* Let the Fill and Stroke paint inputs take Item<Graphic>, replacing the IntoPaint trait
* Rename the FIll node's "fill" input to "paint"
* Let the graphic-consuming nodes take List<Graphic> directly, relying on the embedding adapters
* Remove outdated todo comments
* Re-save the demo art
* Split 'To Graphic' and 'Wrap Graphic' into the 'As Graphic' type assertion and 'Into Group' reducer nodes
* Make 'Into Group' reduce List<DVec2> not Item<DVec2>
* Reset the Merge definition for every legacy alias of its coercion nodes
* Improve test
* Add the appearance model types and attribute constants
* Dual-write the appearance attribute alongside the fill/stroke pair in all paint-writing nodes
* Read paint from the appearance attribute in the renderer, analysis, metadata, and editor, cascading from ancestors
* Retire the fill/stroke attribute pair and the Vector stroke field in favor of the appearance attribute
* Replace the Stroke node's paint order input with the relative chain order of the Fill and Stroke nodes
* Code review fixes
* Re-save demo art
* Stamp coverages in place and fuse the renderer's per-item appearance reads into single walks
* Treat an empty appearance as the undeclared state so padded rows inherit instead of blocking the cascade
* Update demo art
* Treat padded appearance rows as undeclared in the boolean flatten's group recursion
* Delete dead code function
* Add a Gradient Interpolation axis with Stepped, Linear, and Smooth paths through the stops
* Keep the gradient interpolation attached when dragging stops in the picker
* Give the gradient popover's dropdowns the same tooltips as their row labels
* Order the gradient popover with Intrp. above Space
* Hold gradient stops in place when the cyclic flag is toggled
* Fix wrong Smooth gradient colors around stops sitting on the ramp boundaries
* Consolidate gradient settings plumbing and fix bugs
* Bundle whole-ramp gradient settings into GradientSettings across the editor plumbing
* Name the Smooth gradient interpolation's spline type in its tooltip
* Linearize the gamma hex stop colors recovered from imported Graphite SVGs
* Code review
* Aim the Smooth bake's seam subdivision at the copied boundary color
* Add GradientEvaluator to build gradient sampling state once per loop instead of per sample
* Correct the gradient evaluator's documented setup cost to O(n log n)
* Add an OkLab gradient interpolation space and make it the new default
* Fix the Properties panel fill row resetting the gradient interpolation space to the default
* Add OkLch, Lab, LCh, and HSL gradient interpolation spaces
* Add a hue direction attribute and picker choice for polar gradient interpolation spaces
* Add an HSV gradient interpolation space
* Rename the sRGB Linear and sRGB Gamma gradient spaces to RGB Linear and RGB Gamma
* Divide the gradient interpolation dropdown between absolute and relative color spaces
* Rename the OkLch gradient interpolation space to OkLCh for channel-notation capitalization
* Shorten the color picker popover's hue direction row label to Arc
* Call the Gradient Interpolation node's parameter Space and extend the picker tooltip title to match
* Rename the gradient interpolation attribute and type family to gradient space
* Rename the gradient tool's gradient space transform to gradient to viewport transform
* Add serde aliases and a node replacement covering the gradient space renames
* Give the gradient space choices artist-facing labels and reorder the dropdown sections
* Add a Gradient Hue Direction node and its attribute read node
* Say interpolate instead of blend for gradient stop color traversal in docs and tooltips
* Label the polar perceptual gradient spaces as Perceptual Hue and group the dropdown sections by geometry
* Add a migration alias covering the gradient space attribute reader rename
* Carry the gradient hue direction attribute through boolean operations
* Register GradientHueDirection wire types in the node registry
* Build dropdown menu entries from choice type metadata
* Add a gradient interpolation color space attribute, blending stops in linear light by default
* Add a Space interpolation dropdown to the color picker popover
* Stamp legacy gradient ramps with their implicit gamma interpolation during deserialization
* Resolve color-interpolation from SVG style blocks and fix cascade order among repeated declarations
* Rename spread method to gradient spread so it matches the other gradient attribute names
* Keep the legacy gradient struct's spread method field name matching its on-disk key
