» Change Log - vvvv45beta25
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Change Log - vvvv45beta25

released on 24 12 10

general

  • caching now saves only one file into the application data/temp dir
  • slightly better startup performance due to lazy loading of dynamic plugins
  • fixed a crash of vvvv if a plugin tried to log from a different thread than the main thread
  • fixed various memory leaks related to plugins
  • dynamic plugins copy locally referenced assemblies to the output directory on compile, so it should not be necessary anymore to put external dependencies in the bin/managed or plugins folder of vvvv.
  • fixed a few threading issues regarding background parsing of c# projects and documents
  • pluginwindows now hide correctly when sent to box (ALT+2) while their parent window is hidden
  • plugin nodes are colored red in debug mode (ctrl+F9) if they throw runtime errors.
  • debug mode now consistently colors nodes throwing errors
  • only IOBox is selected after creating it with middleclick while making a connection
  • duplicate within context added for patcheditor (keeps input links on duplicated nodes)
  • file/dir open/save dialogs now open with the correct initial file/dir again
  • better integration of code editor by using vvvv's window management for tabbing
  • ctrl+click on a dynamic node brings up a dialog to choose which source file to open
  • code editor opens up on a per node basis. so it only shows runtime errors of a specific node.
  • string pins of subtype filename/directory now resolve environmentvariables like %USERPROFILE%
  • new window: Finder (Ctrl+F)
  • windowswitcher now based on Finder and also opens with ctrl+shift+tab
  • new window: ProjectExplorer (Ctrl+J)
  • project explorer displays project files of dynamic plugins and effects. it can be used to add/remove documents/references to a dynamic plugin and set the build configuration in order to debug a dynamic plugin in an external IDE like sharp develop or visual studio.
  • optimized queue node.
  • dynamic plugins don't need to be in vvvv/plugins anymore.
  • cloning a template will use the path of the active patch suffixed with plugins/effects depending on the type of template.
  • fix: cloning a dynamic plugin should handle illegal c# class name characters properly.
  • if not necessary project files of dynamic plugins are not loaded by vvvv on node creation.
  • fix: code editor should show errors in included fxh files too.
  • if a node referenced by a v4p file can't be found or in case of dynamic plugins can't be compiled it should show up as a red node. see nodes and paths.
  • fix: it shouldn't be a problem anymore to change the plugin info of a dynamic plugin during runtime. changing the systemname will result in a red node.

plugininterface

  • better performance when deleting plugin/dynamic nodes (no more forcing of garbage collection)
  • fixed memory leak in reloading of dynamic nodes
  • generic output pin of type T registers GUIDs of T and all implemented interfaces and subclasses. for example an output of type Apple should be connectable to an input of type Fruit now.
  • colorpins are now using their subtypes correctly
  • texture-output-pins are now spreadable
  • ISpread<T> shouldn't lose data if slicecount is increased or decreased
  • added new argument IPin to IPinUpdater.Connect/Disconnect methods
  • fix: setting slice count of GenericOutputPin to 0 didn't have any effect
  • fix: divide by zero in InputBinSpread
  • introduced new IPluginHost2 which implements IPluginHost and INode.
  • removed all wrapper pin classes in V2. reduces overhead a little and should therefore bring little performance improvements.
  • moved Pin<T> and DiffPin<T> from VVVV.Hosting to VVVV.PluginInterfaces.V2. it's now possible to import Pin<T> instead of ISpread<T> if advanced features like Connected / Disconnected events are required.
  • fix: SetRenderState/SetSamplerState and SetTextureStageState crashed since beta24. Text (EX9) used those methods so hopefully this fixes some strange behaviours reported by various users.
  • methods of IPinUpdater weren't called if used in conjunction with V1 plugin
  • reduced overhead a little in call to Evaluate method of plugin
  • fix: if a plugin only implemented IPluginBase Update on Config pins wasn't called.
  • fix: plugin input pins were deleted on recompile if plugin was evaluated each frame (for example if it was selected by inspektor), causing runtime exceptions.
  • fix:http://vvvv.org/forum/enum-pin-in-v2-always-only-slicecount-of-1
  • Added extension method ISpread.Clone() and added extension method ISpread.AssignFrom<T>(IList<T>).
  • added property Buffer to Spread (use with caution).
  • did a complete overhaul of the v2 pin implementations. much better memory management, far less garbage collections necessary -> hopefully far less glitches.
  • added pin attribute Lazy to ISpread<ISpread<T>>. should be used in case one is only interested in a subset of the input. good example would be a getslice node.
  • fix: v2 plugins use plugin host to log instead of default logger.
  • Fixed overflow exception in RGBAColor when converting to System.Drawing.Color.
  • fix: ISpread<ISpread<T>> should handle spread of negative bin sizes correctly.
  • fix: v1 plugins weren't properly disposed if SetPluginHost method crashed.
  • StringOutput pin only writes to internal pin if necessary in order to avoid expensive marshalling costs.
  • introduced new INode2 interface which can be used by plugin writers to inspect the graph of vvvv. see IHDEHost.RootNode

fixed nodes

anonymous user login

Shoutbox

~2d ago

strblau: @tonfilm Thankyou very much!

~2d ago

skyliner: so much lovvvve in 8:28 minutes. respect to everyone involved. you're fantastic!

~2d ago

tonfilm: We proudly present: the-vvvv-show-off-reel

~2d ago

ggml: someone has a recommendation for full body photogrammetry service in berlin ? thx

~3d ago

eps: @joreg thank u sir

~3d ago

joreg: @eps available now on the downloads page!

~3d ago

eps: @joreg no offline installer anymore?

~3d ago

joreg: Out now: vvvv beta 39: vvvv50beta39

~4d ago

tonfilm: @strblau they are in the dx11 pack: directx11-nodes