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r21.1 Changelog+------------------------------------+| r21.1 Release - 89669+------------------------------------+
Release day - 18th May 2022

New Features
DSOF-18230 Shot Recording System
What is a shot recording system?
The shot recording system allows users to record and export parameters from within d3, ready for use
in post-production workflows. Unlike device recordings, which are played back within d3, the data
recorded by the shot recorder can be used by external applications.
General requirements
The shot recording system is designed as a generic system to allow users to record any fields orproperties displayed in the GUI. Users can build up their own collections of parameters they want torecord. In addition, the system has a quick and easy workflow for recording commonly-used sets ofparameters, such as camera tracking.
Users can add any fields or properties to a parameter collection for recording where technicallimitations allow. Then, as the properties are recorded, they can be viewed and monitored in the GUI.
Pre-defined parameter collections are automatically created for camera tracking data, whilst timecodes
can be selected and recorded alongside the parameters.
The shot recording system records to an internal format (.shot), which can then be converted todifferent formats, including JSON, CSV and FBX formats. These recordings can be viewed andmanaged from within the d3 GUI and can also be started and stopped using the shot recording API.
ParameterCollection
ParameterCollection is a Resource that allows users to create several different collections and switch
between them when deciding which parameters to record. It contains an array of ParameterSources,
each of which is one ‘parameter’, e.g. field/property to record. ParameterCollections can also contain alist of nested ParameterCollections, allowing users to build up collections in a modular way and addthem all to one outer collection which is used for recording.
Some ParameterCollections are auto-created with sets of parameters which are commonly required.
For example, each Camera auto-creates a ‘tracking’ collection containing all the parameters commonly
required for recreating camera tracking data. Similarly, each SpatialMap also creates a similar tracking
ParameterCollection - the main difference is that this accounts for offsets of the world zero point in thespatial map. It also references the currently active camera if using an MR set.

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ParameterSources contain a list of field ParameterSources for compound types (e.g. Vec contains x, y
and z, Resource can contain its fields). For compound types, the value of the ParameterSource is foundby populating the values of its fields. By contrast, the values for basic types are populated using theexpression system, which can return floats or strings. Any limitations of the expression system, orparticular fields which cannot be accessed by expressions, will also be limitations of the shot recording
system.
ShotRecorder
The main components of the ShotRecorder device are:●●●

The ParameterCollection containing the parameters to be recorded
A TimecodeTransport used to assign timestamps to the recorded parameters
Recording and export settings

Recordings can be started or stopped using the ShotRecorder editor, or the shot recording API.
Recordings are saved to an internal format, the .shot file, which is designed to be a compact way ofrecording the data. Values are recorded every frame, but only when they change to limit the size of thedata files. The files can then be converted to various more useful formats at any time after recording.
Separating the recording of the data from the conversion to file formats allows the recording to bemade as efficient as possible and allows us to make updates to the exported formats or add a newformat which can then be applied to old recordings.
Setting up the shot recording system
1. Create a ShotRecorder device in the current DeviceManager. This device will become themaster of the shot recording system
2. Name the Slate for the current shot
3. Create a new ParameterCollection in the ‘Parameters’ field and add the desired parameters.
ParameterCollections are a collection of different parameters that we are interested inrecording and getting the data out of i.e. camera tracking, MR set etc.
4. Add the desired Timecode provide to the ‘Timecode’ field
5. The ‘Take Snapshot’ and ‘Take Screenshot’ options can be selected to take a project snapshot
and/or screenshot at the end of each take.
To add parameters to a ParameterCollection for recording:
1. Open the ParameterCollection editor
2. Alt+drag from the Sources '+' button to any field in the UI to add it as a parameter source
3. Several ParameterCollections are automatically created for convenience, such as camera
tracking collections. These, or other user-created ParameterCollections, can be added to theParameterCollections list in the editor to allow the parameters to be organised into smaller
separate collections.
4. Click the arrow on the right hand side of a parameter to expand it and view its fields. Resource
parameters do not have their fields added by default, but they can be added by clicking the plus
button on the right hand side of the parameter.
5. Timecode can be set up inside the shot recorder in order to reference timecode in therecordings using TimeCodeTransportdisguise Technologies
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To make a recording:
1. To start a recording, click the button displaying ‘Disengaged’ to engage the recorder and start
recording.
2. Click the same button again to stop the recording. The take number will automaticallyincrement, or it can be changed manually.
3. Alternatively, use the API commands documented at http://localhost/docs/v1/index.html to
start and stop recordings externally
4. Slates will be listed under the ‘Recordings’ separator. Right click on a slate to see the takes forthat slate.
To export recordings:
1.
2.
3.
4.

