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CHANGELOG
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v0.3.0 / 2013-08-13
===================
Recommended VVVV version for this VVVV.js release is 45beta28
Nodes
-----
new:
Separate (String)
Count (String)
= (String)
Select (String)
Clean (String)
IOBox (Node)
Switch (Node)
Queue (Spreads)
CurrentTime (Astronomy)
Gregorian (Astronomy Split)
XPath (XML)
SetAlpha (Color)
improved:
* I (Spreads) works now with From > To values
* AsValue (String) works with negative values
* Renderer (HTML5 Canvas) only renders when input pins change
* DX9Texture (EX9) enables linear filtering for Canvas Texture
Core
----
* Interpretation of spreads in XML fixed
* Supports loading of subpatches
* VVVVJsConnector can deal with subpatches
* Replaced some underscore.js loops with native loops
* VVVViewer now opens subpatch when a subpatch node is double-clicked. Returns to parent patch when background is double-clicked
* Introduced VVVV.PinTypes
* New PinTypes: WebGlResource, WebGlTexture, Node, Transform, CanvasRenderState
* VVVViewer displays actual colors in IOBox (Color)
* adds VVVV.Editors and makes VVVVJsConnector an 'Editor' in VVVV.Editors["Connector"]
Node Interface Changes
----------------------
* VVVV.Core.Pin.connectionChanged() handler has been replaced by the hash VVVV.Core.Pin.connectionChangedHandlers, to allow multiple named callbacks
v0.2.0 / 2013-02-04
===================
From this version on, VVVV.js is only tested with VVVV versions >= beta27.
Nodes
-----
new:
* Constant (EX9.Effect)
* GouroudDirectional (EX9.Effect)
* PhongDirectional (EX9.Effect)
* VertexBuffer (EX9.Geometry Join)
* Mesh (EX9.Geometry Join)
* Blend (EX9.RenderState)
* Fill (EX9.RenderState)
* ZWriteEnable (EX9.RenderState)
* DX9Texture (EX9.Texture)
* AsValue (String)
* String2Enum (Enumerations)
* Group (EX9)
* VideoTexture (EX9.Texture VMR9)
* Cons (Spreads)
* Sort (String)
* Length (String)
* Sift (String)
* Cross (2d)
* SetSlice (Spreads)
* WaveShaper (Value)
* Map (Value)
* IOBox (Color)
* Min (Value)
* Max (Value)
* Mod (Value)
* Power (Value)
* Random (Value)
* Sign (Value)
* InputMorph (Value)
* Sift (Value)
* Polar (2d)
* Polar (3d)
* Cartesian (2d)
* Cartesian (3d)
* Normalize (2d)
* Normalize (3d)
* Multiply (3d Cross)
* Multiply (3d Dot)
* Points2Vector (2d)
* Vector2Points (2d)
* Reverse (Spreads)
* Integral (Spreads)
* Interval (Spreads)
improved:
* Mouse (Global) got Y coordinate inverted; got Button Click output pins
* Renderer (EX9) got View and Perspective pins renamed to match VVVV >= beta26
* Renderer (EX9) got Background Color, Clear, Depth Buffer Format input pins and Actual Backbuffer and EX9 output pins
* Renderer (EX9) supports multiple renderer instances
* Renderer (Canvas VVVVJs) got Canvas Out pin, View Transform Input Pin
* LFO (Animation) is now spreadable
* Text (Canvas VVVVjs) got a little better looking rendering
* LinearSpread (Spreads) got alignment pin
Core
----
* Switched to jQuery 1.8.2
* supports loading shader codes stored in .vvvvjs.fx files
* VVVVJs-to-VVVV-Connector for realtime patching
* Added shortcuts: Ctrl+F to display framerate, Ctrl+T to display node execution times
* Not implemented nodes appear red in VVVViewer
* Added onNotImplemented callback to define what happens, if there's a non-implemented node
* Dynamic script loading on init got reworked; Line numbers show up correctly in javascript console now
* Added compiled script vvvv.min.js
* 3rd party libraries can now be added to nodes as "required libraries" and will then be loaded on demand
* window and document element can now be accessed by the DOM interface
Node Interface Changes
----------------------
* added optional binSize parameter to VVVV.Core.Pin.getValue()
* added findDownstreamNodes() function to VVVV.Core.Node
* added connectionChanged() callback to VVVV.Core.Ping
v0.1.2-alpha / 2011-09-16
=========================
Besides some major changes under the hood (mostly regarding graph evaluation), this release introduces lots of nodes for canvas 2d drawing.
From this version on, VVVV.js is only tested with VVVV versions >= beta26.
Nodes
-----
new:
* Vector (2d Join)
* Vector (3d Join)
* Vector (4d Join)
* Vector (2d Split)
* Vector (3d Split)
* Vector (4d Split)
* Fill (Canvas VVVVjs RenderState)
* Stroke (Canvas VVVVjs RenderState)
* LinearGradient (Canvas VVVVjs RenderState)
* Shadow (Canvas VVVVjs RenderState)
* Blend (Canvas VVVVjs RenderState)
* Group (Canvas VVVVjs)
* Quad (Canvas VVVVjs)
* Text (Canvas VVVVjs)
* FileStream (HTML5 VVVVjs)
* FileTexture (HTML5 VVVVjs)
* AudioOut (HTML5 VVVVjs)
* Abs (Complex)
* I (Spreads)
* CircularSpread (Spreads)
* Toggle (Animation)
* Add (Value Spectral)
* Counter (Animation)
* FrameDelay (Animation)
improved:
* EQ (Value) has Epsilon pin
* +, -, * (Value) have dynamic input pin count
* Arc (Canvas VVVVjs) and BezierCurve (Canvas VVVVjs) use RenderState nodes for styling
* LinearSpread (Spreads): fixed bug where node crashed on phase!=0
Core Changes
------------
* "Descriptive Name" and "Rows" pin are now invisible (doesn't show up in VVVViewer)
* only nodes with changed pins or nodes with auto_evaluate-flag is set to true are evaluated. this makes a lot of pinIsChanged() checks obsolete.
* Graph evaluation now works bottom up, instead of top down
* Graph evaluation now support frame-delayed nodes
* improved/simplified patch loading
* examples added
* Systemname and nodename XML attributes are now case-insensitive, to keep compatible with VVVV 45beta26
* DOM input connectors now respond to input slice count changes
* added Ctrl+Alt+F Shortcut to log frame rate
Node Interface Changes
----------------------
* Pin.setSliceCount() function added
* Pin.isConnected() function added
* Node.auto_evaluate flag added
* Node.delays_output flag added, to flag nodes with frame-delayed output pins (e.g. FrameDelay)
v0.1.1-alpha / 2011-07-21
=========================
* first alpha release