* Rework Gradient into a newtype of List<Color> with optional position and midpoint attributes
* Fix Vello stopless-gradient fallback coverage, empty legacy gradient tables, the node docs gradient swatch, NaN position elision, and wired setter input overwrites
* Add rank polymorphism node audit classifying all 271 nodes
* Implement StaticType for Item<T>
* Generate Item and mapped List wire variants for nodes declaring an Item<T> primary input
* Migrate nine nodes to Item element-wise kernels, dissolving the blending trait boilerplate
* Document the Item kernel implementation and staging plan
* Route Item<Vector> through TaggedValue::TypeDefault
* Add executor integration tests covering the Item and List wire variants
* Collapse element-wise Item/List wire pairs to the List form for conversion insertion
* Migrate sixteen vector modifier nodes to Item element-wise kernels
* Migrate Sample Image, Extend Image to Bounds, and Dehaze to Item element-wise kernels
* Fix bevel_with_transform test to actually exercise the transform attribute
* Implement From<T> for Item<T>
* Register PromoteNode rank adapters wrapping bare values into Item wires
* Insert PromoteNode adapters for Item/List wire pair fields in the preprocessor
* Define a real promote node backing the PromoteNode registry identifiers
* Zip ranked Item connectors by frame slot in the mapped element-wise variant
* Register ItemToListNode singleton raise adapters
* Resolve Item wires against List connectors by inserting promotion adapters at construction
* Rank the Offset Points distance connector and prove mixed-rank resolution end-to-end
* Implement Clampable for Item and List wires with per-variant clamp bounds
* Rank the Round Corners radius connector, exercising hard bounds on a ranked wire
* Implement ApplyTransform for Item
* Add Item wire implementations to the Transform node, keeping rank-0 chains rank 0
* Detect element-wise nodes by lazy primary connectors declaring Output = Item
* Convert Transform to an Item kernel with ranked parameters, delivering the broadcast milestone
* Rename Apply Transform to Bake Transform, baking item transforms on Vector, DAffine2, and DVec2
* Promote bare wires onto Item connectors at resolution via WrapItemNode adapters
* Rank the numeric, vector, and boolean parameters across the migrated element-wise nodes
* Rank the enum, integer, and seed parameters, registering their rank adapters via a consolidated macro
* Amend the audit with the DashPattern value type resolution
* Migrate the string family to Item element-wise kernels
* Unwrap Item wires into bare legacy connectors at resolution via UnwrapItemNode adapters
* Shadow owned node parameters in bodies instead of mut in signatures
* Migrate the math family and string measure nodes to Item element-wise kernels
* Convert the comparison and clamp nodes to Item kernels, dropping unreachable &str rows
* Flat-map expander kernels returning List under the mapped variant's frame
* Migrate the expander nodes to Item kernels flat-mapping under the frame
* Remove the unused peel_list helper
* Rank the raster adjustment and blending kernels, recontextualizing shader nodes onto an Item stand-in
Migrate the 16 adjustment nodes, Mix, Color Overlay, and Gradient Map from whole-List kernels to rank-0 Item kernels, letting the macro derive the List-mapped (zip) variants. Move the Adjust and Blend per-element seams off List onto the element types (add the Raster<CPU> impls, drop the now-dead List impls).
Shader nodes keep their bodies verbatim: PerPixelAdjust re-emits the identical kernel against a transparent no_std Item stand-in, so every Item<T> connector and .element() call resolves to a zero-cost identity on the GPU while the uniform buffer stays bare repr(C). The macro peels Item off ranked uniform params, wraps the fetched texel and uniforms at the entry point, and unwraps the result. This drops the shader_node/Item incompatibility guard. Register rank adapters for the adjustment enums.
* Update the rank polymorphism roadmap for the landed shader-node and adjustments chunk
* Rename the GPU Item stand-in to ShaderItem, aliased as Item at its shader-node import sites
* Flip the vector shape generators to emit rank-0 Item<Vector>
The shape generators (Rectangle, Circle, Ellipse, Arc, Spiral, Polygon, Star, Arrow, Line, Grid, QR Code) each produced exactly one shape wrapped in a singleton List<Vector>. Emit Item<Vector> directly so they connect to the rank-0 content connector of the migrated Transform node. Downstream List consumers receive the value through the existing Item to List promotion.