Select the desired formats under the ‘Export’ tab
Either click ‘Export all recordings’, or export recordings individually under the ‘Recordings’ tab
Select ‘Auto-export’ to automatically export in the selected formats when each take is finished
Click ‘Export comparison table’ to export a CSV table comparing the first value of eachparameter for each recording
5. You can also enable to take a snapshot or a screenshot of each recording if desired
Recordings can currently be exported in the following formats:●●●●

JSON: A compact JSON representation which contains the changed parameter values for eachtimestamp, similar to the .shot fileCSV (Compact): A compact CSV representation which contains only the changed parametervalues for each timestamp
CSV (Dense): A dense CSV representation which contains all values for each parameter at eachtimestamp
FBX: An FBX file containing meshes and pose information (position, rotation, scale etc.) of allrecorded objects, where available. Any additional properties not represented within the FBX
specification are recorded as custom properties.

When going into the d3 projects folder, a new sub-folder will be created called ‘output’. Within there wehave ‘shots’ and in there will be the slate. In the slate, there will be the .shot recording in addition to therecording in the chosen format
Limitations●●●

The shot recording system only writes data out of d3. There is no capability to read recordings
back into d3 directly to replay the data. This is what device recordings should be used for.
The shot recording system and the device recording systems do not interact with each other.
They can still both be used at the same time.
There is not currently an easy way to get all the recorded camera tracking data into Unreal
Engine to re-render shots. Epic have outlined a workflow here to import and export FBX files
which allows camera positions, rotations and FoV to be imported.

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Additional information
Elements/Fields added●●●

Added a new VirtualCamera object, with its own editor
Added additional fields to an AnimateCameraControl layer when a VirtualCamera is selected
Added ‘VirtualCameraPosition’ object which can be selected in an AnimateCameraPreset layer

Relevant tooltips have been added to the editors of ShotRecorder and ParameterCollection. Somegeneral improvements to the expressions system have been made. It is important to note that the shotrecording system will have an additional performance load whilst recording.
We have also built a plug-in for the Unreal Switchboard, which can trigger the Shot Recorder when takes
are triggered within that system.
The Unreal Switchboard plug-in is needed in order to perform a shot record when the ‘take’ button in theswitchboard is activated. This can be downloaded here (https://download.disguise.one/#resources)
and the file should be copied to:
UE install>\Engine\Plugins\VirtualProduction\Switchboard\Source\Switchboard\switchboard\devices\and ensure a connected Disguise device can control Shot Recording.

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DSOF-16989 Virtual Camera workflow improvements
What is a virtual camera?
Virtual cameras can be used as part of mixed reality or green screen workflows to allow shots to be
captured from positions outside of the range of the physical cameras. By reprojecting the filmed action
and virtual content to a new viewpoint, wide shots can be captured for small stages with limited space.
A virtual camera can also be used to traverse a large virtual scene, such as a cityscape. It is possible tostart by moving through the streets rendering the virtual scene, and end by transitioning into the view of
the real camera on an xR stage, capturing the people on the stage within your virtual scene.

