Can no longer immediately rename a Frame node after joining nodes #102385
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Reference: blender/blender#102385
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System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59
Blender Version
Broken: version:
763ad17769
756538b4a1
Worked:
b292cfe5a9
Short description of error
In previous versions of blender, 'joining' nodes with Ctrl+J to create a frame node, and then pressing F2 would allow you to immediately name the newly created frame node, regardless of which node was previously active. Now, a newly created frame node is no longer made active when it is made, meaning you can't immediately rename it without first clicking on it to make it active.
A small issue, but one that removes a useful feature.
Exact steps for others to reproduce the error
The last activenode will have been renamed instead of the new frame node.
Added subscriber: @RayMairlot
Added subscribers: @HooglyBoogly, @lone_noel
Changed status from 'Needs Triage' to: 'Confirmed'
Thanks for the report, @RayMairlot ! I can confirm that this changed after 3.3.
I suspect this was introduced in commit
545fb528d5
.It changes the function that adds the frame node in
node_join_exec
fromadd_static_node
tonodeAddStaticNode
. The former sets the added node active, while the latter doesn't. Not sure if this was an intentional change, @HooglyBoogly?Thanks for the report and the investigation. It wasn't purposeful. I think I wanted to avoid the extra unused logic like positioning from
add_static_node
. Maybe a call toED_node_set_active
would be enough?That seems to be it! After testing I found that
nodeSetActive
seems more appropriate since all the logic for dealing with output/viewer nodes inED_node_set_active
wasn't really applicable to the frame node.I prepared a one line patch: D16440
This issue was referenced by
c8cec11353
Changed status from 'Confirmed' to: 'Resolved'