Relax the element-wise validation so a `()` (generator) primary may return Item<T> without being element-wise. Adapt the Repeat on Points test, which still takes a List content connector, by raising the generator's Item output through a singleton wrapper node.
* Parse ranked Item<T> parameter defaults against the bare element type
A ranked `Item<T>` parameter's default value is a bare, unranked `T` (promoted to the wire at resolution), but the preprocessor was handed the wrapped `Item<T>` type and could not parse the literal, flooding the console with warnings and dropping the defaults. Key the field's default_type metadata off the peeled element type for concrete ranked parameters, leaving generic `Item<T>` primaries and skip_impl nodes untouched.
* Parse an element-wise primary's scalar default against the bare element type
An element-wise node's primary reports its default_type as the List wire form so an unconnected primary defaults to an empty list. But when the primary carries a scalar `#[default]` (such as Root's radicand), that literal must parse as a bare element, not a List. Key the primary's default_type off the bare element type when it has a Default value source, keeping the List form otherwise.
* Add the DashPattern value type for stroke dash sequences
Introduce a rank-0 DashPattern value type (a Vec<f64> of alternating dash and gap lengths) so a stroke's dash pattern is a single frameable value rather than a rank-1 List<f64>. Register it as an auto-generated TaggedValue variant, parse its default from a comma or space separated string, and register its rank adapters. Not yet wired into the Stroke node.
* Rank the Fill and Stroke nodes element-wise and give Stroke a DashPattern connector
Migrate Fill and Stroke to element-wise Item<V> primaries (over Vector and Graphic element types) via a new element-level VectorItemMut trait, so styling one shape yields one shape and rank is preserved instead of promoting the input to a singleton List and emitting a List. The macro derives the List-mapped variant for genuine collections.
Wire the Stroke dash sequence to the new rank-0 DashPattern value type, collapsing the old content x paint x dash cartesian and dropping the IntoF64Vec trait. Update the stroke properties dash widget, the drawing tool, and graph-operation plumbing to read and write DashPattern, and migrate legacy F64Array, F64, and String dash inputs on document open.
Assign Colors stays a whole-collection node: each element's gradient position depends on its index among all siblings, which the element frame does not expose, so it keeps its List primary and the VectorListIterMut trait.
* Register rank adapters for the ranked Stroke enum parameters
The element-wise Stroke node ranks its align, cap, and paint order parameters as Item<StrokeAlign>, Item<StrokeCap>, and Item<PaintOrder>, but those enums lacked promotion adapters, so a bare default enum value could not be promoted to its Item wire and no Stroke variant resolved ("No construct found for node"). Register their rank adapters alongside StrokeJoin.
* Display Item wires in the Data panel without a List's ID column
Add a TableItemLayout impl for Item<T> and recognize Item wire types when introspecting graph data. An Item holds a single element, so it renders as a one-row table of the element plus its attributes with no leading index column, and it labels as its element type T rather than a List's T[]. Add ItemAttributeValues::get_any for the attribute widget dispatch.
* Register MonitorNode for Item wire types so the Data panel introspects them directly
Graph introspection wraps the inspected output in a generic MonitorNode typed to the wire. Without Item<T> monitor registrations, an Item<Vector> output could only be monitored after an Item to List promotion, so the Data panel captured and displayed a List<Vector> despite the connector being Item<Vector>. Register monitors for the Item types the element-wise nodes emit, and add the matching Data panel downcast entries.
