Rather than plugging a matrix into the video input node, the matrix is now
multiplied by the video input using a math node. This is probably more
sensible from a user perspective.
This also means the renderer is tolerant of texture sizes that are not equal
to the sequence size, however most nodes will downsample the texture to the
sequence size (and if not, it will be downsampled once it is cached). Textures
will still *always* be in reference space and the sequence's format. This seems
like the best compromise between backend and frontend congruity.
A huge optimization that ensures only the parts of a node graph that have
changed get pushed to the renderer. For thread-safety, the node graph is
copied elsewhere so that users can make changes asynchronously and the graph
can update when its threads are ready. Up until now, if an input value changed,
every node's values would be re-copied, or worse, if a connection was changed,
the entire graph would be recopied. This has been negligible in testing since
we've been largely testing with small graphs, but for massive projects, it's
important that this be as optimized as possible.
Also includes general improvements to the slider widget such as an optional
"autotrim" function to cut off trailing zeroes, a "format" string that's easier
to internationalize, and general tidiness.
This required various changes to various parts of the infrastructure (mostly
using paths to finding the "root project" of any given object throughout).
Now theoretically infinite projects can be opened and accounted for at any
given time.
Prevents unnecessary re-caching caused by the combobox signalling that its
value has changed when we're really just setting the value that the node already
has.
Since the node graph can have transform cross nodes, input keyframes may occur
at a different times requiring transforming between sequence time and media
time. This commit implements such a mechanism in all UI classes that need it.
for UI representations
Allows properties to be set without adding explicit extra members to NodeInputs.
Crucially this means parameters like slider value representations (percent,
decibel, etc.) can be set from NodeInputs now.
"toggled"
Only signal a change if the user made one. Toggled would be signalled even when
we set it programmatically (e.g. by simply creating the checkbox widget and
setting its state) causing unnecessary re-caches of the sequence.
Cuts down on a lot of duplicate code between
TimelineWidget/ViewerWidget/CurveWidget/NodeParamView
and TimelinePanel/ViewerPanel/CurvePanel/ParamPanel since they all use similar
time functions.
When dragging a value in the UI, we use a "single frame update" because we want
to prioritize the currently visible frame to give visual feedback as soon as
possible. Previously, we generated a single frame InvalidateCache() signal
from the widgets themselves, but this had the major downside of not necessarily
emitting the time that the viewer was actually showing (due to either node time
transformations or times differing between the effects panels and the viewer
panels). Now, we send a different signal that viewers can handle themselves to
update the time that they're currently showing. This means the fast updating
will work no matter how many viewers are connected at whatever time each viewer
is set to.
This adds the ability to keyframe more than one value per input (e.g. a vec2,
vec3, etc.) so that you can animate, for example, an X axis separately from a
Y axis.