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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.
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
Frac (Value) can output whole parts up to MaxFloat
QRCodeTexture (EX9.Texture) now only computes when one of its input changes and its textures are now accepted in Queue (EX9.Texture)