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.
I'll be honest, this stuff probably caused a lot of crashes. Objects were constantly created and destroyed without the foresight that other commands might be using them. This should fix a lot of that.
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
Added ShaderJobEvent to CrossDissolveTransition which sets alpha as
required.
app/node/block/transition/crossdissolve/crossdissolvetransition.cpp
app/node/block/transition/crossdissolve/crossdissolvetransition.h
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 ;) )
This is the first step in what will eventually be keyframable time
remapping. The speed/duration dialog was a holdover from 0.1 and we can
probably do better here.
General code and functionality improvements. Moved more code out of the
OpenGL backend for portability. Implemented audio transitions.
Implemented basic transition animation curve settings.
Improves stability and cache reliability.
Earlier iterations were prone to skipping necessary signals (usually
leading to some sort of assert fail), particularly when track
optimizations were used. Those optimizations have been moved to the
viewer node so there's a higher degree of control over which signals
get optimized and in which ways.
Features a lot of timeline-related cache optimizations as well as general
optimizations and improvements in timeline behavior. Should improve
usability significantly.