounded Godot diagnostic runs retain
`STEP-LIMIT`; if one fires, Godot captures the same diagnostic automatically as
`user://diagnostics/step-limit-<timestamp>.json` and copies its coordinate/path to the clipboard. Before nested
frames unwind, the trace sink preserves the deepest active script stack. The console also prints the exact final
script/offset/opcode, that frame chain, the hottest sites in the bounded final 128-instruction window, and the
final 16-instruction sequence. This makes the last ADV locator unnecessary for identifying a post-dialogue loop;
send either the `step-limit` console block or the generated JSON.
## Native FFmpeg movie shim (Windows x64)