Currently translated at 42.3% (672 of 1588 strings)
translationBot(ui): update translation (Spanish)
Currently translated at 28.0% (445 of 1588 strings)
Co-authored-by: gallegonovato <fran-carro@hotmail.es>
Translate-URL: https://hosted.weblate.org/projects/invokeai/web-ui/es/
Translation: InvokeAI/Web UI
- Add special handling for `ImageBatchInvocation`
- Add input component for image collections, supporting multi-image upload and dnd
- Minor rework of some hooks for accessing node data
The canvas react components pass canvas entity identifiers around, then redux selectors are used to access that entity. This is good for perf - entity states may rapidly change. Passing only the identifiers allows components and other logic to have more granular state updates.
Unfortunately, this design opens the possibility for for an entity identifier to point to an entity that does not exist.
To get around this, I had created a redux selector `selectEntityOrThrow` for canvas entities. As the name implies, it throws if the entity is not found.
While it prevents components/hooks from needing to deal with missing entities, it results in mysterious errors if an entity is missing. Without sourcemaps, it's very difficult to determine what component or hook couldn't find the entity.
Refactoring the app to not depend on this behaviour is tricky. We could pass the entity state around directly as a prop or via context, but as mentioned, this could cause performance issues with rapidly changing entities.
As a workaround, I've made two changes:
- `<CanvasEntityStateGate/>` is a component that takes an entity identifier, returning its children if the entity state exists, or null if not. This component is wraps every usage of `selectEntityOrThrow`. Theoretically, this should prevent the entity not found errors.
- Add a `caller: string` arg to `selectEntityOrThrow`. This string is now added to the error message when the assertion fails, so we can more easily track the source of the errors.
In the future we can work out a way to not use this throwing selector and retain perf. The app has changed quite a bit since that selector was created - so we may not have to worry about perf at all.
When we added more progress events during generation, we indirectly broke the logic that controls when the progress bar throbs.
Co-authored-by: Mary Hipp Rogers <maryhipp@gmail.com>
Currently translated at 33.6% (533 of 1583 strings)
translationBot(ui): update translation (Japanese)
Currently translated at 30.3% (481 of 1583 strings)
Co-authored-by: Gohsuke Shimada <ghoskay@gmail.com>
Translate-URL: https://hosted.weblate.org/projects/invokeai/web-ui/ja/
Translation: InvokeAI/Web UI
Currently translated at 17.6% (278 of 1575 strings)
translationBot(ui): update translation (Spanish)
Currently translated at 17.3% (274 of 1575 strings)
Co-authored-by: gallegonovato <fran-carro@hotmail.es>
Translate-URL: https://hosted.weblate.org/projects/invokeai/web-ui/es/
Translation: InvokeAI/Web UI