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Graphite/.jjconflict-side-0/website/content/blog/2025-03-31-graphite-progress-report-q4-2024.md
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Keavon Chambers a708a54492 Make the data model use Item and List types universally, with nodes authored as rank-polymorphic kernels (#4335)
* 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
2026-09-08 16:03:01 +00:00

31 KiB

+++ title = "Graphite progress report (Q4 2024)" date = 2025-03-31 [extra] banner = "https://static.graphite.art/content/blog/2025-03-31-graphite-progress-report-q4-2024.avif" banner_png = "https://static.graphite.art/content/blog/2025-03-31-graphite-progress-report-q4-2024.png" author = "Keavon Chambers & Hypercube" summary = "Graphite's Q4 2024 update introduces quality of life features across drawing tools and procedural editing." css = ["/component/demo-artwork.css"] reddit = "https://www.reddit.com/r/graphite/comments/1jpjqcs/blog_post_graphite_progress_report_q4_2024/" twitter = "https://x.com/GraphiteEditor/status/1907350199414206604" bluesky = "https://bsky.app/profile/graphiteeditor.bsky.social/post/3llsxykppjs2c" +++

Graphite, a new open source 2D procedural graphics editor, has wrapped up 2024 with a fourth quarter (October-December) focused on introducing quality of life features for both Graphite's interactive tools-driven and procedural editing workflows.

All Q4 2024 commits may be viewed in this list and all noteworthy changes are detailed below.

This is the fourth in our 2024 series of quarterly progress reports. If you missed the previous post, be sure to check it out as well. If you'd like to help speed up future progress, please consider getting involved with code, QA/bug testing, or art/marketing projects. Donations are also valued, as are stars on GitHub. Follow along and partake in our Discord community, too.

At the time of publication, there is one week left to apply for a summer 2025 internship with us through Google Summer of Code. Learn more here and apply before April 8 at 18:00 UTC.

To showcase the newly introduced feature of converting selected nodes into conveniently reusable subgraphs, the new Parametric Dunescape artwork is presented below. Every dune layer is generated just by its custom parameters for color, height, and random seed.

Vector art of Parametric Dunescape

Parametric Dunescape
Open this artwork to
explore it yourself.

Additions

  • Node graph support for making a custom node by merging the selected nodes into a subgraph with the node context menu's "Merge Selected Nodes" option, or the shortcut CtrlM (macOS: ⌘M) (#2097)

  • Text controls for line height, character spacing, and wrappable box areas that can be dragged with the Text tool (#2016, #2118)

  • Pinnable node sections in the Properties panel (commit e6d8c47)

  • New demo artwork, Changing Seasons, featured in the previous progress report (commit fa6b5f2)

  • Offset Path node that expands or contracts a vector shape (#2030)

  • Flatten Vector Elements node that turns multiple layers of vector paths into a single combined path; and changes to the Copy to Points, Repeat, and Circular Repeat nodes so they output group data instead of a single vector path, allowing each separate layer to be modified by nodes which operate on groups (like Assign Colors), or flattened with Flatten Vector Elements to have the prior behavior (#2011, #2045)

    Visual description of the change introduced by the Flatten Vector Elements node and its usage with instancing nodes
  • Support for Fill and Stroke nodes with groups, applying to each vector layer within (#2046)

  • Switch node that routes one of two data connections based on a true or false value (#2064)

  • Bevel node that flattens the corners of vector shapes (#2067, #2096)

  • Jitter Points node that randomly offsets each point in a vector path (commit 7d86bf4)

  • Node insertion button, and layer renaming, directly from the Properties panel (#2072, #2081)

  • Path tool feature where pressing Space while dragging a handle makes the anchor be dragged as well (#2065)

  • Path tool feature where pressing Tab while dragging a handle makes it swap to the opposite handle (#2058)

  • Pen tool feature allowing the connection of layers by their endpoints so they both get merged into a single layer (#2076)

  • Clamp node that limits an input number between a minimum and maximum range (#2087)

  • To U32 and To U64 nodes that convert numbers to a positive integer type required by a few nodes, as a workaround for automatic type conversion not being fully supported yet (#2087)

  • Dot Product node that calculates the mathematical dot product between two numerical vectors (#2126)

  • Math node that calculates a custom math expression with variables "A" and "B" (#2121)

    Visualization of the Math node properties showing the example expression: 0.33 * A + (1 - 0.33) * B
  • Degrees/radians option in the trig-related math nodes and "Always Positive" option in the Modulo node for more convenient usage of the math nodes (commit d649052)

  • Node graph control bar revamp (#2093)

    View of the control bar area of the UI in the node graph featuring new buttons
  • Freehand tool feature for drawing new subpaths on an existing vector layer by holding Shift (commit ed119ad)

  • Proper automatic placement of layers into the artboard they're drawn inside of (#2110)

  • Menu bar additions of Layer > New, Layer > Group Selected, and Layer > Delete Selected (commit feba874)

  • Select tool box selection feature for subtracting the targetted layers from the active selection with a modifier key as shown in the contextual input hints at the bottom of the editor (#2162)