* Color and double Item/List wires and cleave layer-stack connectors in the node graph
* Route wire color and rank through hidden nodes and refresh them on type changes
* Rework the DashPattern connector conversions with element-wise promotion and an explicit reducer node
* Rank the remaining value, context, aggregation, and transform nodes onto Item<T> wires
* Back DashPattern with a List<f64> so the Data panel can introspect its lengths
* Carry a single Item<T> through varargs so the Read context nodes emit Item<T> not List<T>
* Relax rank validation for aggregation shapes, add element adapters, and match variants by fewest promotions
* Rank the remaining bare and unnecessarily-List connectors across the node catalog
* Add Graphic::None and the FillChoice paint value, making colors and gradients plain values
* Rename GradientStops to Gradient and the legacy Gradient/Fill structs to LegacyGradient/LegacyFill
* Restore generator frame-from-params ranking to the roadmap as a planned stage
* Rename the ranked-field adapter identifier from PromoteNode to FieldAdapterNode to reflect its full contract
* Unload only the wires whose displayed style changed when types update
* Peel wire rank in the editor's semantic type checks so rank-0 layers are recognized
* Restore the whole-List Transform variant so rank-1 content wires resolve again
* Register the Item wire forms for the Memoize and Context Modification infrastructure nodes
* Give every ranked connector a field adapter and add numeric cast variants for legacy wires
* Key a ranked param's type default off its Item wire form when no literal default exists
* Inherit the layer's content value when splicing a node into an empty chain
* Migrate stale List-form TypeDefault inputs to the definition's current default
* Generate the mapped wire variant only when the element-wise node has a frame source
* Let a bare wire feed a List connector via a wrap-raise adapter, costed as two rank steps
* Add a zip companion to the whole-List Transform so ranked List parameters pair per slot
* Add the Sum, Average, Minimum, Maximum, Any, and All list reducers
* Convert the measure family to element-wise Item kernels per the audit classification
* Prefer the bare element value over the Item type default so ranked params keep their widgets
* Rename GradientStopsUI to GradientUI
* Split Fill's optional transform into a _has_transform bool and a ranked _transform matrix
* Rename the migration-only OptionalDAffine2 TaggedValue to LegacyOptionalDAffine2
* Flow byte buffers as Item<Resource> instead of List<u8> across the byte nodes
* Macro-generate the list-content wire variant, retiring the hand-written Transform-zip, Area, and Centroid companions
* Let ()-primary generators take ranked params and frame over them via the mapped variant, ranking Circle's radius
* Rank the vector shape generators' params to Item, adding a rank-aware input grab to the introspection harness
* Rank the value, color, and text generator params to Item
* Rank the raster, web-request, and context-reader generator params to Item
* Fix the repeat and brush test wirings left behind by the param-ranking sweeps
* Delete the vestigial Some, Unwrap Option, and Size Of debug nodes
* Delete the Attach Attribute node, folding its role into Write Attribute
* Add the Filter and Sort list companion nodes
* Guard the removed-definition migration swap target with a test
* Add the Box Corners value type in place of the rectangle corner radius list
* Split Text to Vector's per-glyph mode into a Text to Vector Glyphs node
* Rank the Combine Channels node's channel connectors to Item
* Make Map Points an element-wise node
* Delete the deprecated Upload Texture node
* Update the implementation roadmap to reflect the landed stages
* Let monitor introspection read rank-0 wires, locking in the layer coercion promotion path
* Prefer the rank-0 default when disconnecting a rank-capable input
* Make Path Modify an element-wise node
* Wrap node paths in a NodeIdPath newtype so they flow as a single Item
* Give Item<Raster<CPU>> a default so an unconnected Brush background resolves
* Stop the Brush node from setting layer attributes its paint operation doesn't produce
* Present-gate Flatten Path's adopted layer path like its fill and stroke
* Gate carried layer attributes on static column presence, not runtime values
* Give the remaining graphic Item<T> types a default so unconnected primaries resolve
* Dispatch a ranked param's Properties widget from its rank-0 element type
* Make Extract Transform an element-wise node, restoring the Origins to Polyline body
* Rename Flatten Path to Combine Paths
* Stamp Legacy Layer Extend's adopted layer path as a readable NodeIdPath
* Drop the dead List<u8> and List<NodeId> wire rows
* Rank Flatten Graphic's Fully Flatten toggle to Item
* Update the implementation roadmap with the endgame scope
* Make Combine Paths a reducer that collapses the whole frame into one path
* Stop type-converter nodes from carrying the source's unrelated attributes
* Format the Origins to Polyline regression test
