-Nvidia OpenCL compilation was broken for density filtering due to ambiguity in the arguments to min(). Fix it by casting.
-Put Nvidia block size in DE back to 24 where it used to be. Nvidia fails when it's 32.
-Fix misspelling of the word "Rendering" in failure messages in final render dialog.
-Put FillSummary() back when loading an ember.
-Properly disable add final xform button when a final xform is present.
-Add toolbar buttons to switch some rendering options without having to open the options dialog.
--Bug fixes
-Only update summary on render completion, no need to constantly update it.
-Properly handle cancel even on variations dialog.
--Code changes
-Add small function ShutdownAndRecreateFromOptions() to wrap shutting down the timer and recreating the renderer.
-Use the overridden accept() and reject() functions more consistently across dialogs.
Native menu bar recreation is hooked up to the focusWindowChanged signal in
QGuiApplication. Emittng this when the window is shown ensures that Qt
creates the menubar at the correct time.
Fixesgh2k/fractorium#1
When these are raised on osx (and Linux?) the program crashes with no error.
This displays the message in a fatal error box and then quits slightly more
gracefully.
Apple users will very much expect command-Q to exit the app.
I'm not sure if it's possible to change these just for mac... People may be used to them being on Q/W on Windows?
-Add variations filter/selection dialog.
--Bug fixes
-Fix summary window not properly indicating the presence of pose affine.
-Remove a file named Fractorium.aps which had been erroneously committed a year ago.
--Code changes
-Use qobject_cast instead of dynamic_cast where appropriate.
-Add more override keyword where appropriate.
-Add variations list to settings for filter dialog.
-Add Summary tab to the info dock, place existing bounds related info in a new Bounds tab.
-Add a toolbar with the most common actions on it.
-Remove old toolbar at the top of the library tab.
--Code changes
-Refactor code to make a color visible on a background into VisibleColor() in FractoriumCommon.h
-Add IsXformLinked() to determine if an xform is linked to another.
-Remove SetPaletteRefTable() and GetQRgbFromPaletteIndex() from FractoriumEmberControllerBase and its derivations, unused.
-Add FillSummary() to FractoriumEmberController. Call in Update(), UpdateXform() and other places where values are changed to force an update of the summary view.
-Add export statements to FractoriumInfo.cpp.
-Remove image parameter from SetPaletteTableItem(), it was a bad design.
-InitToolbarUI() is now empty since toolbar initialization happens automatically. Leave as a placeholder.
-Refactor code to get a palette color at a given index and convert it to a QColor to ColorIndexToQColor().
-Add motion support from Simon Detheridge at the ember level instead of just individual xforms:
Add the ability to manipulate camera pitch, yaw and other goodies during flame rotation using a new element specified at the top-level of the flame.
Create a new 'saw' motion function, so that these values can effectively be looped (e.g. yaw -1 to +1) over the course of a rotation.
Add an offset to existing motion elements, to start them partway through their cycle. This would (for example) enable creating circular motion of xform affines, by combining two offset sine waves, one with an offset of 0.25 or 0.75.
Fix loops in EmberGenome (they only had an on/off effect - this was broken in flame-genome as well) and make the loop count floating-point as well. For sequence animations, it's not necessary for clips to loop precisely if they're not designed specifically for the ES project.
Similarly, there's no need for motion_frequency to be an integer value either so this was changed to allow motion that doesn't necessarily start or end at the loop boundary.
I've attempted to keep each bit of functionality in its own commit.
There's an argument as to whether to call the new flame motion elements <flame_motion/> (to differentiate programmatically) or just <motion/> (for consistency within the file) -- I opted for the former because it was easier to modify the xml parser that way.
--Code changes
-Change FlameMotion.h to EmberMotion.h to keep the naming convention consistent.
-Made elements of EmberMotion.m_MotionParams into their own type, MotionParam, which allows for CopyVec() to work.
-Change m_FlameMotionElements to m_EmberMotionElements in Ember.
-Use CopyVec() for EmberMotion instead of manual copy in copy constructors.
-Add exports in Ember.cpp for EmberMotion.
-Format eEmberMotionParam enum with one entry per line since it has many entries.
-Use fabs() in XmlToEmber instead of glm::abs.
-Minor formatting.
-Allow for empty fields in template files.
--Code changes
-When parsing, a boolean is not available to specify whether to use the default values if they are not present. This will be false for template files.
-Allow for continuous update during interactive rendering.
--Code changes
-Make some variation related functions const where appropriate.
-Use auto keyword more.
-Eliminate delay when switching between single and double precision.
--Code changes
-Variation tree and associated widgets no longer actually contain variation objects, only IDs.