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.
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).
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.
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.