Node core:
- MathNode/TrigonometryNode combo strings realigned with Operation enums
- mathbase scalar/vector operand pick no longer uses bitwise type checks
- NodeSetPositionAndDependenciesRecursively moves dependencies again
- RemoveAllKeyframes undo actually restores keyframes
- NodeGroup GetInputName null-deref guard, passthrough ids use input id
- NodeValueTable::Has is an exact type match; tag fallback only for
empty tags; kStrCombo/kPushButton get data type names
- delete_all_keyframes no longer loops forever on unparented keyframes;
keyframe-load failures propagate; rational interpolation falls back to
double; OpacityEffect no longer leaks its internal MathNode
Audio/footage:
- AudioVisualWaveform: GetSummaryFromTime underflow OOB read, TrimIn
prepend length bookkeeping, OverwriteSums source channel indexing
- PanNode inserts the pan value into the sample job (keyframed pan
works); OutputParamsChanged is emitted on device change; PortAudio
device indices are validated before Pa_GetDeviceInfo
- Footage: AdjustTimeByLoopMode no longer hangs/UBs on degenerate
lengths, GetStreamIndex bounds-checked, CheckFootage clears stale
state on missing files, failed probes are not cached,
FootageDescription::Load requires its own root element
Render/track:
- ViewerOutput pushes the tagged samples value; TrackList disconnects
the track-height lambda; GetTrackFromReference validity check
- RenderManager dummy backend: null-initialized threads, guarded
decoder-cache/timer paths; Renderer::Destroy releases color cache
shaders/textures; unknown dynamic backends no longer alias to oakgl
- SharedMemoryRegion POSIX attach validates segment size; ReadMessage
skips blank lines instead of failing; GC counter clamped;
IsRenderingCustomRange implemented; TimeOffsetNode gets a true
inverse OutputTimeAdjustment; zero-speed clips return the held frame
Plugin/nodes:
- OliveClip: stored default region of definition is honored, on-demand
images are cached; OliveHost sets host identity properties and logs
instead of showing modal dialogs offscreen; Plugin.h dead decls gone
- DespillNode guards graph-less use with Rec.709 fallback; description
typos fixed (despill, swirl); mosaic applies when only one axis
matches; Windows-only Project filename separator test fixed
It's been 84 years, but the polygon generator not only works, but now has bezier support. The UI could still use some work, but this was the hardest part. I guess complex masking should be possible now, if perhaps slightly cumbersome until the UI is smoothed out.
Project items are now represented directly in nodes opening up more versatility and possibilities. This is the first iteration of this and will be buggy. Need to test thoroughly.
This makes the node system somewhat more high-level with the intent of making
working with them far more flexible and stable. By making the architecture more
abstracted, it becomes far less rigid which should allow us to do even more
with it and make it much less crash prone.
Yep, this is another one of my "famous" sweeping rewrites. Expect things to break.
Goals for this are:
- Greatly simplify node connections (particularly with arrays) so the code requires less maintenance/is more stable
- Redesign node structure to address issues where UI would stall for lengthy periods of time
- Less reliance on shared ptrs/greater reliance on QObject system for inheritance/memory management
- General code cleanup and improvements
The macro defined namespaces confused the hell out of lupdate and more or less broke translations permanently. Looks like the only way we can do it is to have a hardcoded namespace, which goes against my instinct, but honestly how likely is it that we'll change the namespace anyway (I guess forks might want to do it, but that's their problem ;) )
The nodes now have more control over how their accelerated shaders/sample
functions are run, as well as how items are popped off the value tables.
This allows for various optimizations that we didn't have access to before.
As opposed to simply leaving all values in the table, nodes can now "take"
values that they use to free up memory (e.g. "taking" input buffers if they're
used to produce an output buffer).
This is a fairly large change, expect regressions.
If Nodes only have the one output, we don't need to do so much differentiation
between them. Previous iteration used outputs as like a distinct function
within a Node (e.g. length output would return one result, buffer output would
produce a different result - each run different code to produce their results).
Now in this iteration, it's more accurate to say a Node is just one function
(which seems more appropriate for a node system anyway).
Largely conforming renderers to new NodeValue system. Code seems a lot cleaner
this way which is a nice advantage. Likely non-functional as this won't
compile just yet and still needs probably another day or two of testing to get
it back to where it was before.
Since the nodes won't be holding any rendering data themselves in this system,
we may as well enforce some level of non-write access by setting all the
functions to const. They were already const-friendly, they just weren't
labelled as such.