-Add a new option to EmberAnimate --ignore-existing which makes it skip rendering a frame if the files from all of the requested extensions for that frame already exist.
--Code changes
-Migrate to VS2022 and no longer use a version specific folder for the VS solution and project files. It is now under a version agnostic folder called Solution.
-Numbering of rendered files was wrong.
-Truchet_hex_fill was not compiling with some newer Nvidia drivers.
--Code changes
-Update Wix installer to use VS 2019.
--User changes
-Allow users to set the Exp value when using the Exp temporal filter type.
-Set the default temporal filter type to be Box, which does not alter the palette values at all during animation. This is done to avoid confusion when using Gaussian or Exp which can produce darkened images.
--Bug fixes
-Sending a sequence to the final render dialog when the keyframes had non zero rotate and center Y values would produce off center animations when rendered.
-Temporal filters were being unnecessarily recreated many times when rendering or generating sequences.
-Exp filter was always treated like a Box filter.
--Code changes
-Add a new member function SaveCurrentAsXml(QString filename = "") to the controllers which is only used for testing.
-Modernize some C++ code.
-Allow for specifying linear or smooth interpolation when generating a sequence in the Library tab (was formerly hardcoded to smooth). This has the effect of exposing the --unsmoother option used in EmberGenome in the GUI.
-Clarify tool tips of the sequence interpolation fields in the animation group on the Flame tab.
-Change caption of the Bounds tab to be Bounds & Log.
-Fix improper usage of rand() in cpow2, cpow3, hypertile1, hypertile3D1, hypertile3D2, juliac, juliaq.
-Fix program crashing during density filtering on some Nvidia cards.
-hypertile3D1 was wrong.
-Parsing phoenix_julia when coming from Apophysis was wrong.
-Density filtering was freezing on certain Nvidia cards.
--Code changes
-Optimize juliac, npolar.
-Add a new function Crand() which behaves like the legacy C rand() which returns an integer between 0 and 32766, inclusive.
-Use RandBit() in some places.
-Remove Zeps() from vignette, it's not needed.
-Restructure OpenCL code for density filtering such that it does not hang after being compiled on some Nvidia cards, such as the gtx 1660. Remove barriers from conditionals where possible.