Blog-posts are sorted by the tags you see below. You can filter the listing by checking/unchecking individual tags. Doubleclick or Shift-click a tag to see only its entries. For more informations see: About the Blog.
Due to our recent build server change, we accidentally broke the fetch-binaries script, which gets called by various post merge/checkout hooks installed by the init script and so in turn we managed to break the whole checkout/pull procedure :/
Sorry for that.
We decided to get rid of all these post merge/checkout hooks entirely and let the user decide when to invoke the fetch-binaries script for the following reasons:
The init script was used in the past to install post merge/checkout hooks to your local .git folder. These hooks did stuff like updating symbolic links or downloading a matching vvvv.exe from our build server. We got rid of the symbolic links about a year ago and the automatic download of a new vvvv.exe everytime you switched a branch started to get cumbersome.
Now in order to get everything running again you'll first need to delete those broken post merge/checkout hooks installed in your local .git folder.
Navigate to vvvv-sdk\.git\hooks and delete all non-sample files like this:
You can now do the usual
git pull upstream develop
And after ensuring that powershell 3.0 is installed (installed by default on windows 8) you can fetch a matching vvvv.exe (32 bit) with
Or in case for a 64 bit version do a
We've also updated the vvvv sdk page to reflect these latest changes.
When writing a plugin for vvvv the developer needs to at least add a reference to the VVVV.PluginInterfaces assembly. In order to do so there've been two choices up till now:
Both of these choices have drawbacks. Referencing directly requires the developer to update the assemblies manually with every new vvvv release, referencing the project enforced the inclusion of the whole vvvv-sdk which is quite large and sometimes tiresome to build.
Thanks to NuGet (a package manager for the windows development platform) and TeamCity (a build and NuGet server) a third choice emerged without the drawbacks mentioned above: referencing the assembly via a NuGet package.
Everytime our build server builds a new version of vvvv, it will also create a bunch of NuGet packages (VVVV.PluginInterfaces, VVVV.Utils, etc.) with the appropriate version information. When doing an alpha build those packages will be considered as a so called pre-release package by NuGet, when doing a beta build those packages will be considered as a stable release.
Now in order to create a plugin for vvvv by using NuGet, the developer has to:
NuGet will now download and add all the necessary dependencies to the project file and whenever a new version of vvvv is available, the NuGet package manager will ask whether or not to update the installed packages.
As of version 34.101 the packages should work in AnyCPU - for details see here
This was long overdue. While patching with vectors it happens quite often that you have to convert from 2d to 3d or vice versa. Until now you had to create the appropriate vector join/split nodes and connect the components with each other. this is history. the new swizzle nodes should cover 90% of those cases.
And while at it, the vector join/split nodes got a rewrite and are now 4-5 times faster.
Try it out in the latest alpha build and report the bugs as usual.
Announcing a random new feature: ctrl+F10 to toggle debugging spreadcounts
A link can have any of 4 styles:
We hope this to be specifically usefull when teaching beginners about spreads or hunting for large spreads or ø.
Available now in latest alpha builds
this is to update you on some recent fixes on boygrouping. As has been pointed at in this thread boygroup-(critical)-bugs there've been some unresolved buggers after the transition to a new networking library vvvv had to undergo with the all the unicode/64bit updates for beta29.
Here's whats fixed:
There is a thing though that may cause troubles but has to be solved patchwise: By default vvvv sends value-changes in the graph via udp but switches to sending via tcp if a message is too large (ie. a spreadcount too high). Please read the updated section boygrouping basics#warnings to understand how to detect those bottlenecks and how to deal with them.
Those fixes should get your boys back n'sync.
Please check the latest alpha builds for those changes.
dear commercial users of vvvv,
it has been brought to our attention that you're looking for a way to protect your precious patches from some untrustworthy bunch.
as announced during the keynode at node13 such a system is now in place and ready for testing. interested parties who are owners of an active (not older than a year) vvvv license please send an email with their postal address to firstname.lastname@example.org to apply for a test-dongle. you'll then receive further instructions.
pricing and public availability still to be announced.
vvvv contained two RS232 nodes, both with different pros and cons:
we therefore decided to make the previous two nodes legacy (not breaking existing patches) and rewrite the RS232 node as a plugin with all the features of the two previous nodes combined:
the mouse and keyboard nodes of vvvv have seen a complete rewrite in the lastest alpha version (29.4). their interface (in- and outputs) and behaviour is still the same, but under the hood they work differently:
up till now vvvv installed a so called system wide global hook on startup which rerouted mouse and keyboard messages from other processes to the vvvv process.
for reasons beyond the scope of this blog post, this caused random freezes of vvvv or even crashes of other processes. another issue was that it only worked with one vvvv instance at a time.
with the new nodes we got rid of those global hooks. in case of the window versions of the nodes we use a much safer technique called subclassing and in case of the global versions the keyboard and mouse states are retrieved at node evaluation.
hopefully this change shouldn't affect the user at all, if it does, please report in our alpha forum.
what's probably also worth mentioning is that the mouse nodes now output the state of XButton1 and XButton2.
to plugin developers:
Made a little cleanup of the midi output modules.
MidiCtlOut (Devices) -> MidiControllerOut (Devices)
MidiPgmOut (Devices) -> MidiProgramOut (Devices)
There were two midi note out modules, i renamed one to MidiNoteOut(Devices Bang), check the help patch to see the difference between the two.
And the two MidiControllerOut modules are merged, it has a bool to enable the send on change behavior.
All modules use midi channels 0-15 now.
This might break some midi patches of you. very sorry, but its clean now.
If you encounter any problems, please check the midi channel and whether you have the correct module loaded.
As you know, the devvvvs never sleep and constantly come up with implementations of random stuff, which you have to catch up with.
We have been accepted as one of the first who get a free development version of the Leap Motion device. The device is not yet available, but if your lucky and also got one, you can use it with vvvv right away.
Leap will ship another 10k dev devices in the next week, you might be lucky. apply here:http://developer.leapmotion.com
Otherwise this is just a public announcement that the Leap SDK found its way into our code base.
anonymous user login