General requirements
Virtual cameras are designed to be interchangeable with real cameras as far as possible for a
MR/green screen setup. They should be interacted with in similar ways to a real camera. Virtual
cameras appear as an object in the stage, similar to a real camera, and can be linked to a ‘parent
camera’, which is the real camera providing the filmed content from the stage.

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Content can be mapped to the front and back plates of a virtual camera, and can be used in mixed
reality sets in the same way as a real camera. Users can also control the position of a virtual camera in
the same ways that are possible for a real camera.
Virtual camera positions can be defined in Global coordinates, or relative to the parent camera. Virtual
camera positions can also be keyframed using AnimateCameraControl and AnimateCameraPreset
layers.

Reprojection
Note that reprojection is done slightly differently to a real camera. For a real camera, the set extension
is reprojected onto the set extension mesh to match the filmed content in order to avoid any
discontinuities at the boundaries.
For a virtual camera, the filmed content is reprojected using a planar reprojection to match the fixed set
extension in order to ensure the set extension remains stable when the real camera moves.
This means that there may be more obvious discontinuities between filmed content and set extension
when using a virtual camera and moving its parent camera than when moving a real camera.
This effect will be more obvious the closer the virtual camera’s view is, so it is recommended not tomove the parent camera quickly when using a virtual camera which is only offset by a small amountfrom its parent.
Setting up the virtual camera:
1. Create a VirtualCamera in the Cameras list in the stage.
2. Set the ‘Parent camera’ property to the desired real camera.
3. Add a ‘Live action position marker’ located at the average position of live content on the stage(e.g. people). This will ensure that the live content appears with the correct perspective relative
to the virtual content when the virtual camera moves.
4. ‘Max zoom in factor’ can be set to restrict how much the filmed content can be zoomed into
before purely virtual content is displayed. This prevents excessive pixelation when moving thevirtual camera towards the live action.
5. Set the lens settings under Physical->Lens. These can be defined locally in the virtual camera,
set to follow the zoom of the parent camera (with an optional scaling applied), or set to follow
all the intrinsics of the parent camera (with an optional zoom scale).

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To control a virtual camera:
There are various ways for controlling the position of the virtual camera. You can either:●●●●

Use the object manipulators to move the VirtualCamera object around in the stage
Edit the values in the VirtualCamera editor. Note that values can be defined in a Global
coordinate system, or Relative to the parent camera.
Use a tracking source: A tracking source can be used to control the pose and lens intrinsics fora virtual camera in the same way as a real camera.
Keyframe camera animations using AnimateCameraPreset or AnimateCameraControl.

To keyframe virtual camera animations:
Virtual camera animations can be keyframed similarly to standard cameras using theAnimateCameraControl or AnimateCameraPreset layers.
●●

AnimateCameraControl:a. Add an AnimateCameraControl layer
b. Set the camera to the VirtualCamera you wish to animatec. Set the coordinate system to Global or Relative as desiredd. Keyframe virtual camera properties. In addition to the standard properties for a normal
camera, zoom scale can also be keyframed
AnimateCameraPreset:
a. Add an AnimateCameraPreset layer
b. Set the camera to the VirtualCamera you wish to animatec. Add new VirtualCameraPositions to the Position property
d. Set the coordinate system to Global or Relative as desirede. In addition to the standard properties for a normal camera, the virtual camera’s zoom
can be set. Toggle the ‘Animate zoom scale’ option to choose whether to animate zoom
scale or global field of viewf. Keyframe several VirtualCameraPositions to animate the camera between these
positions. Positions in Global and Relative coordinates can be mixed, and the camera
will move between the coordinate systems.

Limitations:
●

●
●
●

●

If the virtual camera is significantly off-axis from the real camera, the live objects (e.g. people)
will become skewed. The projection can be thought of as looking at a 2D cardboard cutout froma different angle.
All live action must be completely within the frame captured by the real camera. If not, it will be
cut off during the reprojection.
If the lens is heavily distorted, there may be distortion artefacts. A radial mask can be set in theeditor to remove these effects, which are most pronounced at the edges of the image.
If you attempt to move the virtual camera forwards towards the live action, the picture will
become progressively more pixelated. This is because you are zooming on the captured image
at fixed resolution. This can be mitigated by setting the ‘Max zoom in factor’.
If the virtual camera moves behind the live action, it will render virtual content only.

