Node Wrangler: Switch Type shows empty menu #101514
Labels
No Label
Interest
Animation & Rigging
Interest
Blender Cloud
Interest
Collada
Interest
Core
Interest
Documentation
Interest
Eevee & Viewport
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
Import and Export
Interest
Modeling
Interest
Modifiers
Interest
Nodes & Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds, Tests & Devices
Interest
Python API
Interest
Rendering & Cycles
Interest
Sculpt, Paint & Texture
Interest
Translations
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Meta
Good First Issue
Meta
Papercut
Module
Add-ons (BF-Blender)
Module
Add-ons (Community)
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
11 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender-addons#101514
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.1 30.0.15021.11005
Blender Version
Broken: version: 3.4.0 Alpha, branch: master, commit date: 2022-09-30 22:40, hash:
blender/blender@206dead860
Worked: version: 3.4.0 Alpha, branch: master, commit date: 2022-09-26 00:52, hash:
blender/blender@3a7dc572dc
Probably caused by
837144b4577f
. This is the only relevant commit from Blender side between working and broken versions.Short description of error
Node Wrangler's Switch Type shows empty menu in Geometry Nodes. It works in Shader and Compositor node.
{F13601512, size=full}
Exact steps for others to reproduce the error
Shift + S
). Only shows empty menuAdded subscriber: @persun
#103607 was marked as duplicate of this issue
#102291 was marked as duplicate of this issue
Added subscriber: @user1
Changed status from 'Needs Triage' to: 'Archived'
Not sure, but you should be able to change the tag to something like "addons", since nodewrangler is an addon, right? Apart from that, i confirm that the wrangler is broken.
Sure. I think this is caused by a change from Blender side, so I'll leave BF Blender too.
But why did you archived this?
Changed status from 'Archived' to: 'Confirmed'
Added subscriber: @mano-wii
Added subscriber: @heini
Added subscribers: @HooglyBoogly, @wannes.malfait
This is a regression and should be fixed before 3.4 gets released.
Caused by blender/blender@837144b457 (as far as I can tell).
@HooglyBoogly Any idea on how to fix this?
This hack makes the add menu behave like the switch node type menu, but I don't see a way to make this work from inside node wrangler without basically duplicating all the code in
node_add_menu_geometry.py
andnode_add_menu.py
.Added subscriber: @ThomasDinges
@HooglyBoogly Can you please take a look?
Sorry for the delayed response here.
I'm not sure if I'm going to have time to look into this today. I'm also not that experienced with the Python API so I'm not exactly sure how to do this at the moment, but the approach I'd try is scanning over the nodes in
bpy.types
. From there I assume we could check if the type is compatible with the current tree. If the operator needs to know the default sockets of the node, I assume we would have to add a dummy node to check.Problem is that you can't build the menu from
bpy.types
information. You don't have information on the way the nodes are organized into submenus. The operator works in two steps:node_add_menu_geometry.py
nw_switch_node_type
operator which does the actual "work". This operator is not really affected by this regression.If there was some way to pass your own "on_click" operator to the "add menu" via the python API, then the problem would be gone.
Added subscriber: @Raimund58
Added subscriber: @Dillen
I'm also having the same problem. Including all the information that I have.
System Information
Operating system: Linux-5.4.0-135-generic-x86_64-with-glibc2.31 64 Bits
Graphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.161.03
Blender Version
Broken: version: 3.4.0, branch: blender-v3.4-release, commit date: 2022-12-06 18:46, hash:
blender/blender@a95bf1ac01
Worked: version: 3.3.2, branch: master, commit date: 2022-12-07 12:12, hash:
blender/blender@bd3a7b41e2
Addon Information
Name: Node Wrangler (3.41[Blender 3.4.0]) (3.43[Blender 3.5 & 3.4.1])
Author: Bartek Skorupa, Greg Zaal, Sebastian Koenig, Christian Brinkmann, Florian Meyer
Short description of error
Node Wrangler Switch type to(shift+S or Shift+W or through sidebar) in Geometry nodes editor doesn't enum the list of nodes and Alt+Shift+D always crashes blender.
Exact steps for others to reproduce the error
Added subscriber: @KiralyMarta
@HooglyBoogly Any updates here?
Unfortunately I just don't see a viable way to fix this right now besides duplicating the whole menu for node wrangler. This whole area has changed fundamentally recently, with the add menu being extended with asset node groups (a fundamental part of the design for the node editor and geometry nodes going forward) more levels of nesting in the menu, and a related refactor to how the add menu is created.
If we went with a hack, we could make this work for a bit, but we would be missing the asset integration here too, which will only get more important. I plan to change this area more in the near future, by looking into adding a callback to node types to tell where they are in the menu and using that to build the menu. This may make fixing this report easier, but I'm not sure.
Since I can't predict when this can be fixed, I'll make it a known issue.
Also, I wonder if making this a native Blender feature would be a better path in the end.
Just out of curiosity, how was the menu for Switch Node Type generated in the Shading nodes? Was the Add menu replicated there? If it was something specific to Shading, perhaps a rethink might be in order. From what I understand, Blender is going to handle more and more things via Nodes. Perhaps an addition to the coding standard? Like maybe a categorized list of Nodes, per the Add menu, specific to the kind of Nodes being used (Shading, Geometry, whatever-the-next-one-is). This could be accessed both by Node Wrangler in Switch Node Type, and in the core code by the Add menu proper. Should changes or reorganizations in that list be made, being centralized, it would update in both the core and Node Wrangler.
(My apologies, @HooglyBoogly , it I am overstepping. Although I have some background in coding, it's 10 years out of date, and even if it were current I can never keep the buzzwords straight.)
I think it's worth to note here that with the recent refactor of add menus in other node editors (
75919610b4
,5fac8f822b
,9db4c0ca4b
), Switch Type operator is no longer operational in any node editor.At the same time, there's a design discussion to make this a native function to Blender, named "Swap Node" operator.
Since it's not functional anymore and the alternative will be a native one anyway, I think Switch Type function should be removed from Node Wrangler in 4.0.
Well this is a suggestion for removal.
2d53c4b81b
I suggest to remove the function, show this notice of removal when
Shift + S
shortcut was used.Node Wrangler: Switch Type shows empty menu in Geometry Nodesto Node Wrangler: Switch Type shows empty menu