>>24488
Not with this system. Before I overhauled it to the current 'virtual only' system, It supported a mix of 'hard' mappings replace and soft/virtual display-only swap-ins. It was a huge mess to deal with with many bugs, so I decided to move to entirely soft/virtual, where no mappings are hard-replaced and any decision has 100% undo-ability.
I am thinking and generally planning to add a hard-replace system, something a bit like
tags->migrate tags, that will be one-off powerful jobs you fire. I'm sure it will talk to siblings and allow you to hard-collapse some stuff, but there is often little actual benefit in doing this and often a bunch of frustrating pains in the ass when something unexpected happens.
>>24507
I've noticed what I'll call 'navigation' lag in the past say three months in my IRL client. I click on a page tab, and one in fifty times when big imports are going on it might take 800ms to actually switch tab. I am not sure if it is the page doing some 'on page show, recalculate some taglist stuff' or if it is just some file import job eating up some CPU. I'll keep working here, so please continue to let me know how this goes, and feel free to send in some profiles as under
help->debug->profiling.
>>24508
It is a long story, and the answer is 'somewhat'. Basically if you import a zip full of numbered images that looks like an ugoira more than a cbz, we call it that and we've got some rendering tech. The big source of Ugoiras online, Pixiv, has some jank javascript solution to deliver frame timings, and I've been holding off for years on actually downloading Pixiv Ugoiras (the default hydrus Pixiv downloader skip/vetoes them) because I've wanted a nice way to grab this timing data and put it in a note text or .json file or something to actually embed in the Ugoira zip, but there's no really nice solutions so it all got put off. We have the note-parsing tech for synthetic framerate, which is part of what I did last week, but no nice Pixiv site-parsing solution to grab it
yet.
If you grab an Ugoira from danbooru or something, hydrus will import it and usually render it with a fixed framerate of like 12fps. Fingers crossed we'll one day figure out a nice solution here and we'll finally be able to get them from Pixiv, with accurate variable frame rate.
Most of this work was done by a user who was keen to make Ugoiras work, and I am very grateful. I'm personally a little pissed off by the whole decade-long debacle; the way Ugoiras work behind the scenes is dumb, and imo the whole thing should have been converted to apng or something years ago (although webm is fine because almost all Ugoiras these days are jpegs rather than pngs anyway, defeating the original cool thing they did), but I'm really just expressing my frustration.
>>24513
Ok, thank you. Some jobs were split into smaller pieces or made more polite, so there is a little more overhead or just latency in order to reduce lag. Some of that I'm ok with. Let me know how this continues to go, and if you notice anything in particular hanging for ages, I'm interested.