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 ;) )
I think there was an earlier commit with a similar name but turns out
I'd only done foundational work in that commit and never actually
properly set it up. Of course once I did, there were several issues that
needed fixing to make it work correctly, but now it works as expected.
Heavily optimizes larger projects by allowing cache jobs to only copy
what has changed.
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.
for UI representations
Allows properties to be set without adding explicit extra members to NodeInputs.
Crucially this means parameters like slider value representations (percent,
decibel, etc.) can be set from NodeInputs now.
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 rationals aren't a known Qt format, the QVariant container can't
automatically convert them to and from strings (for XML serialization). We have
to hijack these functions and do the conversion manually for those types.
Also moved the block name type to a node input, which means it's serialized
and copied by default (I'm not sure why it wasn't already like this).
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.
This adds the ability to keyframe more than one value per input (e.g. a vec2,
vec3, etc.) so that you can animate, for example, an X axis separately from a
Y axis.
To allow keyframing of each axis of a vector 2/3/4, without simply separating
the inputs for each axis, the NodeInputs need to support more than one keyframe
track with the ability to merge them into a single value when necessary.
Widget now supports creating keyframe and standard values, supports dragging
from sliders (not creating an undo command for each drag), and everything is
undoable.
Previously the non-keyframed value was stored as a static keyframe but this
introduced issues when an input was in a state of keyframes being enabled but
0 keyframes existing. Having a standard value makes much more sense.
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.
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.
Sometimes we'll be copying nodes without wanting to copy their connections,
since we'll want to connect them to equivalent copies rather than connecting
them to the same nodes the originals were connected to. We now have an extra
parameter to distinguish such operations.
The new rendering pipeline strives to simplify the nodes themselves as much
as possible and move much of the logic to an external rendering engine. This
change removes all of the responsibilities that no longer belong to the
nodes themselves and will soon be folded into the renderer.
Nodes were previously written to be "strongly typed" in that a parameter's
"type" enforced whether it could be connected to another. All code related
to that has now been removed since not only is it hard to maintain and
likely unnecessary, it's possible the nodes will work differently later on
anyway.