Claude 00b3ba8ed3 refactor(teleprompter): simplify the scroll engine and drop settings that overlap
Three simplifications from a review of where the complexity actually sat.

The animation frame loop now runs for the lifetime of the view instead of being
woken around each action. Waking a sleeping loop meant that every path which
could move the script had to remember to do it, across eight call sites, and
forgetting simply lost the action with no error. An idle frame costs one pass
of arithmetic and the browser suspends the loop entirely while the tab is
hidden. This removes ensureLoop, the frame handle and the work test.

Running always did break something, which is worth recording: any scroll the
loop had not made itself was reverted on the next frame, so a scrollbar drag or
find in page would snap back. The loop now compares the scroller against where
it left it and adopts the DOM position when they differ. That covers every
cause rather than only the gestures which had a handler, so the adopt flag and
its wiring are gone too, and there is an end to end test for it.

Dropped hidePast in favour of dimPast. They read as alternatives but only one
is safe during a read: removing past events shortens the document underneath
the reader, while dimming is only paint. Also dropped the shade reading line
variant, which drew the same gradient over the same box as dimPast, so turning
both on stacked two of them.

The reading line position was carried as two CSS variables, a percentage and a
unitless number. That split caused the padding bug earlier. One unitless
variable now serves both, scaled by 1% for the overlays and 1dvh for the
padding.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Cb8RVPNQ2ETPJxdy4b8CHf
2026-08-14 19:17:16 +00:00
2026-05-28 09:50:20 +02:00
2023-05-18 14:02:22 +02:00
2026-03-08 16:22:12 +01:00
2026-07-01 12:48:40 +02:00
2026-06-11 18:58:00 +02:00
2026-03-08 16:22:12 +01:00
2026-03-08 16:22:12 +01:00
2026-03-08 16:22:12 +01:00
2021-06-12 19:26:37 +02:00
2026-08-09 10:44:13 +02:00
2026-03-08 16:22:12 +01:00
2026-03-08 16:22:12 +01:00

License: GPL v3 GitHub Downloads (all assets, all releases) Docker Pulls NPM Downloads Homebrew Cask Version

Download the latest release

Buy Me A Coffee

... or

Need help?

We do our best to have most topics covered by the documentation. However, if your question is not covered, you are welcome to fill in a bug report in an issue, ask a question in GitHub discussions or hop in the discord server for a chat.

Using Ontime?

Let us know! Ontime improves from the collaboration with its users. We would like to understand how you use Ontime and appreciate your feedback.

Ontime

Ontime is a browser-based application that manages event rundowns, scheduling, and cueing.

With Ontime, you can plan, track your schedule, manage automation and cross-department show information all in one place.

Ontime is made by entertainment and broadcast engineers and used by

  • Conference organisers
  • Touring shows and receiving venues
  • Broadcasters and streamers
  • Theatres and opera houses
  • Houses of worship

Main features

  • Multiplatform: Available as a Cloud service and for Windows, macOS, Linux, or self-hosted via Docker.
  • In any device: Ontime is available to any device with a browser, eg: tablets, mobile phones, laptops, signage, media servers...
  • Team Collaboration: Dedicated views for directors, operators, backstage, and signage.
  • Real-Time Updates: Manage and communicate runtime delays effortlessly.
  • Automatable: Ontime can be fully or partially controlled by an operator, or run standalone with the system clock
  • Flexible Integrations: Use one of the APIs provided (OSC, HTTP, Websocket) or the available Companion module to integrate into your workflow (vMix, disguise, Qlab, OBS)

... and a lot more ...

For live environments

Ontime is designed for use in live environments.
This guides the application into being flexible and efficiently integrating into different workflows.

For teams

All information added in Ontime is shared with the production team and other software / hardware in your workflow.
Ontime also improves team collaboration with dedicated views for cuesheets and operators, and for public and production signage.

Simple infrastructure

All the data is distributed over the network, making its distribution and infrastructure flexible and cheap.
With the availability of the docker image, you can also leverage IT infrastructure to make Ontime available online for your team and clients.

Ontime is made by video engineers and entertainment technicians.

App Window

Views

Read the docs to learn more

Using Ontime

Getting started

The easiest way to start with Ontime is by leveraging our Cloud service.
This will give you immediate access to running instances of Ontime which are available to share with anyone with an internet connection.

Alternatively, you can run Ontime locally for free by downloading the latest release for your platform or using the docker image, available at Docker Hub

Once installed and running, any device that shares the same network as Ontime will have access to Ontime.

More information is available in our docs

Continued development

Ontime is under active development. We continue adding and improving features in collaboration with users.

Have an idea? Reach out via email or open an issue

Issues

We use Github's issue tracking for bug reporting and feature requests.
Found a bug? Open an issue.

Contributing

Looking to contribute? All types of help are appreciated, from coding to testing and feature specification.

If you are a developer and would like to contribute with code, please open an issue to discuss before opening a Pull Request.

Information about the project setup can be found in the development documentation

License

This project is licensed under the terms of the GNU GPL v3

Sponsor

You can help the development of this project or say thank you with a one time donation.
See the terms of donations.


Buy Me A Coffee

S
Description
Free, open-source time keeping for live events
Readme 36 MiB
Latest
2026-06-07 11:53:25 +00:00
Languages
TypeScript 92.5%
SCSS 6.1%
JavaScript 1%
HTML 0.4%