Addresses scheduling issues where a backend might be closed (or even
destroyed) before it processes a waveform signal from a worker. Requires
extra multithreading code.
Features a lot of timeline-related cache optimizations as well as general
optimizations and improvements in timeline behavior. Should improve
usability significantly.
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.
This will be useful for various reasons, however the behavior of selecting
gaps and transitions will need to be regulated harder than clips in the near
future.
Like the base "Block" type, the "Transition" type will not be a node used on its
own, it will have to be derived. This type defines some basic behavior for a
transition (e.g. how much it overlaps its "from" and "to" blocks).
Fixes recurring design issue that the Blocks were a frequent exception to the
DAG concept. The Blocks connecting to each others inputs/outputs while not
necessarily being "dependent" on each other to produce an image continually
causes issues while trying to create a rendering code path. This redesign
should provide a more "directed" approach to the directed acyclic graph.