* Start adding a corner pin node
* Start gizmo support
* Correctly setup QVector2d inputs
* Missing breaks were causing incorect data to be set
* Add ability to override vertex coords
* Get perspective pin working
* Cleanup
* Add none perspective corner pin
* Small optimisation
* Improve comments, clean up and fix bug in job optimisation
* [skip ci] cornerpin: Improve description
* Move GL extension from shader to standard preamble.
* Use #version 130 for mobile GPU compatibility
* Cache half resolution
* Use built in NodeInputDragger::GetStartValue
* Pass cnst references to avoid deep copies
Co-authored-by: itsmattkc <itsmattkc@gmail.com>
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.
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 ;) )