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 ;) )
Queuing the destructor caused a potential desync in the node graph that
disconnected blocks after they were reconnected elsewhere. Destroying
immediately keeps this logic synchronized.
A huge optimization that ensures only the parts of a node graph that have
changed get pushed to the renderer. For thread-safety, the node graph is
copied elsewhere so that users can make changes asynchronously and the graph
can update when its threads are ready. Up until now, if an input value changed,
every node's values would be re-copied, or worse, if a connection was changed,
the entire graph would be recopied. This has been negligible in testing since
we've been largely testing with small graphs, but for massive projects, it's
important that this be as optimized as possible.
Implemented the ability to copy/paste blocks/clips in the timeline. This did
require some large scale changes and reworking of the copy/paste system
introduced a few commits ago, but should be largely functional now.
Should address any XML parsing issues and allows for simpler, more maintainable
code. Should also address a crash that could occur when pasting nodes that had
inputs that weren't copied.
Footage is a special case where the node parameters can reference objects that
exist outside of the graph. Therefore specific code is needed to
serialize/deserialize.
Since we load in a separate thread, when the QObject based objects are
instantiated, they're created with affinity to that separate thread. Now we
specifically ensure they are moved to the main thread after their creation.
Since all NodeInputs will generally only need their data type and default
value set once, we place it all into the constructor for cleaner and easier
to manage code.
It seems unwise to let NodeInputs take more than one value, but at times
it makes sense to create a list or array of inputs. This class will create
sub-parameters as an easy way to provide variable inputs while also enforcing
one connection per input parameter.
This is also the primary motivation for the previous commit (disambiguating
when a NodeParam's parent is a Node vs some other type).
Old code assumes that a NodeParam's parent will always be a Node. The function
has been separated off and tweaked in the event that this is not the case.