Ok, watching from your perspective+vision...
- 3:00 or so - with SCVs, you should generally shift-click them to do stuff so they don't wind up idle, like when you attack that probe, shift-click him back to the mineral line so that when the probe dies (which is likely in silver since he's trapped in a corner and your opponent won't know to mineral walk him), he goes back to mining. A friend of mine struggled with this a lot as Terran and would seriously wind up with 10 idle SCVs just from building ebays/depots/barracks/etc that he wouldn't shift-click back to a mineral line so they'd mine again after they finished building.
- 3:50 - unsure if it's your attention to be super aggressive/all-in but a normal opener for Terran, especially on a huge map like Whirlwind, is 1 rax into CC, or even CC first. If you want to be agro the typical way to do so would be rax into early gas for hellions or banshees or some kind of hellion/widow mine drop. Opening with 3 raxes against a race that has nexus cannon is pretty bad.
- 4:30 - while in silver this stuff is ambiguous as a lot of times people are just clicking buttons, 1 base double gas from Toss usually indicates a pretty aggressive tech build of some kind, like DTs or blink.
- 6:00 - yeah, you start those 3 depots but don't rally the SCVs back to your mineral line. Get in the habit of doing that, it saves you the APM of doing it later, the distraction of having to deal with it at all, and obviously the economic issue of having SCVs not mining.
- 6:50 - no scouting taken place since your initial SCV scout, prob a good time to poke a marine in towards his base to see if you can figure out if he's expanded or not, as if he hasn't then you're prob facing a pretty strong attack fairly soon. A good 4gate (people in silver don't do good 4gates, but just as a benchmark of when you should try to scout what your opponent is up to and when you should be ready to get attacked) hits around 6:00.
- 7:45 - against Protoss, walling off your natural isn't all that valuable (no hellion or ling runbys are coming), and since you're running a gas bank but are low on minerals and have 20 spare supply, you're probably better off not spending the minerals on depots at the moment. Get those raxes cranking out, get upgrades, get a factory, get stim. At 8:30 now you're at 41/86 supply, which means you've spent about 400 minerals more on depots by now than you really need to.
- 11:00 - once you see the oracle, just plop a turret down in each mineral line and be done with it. Pulling the marines back to be ready to deal with future harassment is good, but ideally you'd have a turret going up so that you can return them to the front lines at some point.
- 11:30 - make sure to get gas mining going at your natural, and when you pulled workers in your main for the oracle you never put workers back into gas.
- 13:00 - noes the oracle! Turret saves the day here.
- 13:25 - STIM TO WIN! PRESS T AND EVERYTHING PROTOSS DIES!
- 17:15 - you lift your 3rd CC to go plunk it down, generally you should make it into an orbital as soon as it finishes before you lift it anywhere
- 17:30 - STIM YOUR DROPS!!!!!!!
- 17:45 - this engagement works wayyyy against you cause of the nature of protoss and how they utilize range - in this case, having the wall actually hurts you a ton, because your marines are standing behind it unable to hit anything while getting roasted by colossi. Also tanks should be sieged in the back where nothing can touch them. Remember that stalkers and immos have 6 range, marines have 5, so unless Protoss goes farther forward than they have to, your marines literally cannot hit them behind the wall.
- 17:39 - I just realized, you pressed F2. This needs a wall of sad faces:
My aforementioned Terran friend also relied on F2 in "oh**** I need to select my whole army" moments and it's a really bad habit to become dependent on. Right here we see that while you could have stimmed your drop, focused the nexus, and then turned your attention to deal with the attack at your natural, literally every unit on the map is now coming home because you pressed F2. If you have drops out, they're coming home. If you have units at watchtowers, or strategically placed for vision or to see when a base is dropped, they're coming home. It really hurts your ability to have map control.
Use control groups - put all your marines/bio on 1, your tanks somewhere else, you can put medivacs in your bio group or (I like this better and did this when I played T, but it's a litle more complicated to deal with) put them on their own group and have them follow your bio by a-moving them onto a marauder or something (so they'll follow your units and heal while moving instead of just moving directly to the point where you r-click your ground army without doing any healing). Control group are your friend. F2 bad. You should probably unbind it entirely.
- 20:50 - this engagement has the same problem as the last, your bio is stuck behind stuff (this time the tanks) and they have nowhere to go except to get roasted by colossi. At any given moment you have ~20% of your bio engaging and the rest of it stuck behind.
When you know an engagement is coming, try to get your troops in position a little earlier. By doing something like this, you're putting yourself in a solid position when he comes down the ramp:
When you get a little better at microing, you can pre-split to try to build a solid concave:
And this isn't that complicated or anything, I literally made 3 boxes of army and moved them to do that. Concaves = winning engagements.
Lastly - vikings good against colossi. The gas mining issues you had wound up hurting a bit later on, because you need both medivacs and vikings against that kind of Protoss army but the lack of gas meant you weren't able to get both of them out. Obviously that was kind of the perfect storm of the oracle harass at the main and forgetting to build refineries at the natural until pretty late, but that will get better over time. Just try to keep in mind what units you'll need to be successful against a given composition.
Hope this helps!