- Live scanline updates while rendering Using a timer system, each second now the tiles that are being processed are checked if they could use display. To make this work pretty, I had to use the threaded 'tile processor' for a single thread too, but that's now proven to be stable. Also note that these updates draw per layer, including ztransp progress separately from solid render. - Recode of ztransp OSA Until now (since blender 1.0) the ztransp part was fully rendered and added on top of the solid part with alpha-over. This adding was done before the solid part applied sub-pixel sample filtering, causing the ztransp layer to be always too blurry. Now the ztransp layer uses same sub=pixel filter, resulting in the same AA level (and filter results) as the solid part. Quite noticable with hair renders. - Vector buffer support & preliminary vector-blur Node Using the "Render Layer" panel "Vector" pass button, the motion vectors per pixel are calculated and stored. Accessible via the Compositor. The vector-blur node is horrible btw! It just uses the length of the vector to apply a filter like with current (z)blur. I'm committing it anyway, I'll experiment with it further, and who knows some surprise code shows up!