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* perf(g): update animation promises once per frame Every animation started in a task queued its own no-op frame callback (AnimationTimeline.tick, and restart() when seeking), and the timeline wrapped each frame callback in two calls to updateAnimationsPromises, which goes over every animation with promises. Starting N animations in one task (G6 does this on every animated draw) therefore cost about 2·N² updatePromises calls in the next frame: 32 million for N = 4000. Run updateAnimationsPromises once before and once after the frame's callbacks instead. Nothing can change promise state between two callbacks of the same frame, so the extra calls did nothing. Tests: six traces of when ready/finished settle relative to frames and playState, recorded on 6.3.1 and unchanged; three tests that the bookkeeping stays linear when starting, or seeking paused or finished, animations in one task (6.3.1: ~2 million calls for n = 1000). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * test(g): assert the finished read in the promise scaling tests The helper read `animation.finished` only for its side effect (it puts the animation on the timeline's promise list), which CodeQL reports as an expression with no effect. Assert on it instead. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
) Replace the sample table + Newton-Raphson + bisection search with the closed-form solver of bezier-easing 3.2: exact (~1e-14 instead of up to ~1e-3), no backward jump on steep curves such as (1, 0, 0, 1). Progress outside [0, 1] now saturates to 0 / 1 instead of going through the old search, which returned arbitrary values there. Co-authored-by: hustcc <i@hust.cc>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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