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.
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.
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.
The track limits cache invalidation signals to the length of the track. On some
platforms, if a block length was changed to the point that it changed the
track length, the track length would change AFTER the cache invalidation and
therefore never end up getting rendered.
This commit ensures that when a track's length changes, the new section is
invalidated regardless of ordering.
Implemented the ability to copy/paste blocks/clips in the timeline. This did
require some large scale changes and reworking of the copy/paste system
introduced a few commits ago, but should be largely functional now.