Creating a new group input node socket exposes the socket even on nodes with hidden unused node sockets active #108927

Closed
opened 2023-06-13 10:05:20 +02:00 by Ludvik Koutny · 6 comments
Contributor

System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98

Blender Version
Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3
Worked: (newest version of Blender that worked as expected)

Short description of error
As the title says - when creating a new node socket on any group input node, this socket will become visible on all group input nodes, even those which have "hide unused node sockets" state. This doesn't make any sense, as the state clearly implies all sockets which are not in use should be hidden.

Exact steps for others to reproduce the error

  1. Open any node network with at least two Group Input nodes.
  2. Set one of the nodes nodes to have hide unused node sockets enable
  3. Select the other group input and add a socket
    Result: The newly added socket is displayed on Group Input nodes which have hide unused node sockets enabled
    Expected: The newly added socket is displayed only on Group Input nodes which do not have hide unused node sockets enabled

See the attached video:

**System Information** Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98 **Blender Version** Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: `e1ccd9d4a1d3` Worked: (newest version of Blender that worked as expected) **Short description of error** As the title says - when creating a new node socket on any group input node, this socket will become visible on all group input nodes, even those which have "hide unused node sockets" state. This doesn't make any sense, as the state clearly implies all sockets which are not in use should be hidden. **Exact steps for others to reproduce the error** 1. Open any node network with at least two Group Input nodes. 2. Set one of the nodes nodes to have hide unused node sockets enable 3. Select the other group input and add a socket Result: The newly added socket is displayed on Group Input nodes which have hide unused node sockets enabled Expected: The newly added socket is displayed only on Group Input nodes which do not have hide unused node sockets enabled See the attached video: <video src="/attachments/9382db5d-1537-485d-a8ce-8eaf3db58cab" title="2023-06-13_10-03-04.mp4" controls></video>
Ludvik Koutny added the
Type
Report
Status
Needs Triage
Severity
Normal
labels 2023-06-13 10:05:20 +02:00

Hi, thanks for the report, but this is expected behavior.

Hi, thanks for the report, but this is expected behavior.
Blender Bot added
Status
Archived
and removed
Status
Needs Triage
labels 2023-06-13 10:11:40 +02:00
Iliya Katushenock added the
Interest
Nodes & Physics
label 2023-06-13 10:11:44 +02:00

To explain a bit, there is no node state to hide sockets. Simply creating a socket on drag and drop automatically hides all sockets on other nodes. But that doesn't make the other nodes any special because of it.

To explain a bit, there is no node state to hide sockets. Simply creating a socket on drag and drop automatically hides all sockets on other nodes. But that doesn't make the other nodes any special because of it.
Author
Contributor

To explain a bit, there is no node state to hide sockets. Simply creating a socket on drag and drop automatically hides all sockets on other nodes. But that doesn't make the other nodes any special because of it.

What you mean? Do you even know what the hide unused node sockets operator is? bpy.ops.node.hide_socket_toggle() This operator clearly states that when it's active, any node sockets which are not used (connected to anything) should be hidden.

There was even a patch by lone_noel which fixed this exact issue, so this is probably a regression. Unfortunately I can't find the patch since it's in the old maniphest archive.

EDIT: Here's the original report: #94413

Here's the patch. I was wrong though, apparently it was never finished: https://archive.blender.org/developer/D14531 But it was clearly previously considered as a bug, so why is it closed now?

> To explain a bit, there is no node state to hide sockets. Simply creating a socket on drag and drop automatically hides all sockets on other nodes. But that doesn't make the other nodes any special because of it. What you mean? Do you even know what the hide unused node sockets operator is? bpy.ops.node.hide_socket_toggle() This operator clearly states that when it's active, any node sockets which are not used (connected to anything) should be hidden. There was even a patch by lone_noel which fixed **this exact issue**, so this is probably a regression. Unfortunately I can't find the patch since it's in the old maniphest archive. EDIT: Here's the original report: https://projects.blender.org/blender/blender/issues/94413 Here's the patch. I was wrong though, apparently it was never finished: https://archive.blender.org/developer/D14531 But it was clearly previously considered as a bug, so why is it closed now?

You can hide the sockets of one selected node when you need it, yes.

You can hide the sockets of one selected node when you need it, yes.
Author
Contributor

You can hide the sockets of one selected node when you need it, yes.

Please see my reply. I've edited it with more info.

> You can hide the sockets of one selected node when you need it, yes. Please see my reply. I've edited it with more info.

As you can see from the correspondence, this is not a bug fix, but a new feature. And although it seems more intuitive, as you can see, the patch was not accepted because, to some, it seems that the behavior should be different.

As you can see from the correspondence, this is not a bug fix, but a new feature. And although it seems more intuitive, as you can see, the patch was not accepted because, to some, it seems that the behavior should be different.
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset System
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Code Documentation
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Viewport & EEVEE
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Asset Browser Project
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Module
Viewport & EEVEE
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Severity
High
Severity
Low
Severity
Normal
Severity
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
2 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#108927
No description provided.