* Wrap the Brush node's trace in a BrushTrace newtype so it flows as one value
* Make Switch a framed element-wise select, bundling whole collections
* Widen and align element-type coverage across the list and graphic nodes
* Register the compiler's cache chain pair for every ranked enum and newtype wire
* Fix wire colors for Passthrough outputs, bundled lists, and bools, and widen list wires
* Represent List wire types structurally with Type::List, replacing name-parsed rank promotion
* Treat scope and data fields as environment, rank scope wires as Item, and feed the render boundary through a context vararg
* Delete the vestigial Clone debug node
* Reinstate Upload Texture as an element-wise node and fix the GPU variants' scope executor and rank adapters
* Rename Combine Paths back to Flatten Path, deferring that rename to its own PR
* Deduplicate the promotion adapter registrations into the field adapter macro
* Rank Write Attribute's value connector to Item<AttributeValueDyn>, retiring the UnwrapItem bridge
* Vertical wire styling
* Store the editor layer path attribute as a bare NodeIdPath, not an Item<NodeIdPath>
* Rank Context Modification's features connector to Item<ContextFeatures>, dropping the dead memoize row
* Rank Path Modify's modification parameter to Item<Box<VectorModification>>
* Rename the field adapter node family to input adapter
* Drop the dead bare scalar rows from Context Modification's implementations list
* Move the dynamic executor's test module into its own file
* Drop the registry's unreachable bare rows for Memoize, the cache chain, and ConvertNode
* Materialize stored TaggedValues as ranked Item wires at the source
* Remove the bare-wire promotion and adapter machinery made dead by ranked value materialization
* Plant the input adapter for List-only inputs, composing position conversion from standard rows
* Consolidate Into/Convert conversions into the input adapter umbrella and rename the rank adapter identifiers
* Fix grouped layers gaining a phantom None stack element from the FillChoice default hijacking every List<Graphic> disconnect
* Enforce ranked node inputs in the macro, rejecting bare wire declarations
* Remove the unit Context => () machinery rows, leaving () purely as the no-primary sentinel
* Add a --signatures rank-audit mode to node-docs for the ranked-wire migration
* Remove the node-docs --signatures rank-audit mode now that ranked wires are enforced
* Migrate legacy no-color values on the Black & White, Color Overlay, and Empty Image color inputs
* Rewrite the element-wise accessor wire type at the primary input, not raw index 0
* Register the cache chain for Resource wires, replacing the lone hand-written Monitor row
* Gate the remaining Raster<GPU> registry rows behind the gpu feature
* Let List<DVec2> wires erase to ListDyn for the attribute reader and element counter
* Rename Extract Element to Item at Index, Count Elements to List Length, and Omit Element to Remove at Index
* Store paint picks as plain color/gradient values, removing the FillChoice value type
* Code review restructuring
* Sort by the consumed sort_key attribute or natural element order, adding the Sort Key node
* Remove the new list-combinator and reducer nodes to defer them to a follow-up PR
* Parse Fill and Stroke color defaults through the paint wire's Graphic element
* Emit ranked implementation-row default types structurally so their element TypeIds survive to default-literal parsing
* Exempt the deliberate no-paint choice from the stale List-form TypeDefault migration
* Migrate the legacy 4-input Fill directly to the split has-transform shape
* Upgrade the demo artwork
* Fix the valid AI review findings: Item eq/hash contract, table-era no-paint migration, quantize List rows, and other smaller issues
* Remove the rank polymorphism working documents
* Hash Item attribute values directly instead of debug-formatting them, speeding up cached evaluation
* Replace the data panel's dead bare-wire downcast arms with full coverage of the ranked monitor row types
* Derive PartialEq for Item now that attributes participate in equality
* Extend the data panel's attribute dispatchers with the newly supported scalar and choice enum types
* Add List monitor rows for the framed numeric conversion outputs so inspecting them resolves, with matching data panel arms
* Allow using any graphics type for fill
* Adapt gradient/fill property panels and tools to handle List<T>
* Make the initial gradient transform covers the target's bounding box
* Introduce AnyGraphicListDyn to avoid combinatorial explosion
* Allow using any graphics type for stroke paint
* Add FIll node migration
* Add `for_each_vector_list_mut` instead of `set_paint_attribute`
* Adapt paint flow to read and write attributes instead of legacy Fill/Stroke.color
* Fix responsibilities of paint related node input setters
* Fix Morph by storing List<Graphic> for attributes rather than the concrete types
Store fill/stroke paints as List<Graphic> so Color/Gradient transitions
do not hit set_attribute_value_dyn's type-mismatch fallback to default paint.