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If the parent camera moves quickly, there may be some noticeable discontinuity between filmed
content and the set extension. This may be more noticeable if the virtual camera is near theparent camera. For fast camera moves it is recommended to use a real camera rather than avirtual camera.

Legacy workflow
Virtual camera animations could previously be keyframed using additional options in the
AnimateCameraControl or AnimateCameraPreset layers. The new workflow supersedes this method,
however for backwards compatibility the old workflow can be enabled by setting the option switch
enableLegacyVirtualCameraWorkflow.
Additional information
Elements/Fields added●●●

Added a new VirtualCamera object, with its own editor
Added additional fields to an AnimateCameraControl layer when a VirtualCamera is selected
Added ‘VirtualCameraPosition’ object which can be selected in an AnimateCameraPreset layer

Relevant tooltips have been added to the new elements. The previous workflow is deprecated, but canbe enabled by setting the option switch enableLegacyVirtualCameraWorkflow.

Feature Request
DSOF-14841 Use RenderStream compressed to stream low-res proxies of RenderStream sources to
Director for previsualisation
We have created a low-resolution proxy of RenderStream compressed that the Director and Editor
machines can subscribe to for previsualisation.
The previous workflow for this was for the Director machine to subscribe to all of the RenderStream
uncompressed streams in order to provide a previsualisation of that feed(s).
The advantage of this feature is that a preview feed can now be delivered without saturating the
network bandwidth and/or the servers with RenderStream uncompressed feeds for these roles
This option can be found in the Devices dropdown / Proxy streams. A scale factor can also be set.
DSOF-11229 Ability to remove video output sync (genlock) within d3
We have added ‘Remove Genlock’ to the feed settings. A confirmation will pop up with the option torefresh as seen below:

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DSOF-9657 Simple Text Layer
DSOF-696 Imperial Measurements
We have enabled the option within d3 to switch between metric and imperial measurements. This canbe found in Project Settings / Unit Display Settings / Measurement unit as seen below:

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DSOF-16692 Add the ability for each RenderStream Textures to be sourced from different actors
It was requested by users working with vx machines as actors alongside a cluster of rx machines tosource content from different actors so that a single machine doesn’t have to stream all of the video
inputs/content to the render nodes.
We have therefore created a module called TextureParameterAssigner that contains the parameter andan assigner to control the transport format. This can be extended with a Machine object to control
which machine is responsible for outputting the texture.
We have also reflected this in the proxy levels system so that only the appropriate selected machinesrender the texture inputs as appropriate.

Improvements
DSOF-20318 Warn when EDID timings don't match
We have added a warning if users have different EDID timings when trying to genlock. In order togenlock, these need to be the same across the output heads. In previous releases, if the EDID timings
were different then genlock would fail without any indication as to why it had failed.
DSOF-20205 OscControl: rename OscCommand's address to "OSC address" that distinguishes it fromthe IP Address
DSOF-20153 More informative "zero-sized texture being used" notification
We have added the full file path and explicitly noted whether there is a missing file to the “zero-sized
texture being used” notification.
DSOF-20098 Improve performance of NotFoundMediaSystem
We have added a “Checking media” progress bar when performing project upgrades.
DSOF-20083 Make default VFC to be HDMI rather than DVI
DSOF-19946 Improve Project / Upgrade Load TimeWe have improved the load time of upgrading large projects to later releases.
DSOF-19865 [ACES] CDL functionality outside ACES modeIn r21.0 we released CDL layers and objects, which only work when a user is in ACES mode. We haveadded an error message when a user is creating a CDL layer and also turns it red. We have then added
a tooltip that explains why the CDL layer is red when not in ACES mode.
DSOF-19785 RenderStream Compressed: increase target bits/sec when using alpha plane
We have increased the alpha channel of RenderStream Compressed from 25 Mbps at 1080p 60 to 32
Mbps.

