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» change log - vvvv45beta31.2
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change log - vvvv45beta31.2
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released on 11 11 13
general
SaveDialog now displays directory and filename in 2 lines
Jump2Parent patch now has international shortcut: ctrl+ the key below ESCAPE
tty now reports an error if a mididevice fails to open
Debug Spreads via Ctrl+F10
Alt+A now opens About patch (allows quick check of running version)
vvvv shouldn't block windows shutdown sequence anymore. See
vvvv-blocking-windows-7-shutdown
In case a node is missing write proper error message to the log and startup log
smaller memory footprint while patching
Much better dongle protection during runtime
boygrouping
clients/server can again be started in any order and will find each other
clients again try to reconnect periodically when they lost connection
a memory leak that kept a copy of each graph-dump for each client is closed
new nodes
Encode/Decode (String URL)
Encode/Decode (String HTML)
Encode (String HTML Attribute)
module Trigger (Animation)
module: Limiter (Animation)
Cons nodes in XElement Category
Vector swizzle nodes to convert between 2d and 3d vectors: xy, xz, yz, xyZ, xYz, Xyz
Skip (Raw), Take (Raw), GetBytes (Raw) and + (Raw Spectral)
complete spreadoperations for Raw category: Queue, Buffer, RingBuffer, SetSlice, DeleteSlice, Zip, Zip (Bin), Unzip, Unzip (Bin)
module: Randomize (Spreads)
module: IsActive (VVVV)
OnDeactivate (VVVV)
changed nodes
MultiToggle (Animation) got an initialization option
Window (Windows) has its width/height pins no longer constrained
all midi nodes now default to Enabled=1
DMX (Network Artnet Sender/Receiver) now have their
SubnetID
and
UniverseID
correctly clamped to 15 and the
Do Send
is now single
fixed nodes
Typospread: bugfixes and perforamce gain
MidiAllNotesOff now applies to all channels/notes correctly
Info (EX9.Texture) on x64 now correctly initializes sharedhandle to 0
Render (HTML Url/String) no longer throw javascript errors and now use IE10
Fixed issue in + (Raw) - read from first slices only.
Updated resource and memory management for Player (EX9.Texture):
All players (in one node) share the same texture pool now
Pools get managed per node (not node/slice like before)
In each evaluate the player node will:
Try to release unused pool memory - but will keep a little to avoid reallocation
Release all unused textures
Vector join/split nodes are 4-5 times faster now
plugin interfaces
API change: changed type of last parameter of IEffectHost.SetEffect to System.IO.Stream
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Shoutbox
~5d ago
joreg:
Starting October 16: vvvv beginner class winter 23/24 Sign up here:
https://thenodeinstitute.org/courses/ws23-vvvv-beginner-class/
~17d ago
skyliner:
PAROL6 - 3D printed desktop robot arm
~23d ago
dannielmach:
https://theresanaiforthat.com/
~1mth ago
joreg:
Coming up: vvvv meetup in Berlin on August 28:
https://visualprogramming.net/blog/2023/22.-vvvv-worldwide-meetup/
~1mth ago
skyliner:
visionscript
~1mth ago
dannielmach:
https://tinywow.com/
~1mth ago
yar:
nerf + sdf ?
https://youtu.be/ZAgeD-W9QxQ
~1mth ago
skyliner:
https://www.youtube.com/watch?v=lvvzolKHt2E
~2mth ago
yar:
Another tool for those who love nodes:
https://n8n.io/
~2mth ago
dannielmach:
https://www.youtube.com/watch?v=GUsY8ocXVuk