* Preserve paint attributes in vector editing ops
* Enhance the clarity between direct and chained fill gradients
* Update demo arts
* Consolidate Fill node gradient appearance inputs
* Fix after the cubic review
* Revert "Consolidate Fill node gradient appearance inputs"
This reverts commit 9622feb20196e2c4da99e98ca95dcc2e34c2c98e.
* Replace AnyGraphicListDyn with generic paint connectors on the Fill and Stroke nodes
* Canonicalize paint attribute storage to List<Graphic> with a single write helper
* Fix Solidify Stroke missing fills stored in the legacy style
* Fix Solidify Stroke producing invisible strokes for legacy-only stroke colors
* Fix the initial gradient transform ignoring the bounding box's vertical extent
* Step paint at the morph midpoint instead of dropping it for unmixable pairings
* Remove migration-stage comments
* Clarify the initial gradient transform helper's doc and name
* Correct the bake_paint_transforms doc and prune dead tolerance arms
* Delete the unused Gradient::lerp
* Fix a comment typo
* Thread network paths through the legacy gradient bake so nested fills migrate
* Restore the legacy fill fallback in Expand Fill and Stroke
* Read gradient stops from the node's own input in the Fill properties panel
* Use the transform input constant instead of a hardcoded index
* Remove the unreachable wired color fallback in the Fill properties solid branch
* Narrow the fill overlay redraw check to actual fill inputs
* Coalesce the fill setter's graph runs into a single dispatch
* Position the Gradient Value node inserted for gradient stops
* Bake backup gradient placement during migration
* Persist pending gradient bakes so unfinished migrations retry on reopen
* Migrate the backup gradient's type and spread method
* Harden the gradient-migration pass against document switches and stale bakes
* Keep the Fill properties UI for layerless and nested Fill nodes
* Leave a wired gradient transform input connected instead of overwriting it
* Refuse to start a gradient chain ahead of existing layer content
* Decode a Fill node's gradient through one shared reader
* Nudge a degenerate bounding box so the Fill gradient transform stays invertible
* Broadcast Fill and Stroke paint with a single attribute-column pass
* Fix Morph stepping the target's stroke in near the source instead of the target
* Tidy conventions: clippy get_first, comment periods, sentence-case test messages
* Reattach the gradient orientation doc to its function
* Re-save demo artwork
---------
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* Wire document-format into graphene-cli
* Support loading both legacy and new graphite files in the cli
* Address PR review: propagate CLI errors and use dyn resolver
* Fix CLI network wrap + preprocessor ordering
* Cleanup preprocessor
* Remove unused import
* Compiler changes
* Run preprocessor on wrapping network
* Remove test nodes
* FIx
* move generate_node_paths call to compiler
* Make it more obvious what input is set to
* Replace the 'Vec2 to Point' node with an 'As Vector' node and automatic conversion
* Accept a Vec2 as content for the Wrap Graphic node
* Rename the type-assertion nodes from 'To' to 'As'
* Fix the Transform node reversing a Vec2 input's direction
* Fix text migration bug
* Add conversion from Fill to Table<Graphic>
* Refactor Vector vello renderer for Gradient / Color
* Refactor Vector SVG renderer for Gradient / Color
* Fix conflicts
* Add basic clipping-based fill for SVG rendering
* Use Cow to avoid cloning graphic list for fill
* Cleanup for Cow usage
* format code
* Use `<pattern>` instead of `<clipPath>` for clip
This simplifies the future implementation of clipping-based rendering
for strokes, as the stroke does not support the use of a clip path but
rather paint sources from a paint server.
* Move svg pattern rendering function to RenderExt
* Fix comment
* Fix empty fill list rendering as default black
Co-authored-by: cubic-dev-ai[bot] <191113872+cubic-dev-ai[bot]@users.noreply.github.com>
* Move opaque check function to Graphic impl
* Add color converter and debug node to use graphic
* WIP: Use List<Graphic> to render Color & Gradient
* Use `Arc<List<Vector>>` for vector_data metadata
This exposes List's attributes to message handlers, enabling them to
access the necessary attribute data such as ATTR_STROKE_PAINT_GRAPHIC
as `Fill` and `Stroke` will not have paint information in the future.
