9.8 KiB
Reference for symbol [>] <-- an issue has been created for this
Important issues
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Connections from input are sometimes not correctly evaluated
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Rearranging parameters with additional annotations (e.g. ShaderParameters) breaks operator
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Modifying Pre/Post Curve modes are applied to all (not just selected curves)
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[>] Indicate non-default Pre/Post curve mode in timeline (e.g. icons)
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[>] Bug: In Add input dialog requires to switch type once
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[>] Reset modifier keys if app regain window focus
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[>] Publish output from Graph
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[>] Ask before removing inputs and outputs (can't be undone)
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[>] Fix MultiInput connection editing
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[>] Combine into new Symbol should prefill current project and namespace
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Command bar shortcuts should work if UI is hidden
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Inserting keyframes does not always use neighbour interpolation type
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Looks like only last animated value edit to a vec3 can't be undone?
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Maybe bookmarks should toggle pinning?
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Rethink bookmarks -> Add marker in Op with number / switch with numbers only. only bring to view if hidden
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Export should use project folder and some prefix like _
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Fix tiny node-text with 200% display-scaling
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Focus selected op in SymbolLibrary
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Collapse Symbol Library
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Add Voronoi Pattern Shader
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Add Project image onto SdfMaterial
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Duplicate as new type should also duplicate variations and snapshot enabled ops!
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Variations should be stored at project folder
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!!! Indicate read-only operators
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Fix: Turbulence force Amount from Velocity
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Fix: Rename Direction "RandomAmount" -> Variation
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Idea: Add option to switch space of SnapToAnglesForce
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Fix: SwitchParticleForce filtering with -1 and -2
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Fix: render-Resolution factor is no longer working?
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Complete import T3-project window?
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Test create new project
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Persist project workspaces: Window Layout, Timeline (Zoom, visible Parameters), Output Settings (resolution, Gizmo, Pinned Instance), Selected Ops?
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Fix shader warning / error display -> Use it to fix AMD Raymarch error
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Add Resample Points loop parameter
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Check PerlinNoise3 GainAndBias (rename!) with higher Amplitude parameter
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@unc Raymarch field
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Add [RaymarchField] IterationGlow
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Fix Nik's Custom shader bug (see https://discord.com/channels/823853172619083816/823853172966817864/1485735996891857100)
Clean up Asset-Paths
- Implement auto fix methods
- Test for Lib and example
- Sort SharedResources -> Lib/ and Examples/
- Write new resource-paths to all symbols
- Test File drop
- Test Asset Library
- [.] Fix startup warnings
- Simplify resource uri resolve method
- [.] Run tests
- Introduce ignores files list
- Extra AssetRegistry
- Move AssetTypes to Core
- Extend Asset with isDirectory
- Return temp Assets?
- Update conform
- Check file hook on rename
- Check file hook on delete
- Add FolderPaths Assets
- In AssetLib (only use AssetRegistry)
- [.] Test Recompile / Symbol Reload
- Rename "Resource/" -> "Assets/"
Asset Lib
- Fix count alignment
- Fix selection sync
- Automatically open "Examples" instead of "Lib" on Asset Library
- Highlight current project in Asset browser (Bold?)
- Implement search
- Handle File asset Drag and Drop between folders
- Implement multi selection
- Check .\Lib\Resources\shaders\points\sim\SimSamplePointAttributes.hlsl
- Maybe: Fix paths with pasting symbols from (e.g. from Discord)
- Use AssetTypes and AssetRegistry to draw FilePicking with filters
- Disabled asset browser popup
- Collect AssetReferences on package load
- List all uses for an Asset
- Replace [...] button with "open asset lib" window action
optional:
Add some kind of cache which projects have been "fixed"- Move obsolete user examples to separate project
Skill Quest
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Design for HUB, title, etc.
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Serialize user progress
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Model for a level progression map (JSON?)
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model for user progress
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HUB Area
- [/] Show next Topic/Level with action
- Infer the next level from active Topic and User results (e.g. completed, skipped etc.)
- Toolbar with reset
- Later: [ ] List zones and levels with status
- [/] Show next Topic/Level with action
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introduce "playmode" with a custom layout
- pin output to composition
- load custom layout
- Hide ui-elements
- Hide Output window toolbar
- keep the app menu hidden
- override layout switching etc. in playmode
- maybe: prevent actions in the dropdown menu
- Derive topics and levels from skills project namespace
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[.] add state machine for playmode
- design flow in figma
- Play level tutorial
- Level completed pop-up with progression to the next level / topic
- [!] Continue to next level after completed
- [!] Exit to the main menu
- Tips after time out?
