It was becoming inevitable to get rid of this, it was continuously an exception
that had to be made to the DAG concept seeing as blocks are never really
"dependents" on each other, i.e. the images they produce have nothing to do
with other blocks. The only exception is a transition which will also be
easier to accomplish with this slightly different design.
A signal emitted and received in the same thread will call other functions
before returning to the one that emitted the signal. If these other functions
try to lock a mutex while a mutex is already locked by the emitting function,
we get stuck in a deadlock. These changes ensure that a signal is never emitted
by any function until all the nodes locked by it are unlocked.
Many changes were made throughout the codebase to support audio, these are
most of the small changes necessary.
The audio support still is not perfect. I still need to write in resampling
support. After that it should work correctly with all audio types.
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.