* Recurse opacity checks on nested `Graphic`
Also extracts `fill_graphic_list_at` /
`stroke_paint_graphic_list_at` to share the row-attribute
lookup across the existing call sites.
* Fix fill and stroke visibility check degradation
* Fix clipping based stroke paint positioning
* Refactor vello renderer for stroke to use graphic
* Reduce `Fill` / `Stroke.color` to `List<Graphic>` allocations
* Revert "Use `Arc<List<Vector>>` for vector_data metadata"
This reverts commit 4285243a5d
* Expose paint row attributes as dedicated metadata for vectors
Add `fill_attributes` / `stroke_paint_attributes` to `DocumentMetadata`
so the `ExpandFillStrokeOnSelectedLayers` handler can read row paint
visibility without exposing entire `List<Vector>`.
* Fix transparency check to consider fill opacity
* Fix consistency of gradient placement for SVG stroke
* Rename `stroke_paint_..` to `stroke_..`
* Remove debug nodes
* Allow to use any graphic type without casting
* Rename `fill_graphic` / `stroke_graphic` to `fill` / `stroke`
* Fix SVG pattern placement when stroke transform differs from item transform
* Fix click target fill check for empty list in graphic
* Fix blank fill/stroke attribute masking legacy style
* Fix SVG's paint order trick for vector/raster fills
* Add zero-division guard for pattern wraparound prevention
* Code review
---------
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* Macro support
* Preprocessor support
* Allow Cow str as scope name
* Use Passthrough node to work around compiler auto wrapping the producer node and invalidating the node id
* Stable NodeIds
* Less hacky but with bad performace
* Remove Cow from RegistryValueSource::Scope
* Connect scope injections to the inner network export
---------
Co-authored-by: Dennis Kobert <dennis@kobert.dev>
* Add Gradient node
* Add support of new Gradient node for Gradient tool
* Adapt gemini reviews
* Add tests
* Bring back visibility check
* Remove the 'Gradient' node since it's unwanted after all
* Formatting
---------
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* Use ResourceId for referring to Resources
* Use Doc
* use error for preprocessor ResourceId replacement failure
* Keep hashes in DocumentInfo
* Migrate with less mem copy
* Global ResourceMessage -> ResourceStorageMessage
* Add document ResourceMessage
* Move embedding logic
* Fix
* Cleanup
* Review
* Fix
* Add .nvim.lua to gitignore
* Migrate from iai-callgrind to the renamed successor gungraun
---------
Co-authored-by: Dennis Kobert <dennis@kobert.dev>
* Add TaggedValue::TypeDefault to avoid baking placeholder Tables into saved documents
* Add TaggedValue::TypeDefault to avoid baking placeholder Tables into saved documents
* Migrate empty Vector/Raster/Graphic/Artboard placeholder values to TypeDefault on load
Documents written before the TypeDefault mechanism existed have empty Table<Vector>/<Raster>/<Graphic>/<Artboard> values baked into every unwired exposed input. Walk each migrated node's inputs and rewrite any such placeholder NodeInput::Value into the equivalent NodeInput::type_default, so re-saved documents shed the placeholder payloads. Marked with a TODO for eventual removal once enough documents have been re-saved.