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DSOF-19645 Increase default resolution maximum of VFC cards from 5120x5120
We have increased the resolution in VFCPortConfig from 5120 pixels to 8192 pixels.
DSOF-19547 Left-click on layers in the layer stack to immediately open the layer editor
DSOF-19546 Notes: seen/unseen states
In r21.0 we added the notes feature. We have now added icons to notify users whether a note is unseen
or updated.
DSOF-19535 Simplify and fix SlugFont implementation
DSOF-19318 Add support for alpha in 4:2:2 RenderStream uncompressed format
We have added support for alpha in 4:2:2 chroma subsampling mode for RenderStream uncompressed.
Previously, the only format which supported RenderStream uncompressed alpha is RGBA mode, whichis 4 channels per pixel.
DSOF-19065 RenderStream: Include asset schema JSON in diagnostics
DSOF-18602 Improve process and gpu memory graphs to better represent state of memory usage
The GPU graph has been improved to show total physical and virtual memory available on the machine,
in addition to historic peak values to allow more careful management of resources. It also includes
Notch and Notch LC memory usage as well as texture allocations.
An example of where this could be used is a long running project where it may not be possible tomonitor each session. An outline can be seen below:

DSOF-18258 Camera switching control module
In previous releases, users experienced difficulties to time an xR camera switch exactly as there is adelay between pressing the button and the switch occurring in the output.

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This led to users having to try and estimate the switching latency themselves and trigger the switch an
appropriate amount of time in advance.
We have therefore created a CameraCutControl module to allow camera switches to be sequenced on
the timeline for xR workflows. It takes into account the calibrated delays to ensure that the switch
happens on a keyframed beat by calculating the total switching delay for any given frame, and uses thatto work out when to trigger the indirection change so that it lands on the correct beat.
This module can be found by first adding a SequencedInDirectionController as the camera indirection
control in the mixed reality set. From here, you can add a CameraCutControl module to the timeline.
Select the controller and mixed reality set, and then add keyframes to the camera property.

DSOF-18234 API control for shot recording
DSOF-17374 Expanded LUT file support (including 1D LUTs)
We have enabled 1D LUT file support in Designer to support linear colour reproduction when using
industry-standard solutions such as CalMan, which requires a 1D LUT file to adjust brightness, contrast,
and gamma in addition to 3D LUT files to adjust colours.
DSOF-17343 Camera bookmarks for the feed view
The camera bookmarks associated with the F keys are now shared between the Stage and Feed views.
DSOF-16686 Avoid pixelation when doing virtual camera moves through the reprojection plandisguise Technologies
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In previous releases, if a user did a virtual camera movement which goes through the reprojection plan(i.e. past the live action position market), the content got very pixelated. This is due to the fact thatusers are zooming on the camera image that is captured at a fixed resolution. We have set a ‘maximum
zoom’ value on a virtual camera to avoid this issue.
DSOF-12111 Make isCefPaintDirtyRectangles behaviour default and remove option switch
DSOF-9531 Listing of background tasks
We have added a ‘Background Tasks’ count in the notifications to enable users to see all active andqueued background tasks to support diagnosis of performance issues, and also to get visibility into
incomplete media.

DSOF-8456 Network status widget should remember its position
In previous releases, the floating network status widget didn’t remember its position, which caused theview of the stage to be unnecessarily obscured. This has now been resolved.
DSOF-8390 Notify user of that joining a session hosted by a different version of d3 is available, but notrecommended or supported
We have added a notification on each actor machine in a session using the notification bar warning theuser that the given machine is of a different version than the director machine.
DSOF-4298 Inclusion of timestamp to notifications
In r21.1 we have added timestamps to notifications.
DSOF-4253 Ability to define image sequence frame rate automatically
We have added the ability to generate both metadata.txt and .xmp data from an image sequence
DSOF-3477 Selecting FPS for the system time transport control
We have added the ability to change what FPS the system time transport control runs. In previous
versions, if the system time transport control was selected it forced the timeline to be in 30fps.

