render one frame per thread for increased parallelism
If the nodes are now stateless, there's nothing stopping the renderer from rendering multiple frames at once. Earlier since the nodes held some of their input/output data (and that data could change per frame), it was not possible to render multiple frames at once without conflicts. Now that the node state is held in render threads, they can do whatever they want at any time.
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@@ -121,7 +121,7 @@ public:
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/**
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* @brief Copy all values including keyframe information and connections from another NodeInput
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*/
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static void CopyValues(NodeInput* source, NodeInput* dest, bool include_connections = true);
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static void CopyValues(NodeInput* source, NodeInput* dest, bool include_connections = true, bool lock_connections = true);
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signals:
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void ValueChanged(const rational& start, const rational& end);
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