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Improve the portal, tide and dissolve transitions with the depth map - #24
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Each point on the cursor's trail grows a sphere in the scene, starting at the surface under the cursor, so the portal spreads over that surface first and wraps round things nearer and further away. Noise pushes the sphere's edge in and out, across the screen and in depth. A coarse grid of each wallpaper's depths, made as it loads, gives how far the first sphere has to reach and how much of the screen is within each distance of the cursor, so the portal changes a similar amount of the picture throughout the transition.
When a wallpaper loads, its depth map is searched for the biggest flat surface facing up or towards the camera, and the tide measures height from that instead of a level horizon across the middle of the picture. Views from above or at an angle now fill level with their ground. Close-ups, abstract images and scenes with more than one slope keep the level horizon.
The dissolve now uses the portal's spheres, starting them at random instead of from the cursor. They start more and more often, each somewhere the earlier ones haven't reached, and tend to start among the furthest things first. They grow as slowly as they can while still reaching everywhere in time, and a timing table worked out from where they start keeps the picture changing at a steady rate.
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What's changed
The docs clips, the README reel, the man page, the completions and the changelog are updated to match.