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Fixes
DSOF-20666 - Fixed an issue where the virtual camera disappeared from the stage when tracking
source is used
DSOF-20658 - Rendering Regression: Fixed no startup text, and flickering visualiser
DSOF-20656 - Fixed an issue where exceptions on startup could cause unclean shutdown and risk
project corruption
DSOF-20654 - Fixed transport controls on separate lines from HUD status at 3840 * 2160 with 250% dpi
scaling
DSOF-20621 - Fixed an issue where the recorder icon in d3 state bar had a massive border on addition
DSOF-20619 - Fixed an issue where 'Show 3D Observations' only showed text labels
DSOF-20617 - Fixed an issue where spatial calibration produced bad results
DSOF-20616 - Fixed an issue where spatial calibration didn't run for all screens in MR set
DSOF-20615 - Fixed an error when clicking 'Reset all Observations' in spatial calibration
DSOF-20608 - Fixed an issue where text seemed vertically squashed with high dpi scale
DSOF-20542 - Fixed an issue where Independent Editor could disengage transport on director

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DSOF-20541 - Fixed an issue where there were device conflicts and potential crashes with two device
managers
DSOF-20492 - Virtual camera can no longer be added as a parent camera
DSOF-20478 - Fixed an issue where values within Patch Assignments widget offset at random
DSOF-20447 - Fixed an Access Violation when opening DmxPersonality widget
DSOF-20433 - Fixed an Access violation when removing unassigned streams
DSOF-20388 - Fixed an error when adding fields of camera in parameter collection
DSOF-20380 - Fixed an issue where linking a Collection to a Source created an Arraybox error
notification
DSOF-20365 - Fixed an issue where setting the resolution of a surface referenced by a mesh mapping
to zero would cause d3 to hang
DSOF-20321 - Fixed the Missing Media widget being too narrow to read long filenames
DSOF-20306 - Fixed an Access Violation when running Colour Calibration
DSOF-20305 - Fixed an issue where mapping plane / wireframe were not drawn for most geometricmappings
DSOF-20282 - RenderStream: Fixed an issue where the stream crashes after a while when there is a
proxy stream in the assigner
DSOF-20275 - Fixed an issue where d3 locks up when ingesting large quantities of media
DSOF-20274 - - Fixed a Python error "Cannot convert from 'int' to 'Colour'" when creating QuickAlignpoint
DSOF-20256 - Now ensure clean shutdown of s3 main thread using RAIIDSOF-20251 - Fixed an issue where it was not possible to open list editor for Projectors and Cameras
DSOF-20248 - Fixed an exception when attempting to open Patch Assignments widget
DSOF-20182 - Fixed a crash when attempting to jump to timecode
DSOF-20154 - AnimateCameraPreset: Copy values button is no longer under the Virtual Camera
separator
DSOF-20148 - Fixed an issue where resizing a module from the very start of the track pushes themodule to the right, past the end of the track
DSOF-20147 - Fixed an issue when adding a new string into the Slate's input the Take number did notrevert back to one