* Re-save demo artwork
* Remove Graphic and Artboard placeholder containers from TaggedValue
* Remove Raster placeholder TaggedValue variant
* Simplify document migration
* Remove Vector placeholder TaggedValue variant
* Remove NodeIdTable from the TaggedValue
* Remove StringTable from the TaggedValue
* Remove F64Table in place of F64Array in TaggedValue
* Replace TaggedValue::Color(Table<Color>) with ::Color(Option<Color>)
* Replace TaggedValue::GradientTable(Table<GradientStops>) with ::Gradient(GradientStops)
* Replace TaggedValue::BrushStrokeTable(Table<BrushStroke>) with ::BrushStrokes(Vec<BrushStroke>)
* Make TaggedValue::DocumentNode runtime-only with TypeDefault placeholder
* Make TaggedValue::ContextFeatures runtime-only
* Remove Serialize/Deserialize from Table<T>
* Add a widget for TaggedValue::BrushStrokes to visualize strokes and samples
* Define a reusable list of TaggedValue::TypeDefault types for its generated methods
* Re-save demo artwork
* Rename the 'Identity' node to 'Passthrough' internally
* Rename the 'Memoize' node to 'Cache' internally
* Let skip_impl proto nodes auto-generate as document node definitions
* Remove the wrapper 'Passthrough' node from document_node_definitions.rs
* Remove the wrapper 'Cache' node from document_node_definitions.rs
* Remove the wrapper 'Monitor' node from document_node_definitions.rs
* Remove the wrapper 'Noise Pattern' node from document_node_definitions.rs
* Remove the wrapper 'Brush' node from document_node_definitions.rs
* Remove the wrapper 'Transform' node from document_node_definitions.rs
* Code review improvements
* Rename Cache node back to Memoize
* More code review
* Replace the Artboard struct with a Table<Table<Graphic>> shape
* Remove the never-functional, seemingly unneeded migrate_type_descriptor_names due to typo
* Allow negative artboard sizes
* Improve the Data panel with more type-specific detail pages
* Add network_path to SetDisplayName so renames target any network depth
* Track nested layers via full editor:layer paths and rename parent_layer to path_of_subgraph
* Polish the data panel NodeId leaf page with an editable name field
* Make lock and visibility toggles work for layers in nested subgraphs
* Fix formatting
* Fix connected_to_output running in the wrong network for nested-layer toggles
* Move Vec<String> to Table<String>
* Remove old VecDVec2
* Move Vec<u8> to Table<u8>
* Move Vec<f64> to Table<f64>
* Move [f64; 4] to Table<f64>
* Move Vec<NodeId> to Table<NodeId>
* Tidy up the TaggedValue variants
* Move Vec<BrushStroke> to Table<BrushStroke>
* Add missing type implementations
* Fix tests
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* Fix click target propagation with the Rasterize node
* Add the 'Write Attribute' node
* Remove tag_layer in favor of the new Write Attribute node, prune redundant attribute writes
* Replace the Vector<Upstream> type argument with the "editor:merged_layers" attribute
* Rename 'Image Value' node to 'Image' and have its input value be Image<Color> not Table<Raster<CPU>>
* Add a Properties panel widget labeling "width x height" for images in the Image node
* Add Image<Color> node registry entry for MonitorNode
* Code review
* Fix Morph node transform interpolation and preservation in the table
* Fix click target positions for Morph's nested layers by pre-compensating upstream_data transforms
* Redesign Morph node (v3) with control path input and uniformly spaced progression, and fix Stroke::lerp interpolation weights
* Add migration from Morph node v2 to v3
* Redesign the 'Blend Shapes' node behavior and subgraph definition
* Add the Layer > Blend menu entry to easily set up a blend
* Optimize the Morph node
* Refactor the Morph node to remove the roundtrip through BezPath
* Fine-tune Morph node Bezier order promotion and handle interpolation
* Add the Layer > Morph menu bar entry
* Fix NaN and guard against other potential NaN bugs breaking the editor
* Add InterpolationDistribution parameter to Morph with weighted progression, swap parameter orders, and rename shear to skew
* Add the Reverse parameter to the Morph node
* Update the order of the inputs to Blend Shapes for consistency with Morph
* Make Layer > Morph create the Morph Path control layer
* Fix migrations
* Move 10 to a constant
* Avoid division by 0 in the Blend Shapes node internals
* Rename nodes 'Blend' -> 'Mix' and 'Blend Shapes' to 'Blend'
* Fix a crash encountered while testing
* Final code review
* Make domain push dupe checks debug-only and use push_unchecked in the Morph node
* Pre-allocate for pushes to the vector domains
* Add fast path at t=0
* Inline reserve()
* Set up the control path layer above not below, and starting collapsed
* Review fixes
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Co-authored-by: Timon <me@timon.zip>
* Refactor transform decomposition API with skew support, add Decompose Skew node, and fix stroke transform interpolation
* Fix bug in master with skew changing Area node calculated value
* Code review simplification
* More code review fixes
* Rename cases where "shear" terminology was used in place of "skew"