Commit Graph
15 Commits
Author SHA1 Message Date
itsmattkc f4df6a7918 ensure cleanup on autocache upon destruction
Fixes double free.
2021-02-20 23:08:11 +11:00
itsmattkc cc9747ede4 moved ColorManager to a node
Reduces code by reusing the existing node infrastructure. Also
helps prevent race conditions since the node/render system is
designed for multithreading.
2021-02-18 14:33:08 +11:00
itsmattkc 4827782331 moved sequence params into node graph too
Reduces code by reusing more of the existing node infrastructure
to synchronize sequence parameters the render backend.
2021-02-18 13:20:23 +11:00
itsmattkc d7c5ac4b44 implement entire project in nodes
Project items are now represented directly in nodes opening up more versatility and possibilities. This is the first iteration of this and will be buggy. Need to test thoroughly.
2021-02-15 21:31:57 +11:00
itsmattkc 81c1922911 use strings to connect nodes
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.
2021-02-09 15:48:37 +11:00
itsmattkc b83677e319 moved input signals to graph to prevent signal desyncs 2021-01-14 10:32:42 +11:00
itsmattkc f7883bd02c began some rewrites to timeline drawing 2021-01-14 10:30:20 +11:00
itsmattkc 181235f6ce began new infrastructure
Yep, this is another one of my "famous" sweeping rewrites. Expect things to break.

Goals for this are:
- Greatly simplify node connections (particularly with arrays) so the code requires less maintenance/is more stable
- Redesign node structure to address issues where UI would stall for lengthy periods of time
- Less reliance on shared ptrs/greater reliance on QObject system for inheritance/memory management
- General code cleanup and improvements
2021-01-05 11:20:38 +11:00
itsmattkc aeb7bc02b6 autocache: added brief delay between changes and recache 2020-11-18 13:08:09 +11:00
itsmattkc 75d4cd899b use hardcoded namespace
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 ;) )
2020-11-17 20:24:42 +11:00
itsmattkc 0429e70fe0 merged all drawing functions into a single shader processing function 2020-11-10 15:50:13 +11:00
itsmattkc 1d61f89920 large scale renderer rework
- Abstracts all OpenGL functionality including UI objects
- Cleans up several rendering codepaths
- Improves threading functionality
- Removes old code and problematic functions
2020-11-10 11:24:51 +11:00
itsmattkc 26e351d363 moved frame cache saving to our custom thread pool so we can control the priority 2020-10-29 03:12:04 +11:00
itsmattkc 00fef29cac fixed issues where hashes wouldn't set correctly 2020-10-29 02:18:58 +11:00
itsmattkc b582843d27 moved things around and started rewriting render backend 2020-10-29 01:36:26 +11:00