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DSOF-20136 - Proxy streams are now included in bandwidth estimates
DSOF-20125 - 3D Perspective and parallel projections now use content viewpoint returned from
Renderstream
DSOF-20121 - Fixed an issue where mapping was no longer directed at surface 1 and displayed a "Bad
Projection Used" error
DSOF-20102 - Authorisation: reduced CPU spikes by moving time checks outside of CriticalSection
DSOF-20077 - Fixed an issue where the console window did not scroll to the end of the log
DSOF-20069 - VideoIn: Fixed unresponsive UI after being mapped to a stage camera video in
DSOF-20066 - Fixed an issue where multiple warp editors can be opened for the same feed rectangle
DSOF-20065 - Fixed an issue where feed mapping buttons have lost their backgrounds
DSOF-20063 - Fixed an issue where the feed mapping edit multiple table contained parameters that did
not apply to feed mappings
DSOF-20058 - Fixed a crash on startup when director was set to local machine
DSOF-20053 - Fixed an issue where dynamic blend did not work when projector is using MSAA
DSOF-20030 - Fixed an issue where ObjectView’s that were filtered via search did not display items in
relevance order
DSOF-20020 RenderStream: Fixed Receive Health widget not clearing each time a workload was started
DSOF-20017 RenderStream: Fixed an issue where tests showed a symbol error about
d3renderstreamsend.dll
DSOF-20007 - Choose Action button is now correctly labelled for RenderStream workloads
DSOF-19990 - Fixed an issue where Trash Icons overlapped text within devices
DSOF-19976 - Fixed an issue where "Remove Genlock" did not update the indicator of genlock status on
Nvidia Machines
DSOF-19966 - Bulk edit for videoclips is now laid out better and contains appropriate fields
DSOF-19957 - Fixed an Access Violation when editing VideoIn Input Transform after defocusing VideoIn
DSOF-19842 - Fixed an issue where a project could hang at "Scanning Package" upon start
DSOF-19835 - Improved Renderstream active latency rounding up
DSOF-19829 - Fixed an issue where 'Power' in a CDL widget brought up the wrong widget of valuesdisguise Technologies
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DSOF-19807 Video: Fixed CDL being active when ACES is disabled
DSOF-19804 - Fixed an issue where the video input patch editor's widget was minimized when stoppinga preview
DSOF-19787 - Fixed an issue where greyed out resource fields could be selected
DSOF-19697 - Fixed an issue where StageRender layer only works with 3D mappings
DSOF-19690 - Fixed Timeline Control section containing non timeline related settings
DSOF-19687 - Fixed RGB Colour module having Input Transform option in Gamma mode
DSOF-19638 ACES: Fixed Input Transform field appearing for videoins regardless of Colour
Management value
DSOF-19554 - Fixed thumbnail resolution for a certain types of resources
DSOF-19488 Mesh: Fixed PosIndex comparison operators > and < being incorrect
DSOF-19280 - Fixed a delay and main thread hang when switching video modes with capture cards
DSOF-19174 - Fixed Expressions referencing fields of other fields passed by value return garbage
DSOF-19146 - Fixed an issue when setting Venue to None or Changing Venue removes parent childrelationships from props within it
DSOF-19025 - Fixed an issue where Video In Placeholder Clips could not be NotchLC files
DSOF-18996 - Fixed an Access violation when taking shot with no timecode selected
DSOF-18969 - Fixed an issue where the network widget will always be fully expanded when d3 is started
DSOF-18669 - Fixed vertical alignment of text not being properly centered
DSOF-18508 - Fixed Parameter collection UI not showing enum values as a string
DSOF-18409 - Fixed an Access violation when shot recorder links to 'None' resource
DSOF-18377 - Fixed multiple Access violations when adding arrowing new parameters into collection
DSOF-18289 XR: Fixed an issue where it was not possible to remove alignment points when changing
mesh of Alignment Object
DSOF-18271 - Fixed an issue where importing .dpx files in d3 was giving the wrong colour shift
DSOF-18241- Fixed n Access Violation if new content is deleted from the Feed view if old content isviewed in the Edit Warp widget
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DSOF-17605 - Fixed an issue with 10bit feed settings requiring a restart of d3
DSOF-12071 - Fixed an issue with Video clip editor showing incorrect value for bits per channel for
NotchLC clips
DSOF-9815 - Fixed an issue where fade up/down/hold with an editor in independent mode affected themaster