change log - vvvv45beta31.2
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