Files
2026-07-13 13:13:17 +08:00

9.8 KiB

Reference for symbol [>] <-- an issue has been created for this

Important issues

  • Connections from input are sometimes not correctly evaluated

  • Rearranging parameters with additional annotations (e.g. ShaderParameters) breaks operator

  • Modifying Pre/Post Curve modes are applied to all (not just selected curves)

  • [>] Indicate non-default Pre/Post curve mode in timeline (e.g. icons)

  • [>] Bug: In Add input dialog requires to switch type once

  • [>] Reset modifier keys if app regain window focus

  • [>] Publish output from Graph

  • [>] Ask before removing inputs and outputs (can't be undone)

  • [>] Fix MultiInput connection editing

  • [>] Combine into new Symbol should prefill current project and namespace

  • Command bar shortcuts should work if UI is hidden

  • Inserting keyframes does not always use neighbour interpolation type

  • Looks like only last animated value edit to a vec3 can't be undone?

  • Maybe bookmarks should toggle pinning?

  • Rethink bookmarks -> Add marker in Op with number / switch with numbers only. only bring to view if hidden

  • Export should use project folder and some prefix like _

  • Fix tiny node-text with 200% display-scaling

  • Focus selected op in SymbolLibrary

  • Collapse Symbol Library

  • Add Voronoi Pattern Shader

  • Add Project image onto SdfMaterial

  • Duplicate as new type should also duplicate variations and snapshot enabled ops!

  • Variations should be stored at project folder

  • !!! Indicate read-only operators

  • Fix: Turbulence force Amount from Velocity

  • Fix: Rename Direction "RandomAmount" -> Variation

  • Idea: Add option to switch space of SnapToAnglesForce

  • Fix: SwitchParticleForce filtering with -1 and -2

  • Fix: render-Resolution factor is no longer working?

  • Complete import T3-project window?

  • Test create new project

  • Persist project workspaces: Window Layout, Timeline (Zoom, visible Parameters), Output Settings (resolution, Gizmo, Pinned Instance), Selected Ops?

  • Fix shader warning / error display -> Use it to fix AMD Raymarch error

  • Add Resample Points loop parameter

  • Check PerlinNoise3 GainAndBias (rename!) with higher Amplitude parameter

  • @unc Raymarch field

  • Add [RaymarchField] IterationGlow

  • 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

  • Design for HUB, title, etc.

  • Serialize user progress

  • Model for a level progression map (JSON?)

  • model for user progress

  • 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
  • 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
  • [.] 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
  • Difficulty modes (start with simple user settings)

  • Create TiXL learning project

  • Create PlayResult-Op

  • Implement some kind of back-channel so PlayResult-Op can send events to the editor

  • 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.
  • Add some kind of dropdown mode to switch between gradient presets.

  • Save gradient presets of symbol child op

  • Ideas for later:

    • Somehow reference ops to solution for indicating incorrect changes
  • 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

  • add color preview to vec4 (and maybe a history gradient?)

  • Create [HowToUseVariables]

  • Scaling color to zero clears hue and saturation.

  • PointList parameter needs max height

  • Idea: bookmark / navigation panel

  • Snapshots: Somehow fix use-case "update set this parameter for these snapshots"

  • Snapshots: Layout snapshots like on Controller

  • 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