a new node system will make scripting easier.
Nodes can be of type action, trigger or object and have different in- and output connectors.
- object nodes show their connections to their triggers
- triggers and actions show connections to their actions
- property window shows up upon double clicking a node (same window as before)
a connecting line between two connectors only visualizes that action A has a link to action B. How that link works is up to the actions in question. One action might modify another action’s properties directly (‘push-mode’) while another action reads a property of a connected action (‘pull-mode’). Both cases would simply display a line or curve between the two connectors.
a first attempt at rendering nodes inside a clipped area:
along with this change, the base action might be expanded:
each action might get the ability to trigger a remote action, just like the ‘execute’-action did before.
This works exactly like a follow-up action, except that the executed action can be a remote action and doesn’t have to be an immediate child.
the big issue that needs to be resolved before  I can start working on this:
rendering clipped gui-areas.
The node-view needs to be able to display partially occluded areas at the borders of the containing window (so that panning and scaling can be enabled) .
The easiest way to do that would be to simply render the area into an offscreen-buffer, then render the (clipped) buffer onto the window.
I’m not entirely sure how I can achieve this since offscreen-buffers are only supported up to a certain size. If the buffer gets too large, we won’t be able to fetch it and thus lose the ability to display anything.
Another option would be to clip manually. Â This option is not recommended since it would be a general pain in the butt to apply clipping to gui rects (adapting tex coords…) and lines&curves (finding intersection points with viewport can be tough when it comes to curved connectors…)
