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.
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 ;) )
General code and functionality improvements. Moved more code out of the
OpenGL backend for portability. Implemented audio transitions.
Implemented basic transition animation curve settings.