Can no longer immediately rename a Frame node after joining nodes #102385

Closed
opened 2022-11-09 16:15:31 +01:00 by Ray Mairlot · 8 comments

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:

  • 3.4.0 Alpha, branch: master, commit date: 2022-10-23 04:24, hash: 763ad17769
  • 3.5.0 Alpha, branch: master, commit date: 2022-11-09 02:25, hash: 756538b4a1
    Worked:
  • 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash: 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

  1. Enter any node editor in blender, select a node and press Ctrl+J.
  2. Press F2 to rename the frame node and enter a new name.

The last activenode will have been renamed instead of the new frame node.

**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: - 3.4.0 Alpha, branch: master, commit date: 2022-10-23 04:24, hash: `763ad17769` - 3.5.0 Alpha, branch: master, commit date: 2022-11-09 02:25, hash: `756538b4a1` Worked: - 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash: `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** 1. Enter any node editor in blender, select a node and press Ctrl+J. 2. Press F2 to rename the frame node and enter a new name. The last *active*node will have been renamed instead of the new frame node.
Author

Added subscriber: @RayMairlot

Added subscriber: @RayMairlot
Member

Added subscribers: @HooglyBoogly, @lone_noel

Added subscribers: @HooglyBoogly, @lone_noel
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

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 from add_static_node to nodeAddStaticNode. 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, @RayMairlot ! I can confirm that this changed after 3.3. I suspect this was introduced in commit 545fb528d5e1. It changes the function that adds the frame node in `node_join_exec` from `add_static_node` to `nodeAddStaticNode`. The former sets the added node active, while the latter doesn't. Not sure if this was an intentional change, @HooglyBoogly?
Member

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 to ED_node_set_active would be enough?

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 to `ED_node_set_active` would be enough?
Member

That seems to be it! After testing I found that nodeSetActive seems more appropriate since all the logic for dealing with output/viewer nodes in ED_node_set_active wasn't really applicable to the frame node.

I prepared a one line patch: D16440

That seems to be it! After testing I found that `nodeSetActive` seems more appropriate since all the logic for dealing with output/viewer nodes in `ED_node_set_active` wasn't really applicable to the frame node. I prepared a one line patch: [D16440](https://archive.blender.org/developer/D16440)

This issue was referenced by c8cec11353

This issue was referenced by c8cec113536c6d931847b08b03745f90c34a0339
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Leon Schittek self-assigned this 2022-11-09 22:28:34 +01:00
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Reference: blender/blender#102385
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