- Later: Player feedback
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Difficulty modes (start with simple user settings)
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Create TiXL learning project
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Create PlayResult-Op
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Implement some kind of back-channel so PlayResult-Op can send events to the editor
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Tour-Points (Should probably be orthogonal from SkillQuest)
- extend model
- add user-settings for "Skip tours"
- show tour indicator near the op name and description.
- save tour-progress for SymbolId in user settings (maybe with -1 as completed or canceled)
- Implement tour mode with popup / continue / back, etc.
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Add some kind of dropdown mode to switch between gradient presets.
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Save gradient presets of symbol child op
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Ideas for later:
- Somehow reference ops to solution for indicating incorrect changes
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Add CustomUi for [Time]
Asset-Lib
- Undo/Do for changing
- Indicate hidden file reference for selected op
- Reveal hidden
- AssetsTypeRegistry
- Indicate matching types
- Drag and Drop to Graph
- Link Image -> [LoadImage]
- Toolbar
- Collapse all
- Context menu
- File Selections
- Action...
- Reveal in Explorer
- Edit externally
- Delete
- Add to graph -> Create and select op
- Later: find references
- Group selecting into Folder
- Create Folder
- Filter with counts
- List derived from AssetTypeRegistry
- Select multiple (e.g. Shift)
- Keyboard navigation Up/Down Left/Right for collapse
- Search / Filter
- Show preview on hover?
UI
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add color preview to vec4 (and maybe a history gradient?)
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Create [HowToUseVariables]
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Scaling color to zero clears hue and saturation.
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PointList parameter needs max height
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Idea: bookmark / navigation panel
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Snapshots: Somehow fix use-case "update set this parameter for these snapshots"
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Snapshots: Layout snapshots like on Controller
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Fix: Raymarch point
Feedback from Alex 2
- Try to get rid of console
- Import / Load projects to library
- Press P again to unpin
- Provide warning if project folder is owned by OneCloud
- AssetHandling: Import multiple assets or even folders through drag&drop
- Idea: Reactivate Op templates?
- Idea: Cursor Up/Down in parameter input widget to modify numerical values
Project handling / Project HUB
- [!] Project settings should save output resolution
- Project hub context menu Open in Explore is not working #719
- [>] Automatically load last project from user settings
- unload projects from project list
- [>] Project backups should be project specific
Graph
- Publish as input does not create connection
- Split Connections on drop
- Panning/Zooming in CurveEdit-Popup opened from SampleCurveOp is broken
- Create connections from dragging out of parameter window
- Refactor IStatusMessageProvider "Success" indication #714
- Add shortcut to insert op on the right side
UI-Scaling Issues (at x1.5):
- Full-Screen cuts off timeline ruler units
- Pressing F12 twice does not restore the layout
- in Duplicate Symbol description field is too small
- Add some kind of FIT button to show all or selected operators
Ops
- Rounded Rect should have blend parameter
- Remove Symbol from Editor
- Fix SnapToPoints
- Sort out obsolete pixtur examples
- [?] Rename PlayVideo to LoadVideo
- Add [OrientImage] with flip, rotate 90d, 180d 270d
- Clean up [SnapPointsToGrid] with amount
- FIX: Filter returns a point with count 0 (with random-seed not applied)
- Deprecate DrawPoints2
- Cleanup *-template.hlsl -> -gs.hlsl
- [Set-] and [BlendSnapshots] (see API mock examples)
- ExecuteTextureUpdate should be a multiInput
Particles
- Provide optional reference to points in [GetParticleComponents]
SDF-Stuff
- Changing the parameter order in the parameter window will break inputs with [GraphParam] attribute
- Ray marching glow
- Some form of parameter freezing
- Flexible shader injection (e.g. DrawMesh normals, etc.)
- ShaderGraphNode should be bypassable
- Undo/Redo seems to be broken when editing custom SDF shaders
General UX-ideas:
- StatusProvideIcon should support non-warning indicator
- Drag and drop of files (copy them to resources folder and create LoadXYZ instance...)
- With Tapping and Beat-Lock, no Idle-Animation should probably "pause" all playback?
Other features
- EXR image sequence support #740
Refactoring
- Refactor to use Scopes
Long-Term ideas:
- Render-Settings should be a connection type, including texture sampling, culling, z-depth