  • Path tool feature for snapping to 15° increments and locking the angles of dragged handles when Shift and Ctrl modifier keys are pressed (#2160)

  • Support for multiple top output wires extending from the same layer stack (#2049)

  • Style improvements to the Layers panel UI to clarify which layers contain selected children, even if hidden within a collapsed layer which previously obscured where selected layers were within the hierarchy (commit 1264ea8)

  • Revamped quick measurement overlays now supporting every layer arrangement scenario (#2147, #2155)

Fixes

  • Fix for viewport tools no longer remaining active in the background when the node graph is open (#2093)
  • Fix to boolean operations so open subpaths are automatically closed (#2014)
  • Fix for a problem with double clicking an anchor for converting it between smooth and sharp (#2023)
  • Fix for a Scatter Points node breakage (commit 7a56af0)
  • Fix for properly considering artboard clipping when calculating click targets (#2028, #2036)
  • Fix for CtrlH layer hiding and CtrlL layer locking only working with the graph open (#2029)
  • Fix to artboard label positioning and styling of text overlays (#2032)
  • Fix for an assortment of crashes and bugs (#2075)
  • Fix for broken gradient transforms with the Vello renderer (#2059)
  • Fix for alignment snapping not preserving aspect ratio when Shift is held (#2062)
  • Fix for the Text tool clearing the text when hitting Esc (#2052)
  • Fix for allowing the Path tool to edit an upstream vector path even if there's a type conversion midway (#2055)
  • Fix for the number input widget not updating its unit symbol when changing to show another input field (#2080)
  • Fix to make the Sample Points, Scatter Points, and Splines from Points nodes generate segments (not just invisible points) and work with subpaths (#2085)
  • Fix for sometimes breaking the selected layer upon switching away from the Select tool (commit 8d3da83)
  • Fix to remove a visual cutout from the left border of a layer in the node graph when a wire doesn't entering through the cutout (commit 12ca060)
  • Fix to make point nudging with the Path tool work in document space (#2095)
  • Fix to make the Spline node algorithm be continuous across start/end points (#2092)
  • Fix to properly support layer nudging when the view is tilted and make nudge resizing work in the Artboard tool (#2098)
  • Fix to disable menu bar entries when no layer is selected (#2098)
  • Fix for clarifying the present state of the Brush tool with a warning message (commit de366f9)
  • Fix to load the editor faster by moving font catalog loading to document creation time (commit de366f9)
  • Fix to make the Pen tool only append new paths when Shift is held (#2102)
  • Fix to make the Pen tool always snap to endpoint anchors, even when snapping is off (#2107)
  • Fix crash when upgrading a document with a Modulo node from 3 commits ago (commit 4c4d559)
  • Fix to clean up the consistency of the editor preferences dialog (commit 99cf8f0)
  • Fix to remove the inconsistently functioning double-click behavior of switching to the Path tool on vector layers, which previously worked only on layers with a Path node (#2116)
  • Fix for dragging a pair of colinear handles to break the colinearity so they can move without their anchor (#2120)
  • Fix for the broken bounding box of image layers, which also impacted their layer thumbnails (#2122)
  • Fix to restore the keyboard shortcut label in the menu bar's File > Close menu item (#2135)
  • Fix to the syntax of exported SVG files that minorly deviated from spec and may have impact some strict SVG viewers (#2131)
  • Fix for the UI by removing most "coming soon" elements left over from earlier times when placeholders were necessary (commit 1264ea8)
  • Fix for issues with selection history (#2138)
  • Fix for a cancellation of a transform cage rotation causing broken state upon the next transformation (#2149)
  • Fix to make the Path tool deselect all of a filled shape's points when single-clicked, and select all when double-clicked (#2148)
  • Fix for the Select tool's box selection not being able to extend a selection with Shift (#2157)
  • Fix for several bugs in vector-related nodes (commit b81f483)
  • Fix for the Text tool making it easier to select existing text layers with more forgiving click targets (#2145)
  • Fix for text layers getting deselected after clicking out of Text tool's interactive editing mode (#2144)
  • Fix to make the Artboard tool shift its contents if resizing from the top/left so artwork remains stationary (#2166)

Internal

  • Change to make the Upload Texture node resolution-aware (#2018)
  • Fix for faulty contravariance checking in the type system (#2025)
  • Update of Wasm dependencies to fix a crash in Firefox with Vello due to a WebGPU spec change (#2027)
  • Simplification of the Bezier-rs interactive web demo code (#2020, commit 4df7803)
  • Fix for Clippy code warnings (commit a395fbf, #2119)
  • Refactor of assorted parts of the RawKit crate (#1972, #2071, #2066, #2082, #2088)
  • Code tidyness cleanup for node ID generation (#2009)
  • Refactor collection of snap targets (#2114)
  • System for parsing node and parameter descriptions from doc comments, enabling better node tooltips going forward (#2089, #2163, commit d649052)
  • Fix for the rectangle constructor in the Bezier-rs library to produce linear segments (#2109)
  • Math-Parser library for reading and evaluating math expressions (#2033)
  • Simplifications to the implementation of buffered message passing within the editor architecture (#2123)
  • Updates to dependencies (#2134)

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