- Filter text allows restricting plots to ones matching the name
- Hierarchical view displays plots as a tree, separating levels based on
slash-separated names, i.e.: "GPU/Counters/Draws" and
"GPU/Counters/Primitives" will be leaf nodes under GPU > Counters
The manual rendering was a View method bound to View members. Move it
into a ManualWindow class that owns the active chunk, scroll-reset and
shown state and holds a reference to the shared manual data.
The manual data is invariant — derived only from the embedded manual — so
each View re-parsed it needlessly. It's now computed once and shared by all
Views and the LLM.
The intro and global-settings achievements recorded state even while
achievements were disabled, so the intro toast could be consumed before the
user ever enabled the feature — and then never appear when they later opted
in. The intro now fires at the enable points, so it shows the first time the
feature is enabled.
Achieve() now propagates a category unlock to the category's remaining
items, matching the constructor's load-time behavior. This lets an
achievement complete in the session where its category first unlocks.
The differences against the previous renderer are deliberate: the
drawn state is canonical from event 0, HasBlockingLock clears when the
blockers drain, same-state neighbors merge, a waiting thread shows as
holding only on its true acquire, a shared holder waiting for exclusive
draws as blocking, the Blocked and Sharing lists contain only genuinely
blocked roles, and the tooltip holder count follows the cursor position
in the holder-change log.
Opening and parsing on the browser main thread froze the tab for the
whole load; the file selector path already loads in a worker thread,
so boot now uses the same thread, progress modal, and error dialogs.
The preloaded data package made every ?t= load download embed.tracy
as well. The startup glue now fetches embed.tracy only when no URL is
given, into the same /url.tracy slot, and the boot code has a single
open path.
Version and integrity checks throw from the View constructor, which
was outside the try/catch guarding the file open, so a bad argv trace
terminated the process. Catch and report it there as well.
The compare load thread caught only UnsupportedVersion, so a
corrupted or otherwise unloadable second trace escaped the thread as
std::terminate. Catch the same set as the main trace load and route
it to the existing bad-version dialog.
The raw sumSq paired with a self/running mean yielded the raw variance
inflated by the squared mean gap. Accumulate the vector's own sum of
squares alongside its sum, like compare and frame statistics do.
Block sizes weren't checked against the file length, so truncated files
made the decompression threads read off the mapping. Validate framing
(u32 size + payload) before the mapping and threads exist; also reject
zero-stream or empty files.
Sections are packed into timeline rows purely by length, so sections
from different categories share rows and the same category can move
between rows along the timeline. When categories mark different kinds of
activity (game levels, loading screens, cutscenes) this makes the row
layout hard to read.
The new "Group by category" option in the section options lays out each
category in its own set of rows, in category identifier order, with the
existing length-first packing applied within a category. Off by default,
so the current layout is unchanged unless the option is enabled. Only
shown when the trace has more than one section category.