Move the imgui-node-editor subset the build actually compiles from
third_party/imgui-node-editor to src/ui/NodeEditor (version-controlled,
MIT LICENSE included). FindImguiNodeEditor.cmake points at the new
location; CMakeLists excludes src/ui/NodeEditor from UI_SOURCES so it
isn't compiled twice.
Material editor presets: a Presets menu (disabled with no open material)
builds a UsdPreviewSurface + UsdUVTexture graph fed by an st primvar
reader, or a MaterialX standard_surface + image graph fed by a texcoord
node. Each is one idempotent, undoable command that re-normalizes layout.
Create Material becomes an icon button. New nodes route through
FindFreeCanvasSpot so a creation never lands on top of an existing node
(overlapping nodes fight over the editor hit test and become undraggable).
Shader-ball preview: pick a previewable output (terminal or 3/4-component
color-like) instead of always the first output, so scalar-only nodes keep
the whole-material preview rather than failing Storm codegen. Per-shape
camera frame-fit margins and auto-clip framing.
Fixes: DeletePrimCommand::Undo recreates missing destination ancestors
before SdfCopySpec (parent material may have been deleted after the
command ran). ConfigWindowsMoveFromTitleBarOnly stops a content-area drag
in the node canvas from moving the whole Material Editor window.
Temporary (marked for removal once the node-editor drag regression is
diagnosed): main.cpp mirrors LOG_INFO to %APPDATA%\UsdLayerManager\
debug.log; a g_AxNodeEditorDebugLog hook in the vendored editor plus a
[NodeGraph] event-trace block in RenderNodeGraphCanvas dump click/drag/
selection/position-save state.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Browser column lists all scene materials plus a searchable create-node
list; Show Graph (or double-click) loads a material into the node-graph
work area. The graph shows the entire network including MaterialX
(.mtlx) node graphs, resolving connections through NodeGraph boundaries
via UsdShadeUtils::GetValueProducingAttributes, with layered auto-layout
for nodes lacking authored uiPosition. Canvas navigates viewport-style
(Alt+MMB pan / Alt+RMB zoom) and TAB opens a Nuke-style search popup.
Selecting a node shows a typed property editor (live-apply, one undo
command per edit) and previews that node's output on the shader ball.
The preview renders through its own Hydra engine into a scratch stage
that composes the material via a reference to the source root layer (so
referenced .mtlx materials work), re-renders until progressive delegates
(Arnold/Cycles/Embree) converge, and lights with HDR dome presets
(External/Room/Interior/Sunset; CC0 Poly Haven EXRs fetched at CMake
configure). texture:format is authored latlong explicitly - left
automatic, hdArnold falls back to Arnold's angular fisheye default -
and hdCycles gets a -90 X pole rotation to match Storm's +Y-pole
sampling.
Mutations go through new ICommand subclasses (create shader node,
connect/disconnect attrs). imgui-node-editor is vendored (gitignored)
with a local one-line patch: c_ScrollButtonIndex 1->2 for MMB pan.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Crash fixes (expired UsdPrim after namespace edits):
- RenderPrimNode: early-out after rename commit (renamed flag + column cleanup)
- RenderPrimNode: early-out after context menu op expires prim (prim.IsValid() guard)
- RenderContextMenu: EndPopup+return when Unparent/Group expires prim mid-popup
- Child iteration: snapshot GetChildren() into vector before recursing to guard
against live iterator invalidation from stage mutations deeper in the tree
- Rename: firstFrame guard prevents spurious IsItemDeactivated cancel on
SetKeyboardFocusHere activation frame (fixes second-rename not working)
- RenamePrimCommand: check RenamePrim() return value, log if rejected
New features:
- Context menu Add Child submenu: create typed child prim under selection
- Context menu Unparent to Root: move prim to stage root (undo-able)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Inline rename: double-click prim label or F2 to edit name in-place;
Enter commits, click-away or Esc cancels (undo-able)
- Drag-and-drop reparent: drag any prim onto another to make it a child;
invisible root drop zone below tree to reparent to stage root (undo-able)
- Ctrl+G group: creates Xform group at common parent, reparents selection
under it; filters descendant duplication; selects new group (undo-able)
- Delete key shortcut: opens existing remove-prim modal when panel focused
- Context menu: Rename (F2) and Group (Ctrl+G) items added
- Three new undo-able commands using UsdNamespaceEditor (USD 25.05):
RenamePrimCommand, ReparentPrimCommand, GroupPrimsCommand
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- SaveStage: explicitly call rootLayer->Save() before m_stage->Save() to
ensure root-layer metadata (subLayers field) is always written to disk
- SaveUsdFile: redirect to SaveAs when the root layer is anonymous so
Ctrl+S on an in-memory stage no longer silently does nothing
- SaveUsdFileAs: call RefreshManagers() after SaveStageAs so LayerManager
stays in sync with the newly opened file-backed stage; without this,
sublayers added after a Save As went to the old stale stage and were lost
- LayerCreateCommand::Execute: use GetSublayers() (sublayer-local indices)
instead of GetLayerStack() (full-stack indices) to record m_insertedIndex,
fixing undo of add-sublayer removing the wrong layer
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replace LayerPanel with StageEditorPanel for full sublayer composition workflow:
- Edit target (ET) checkbox on root/session and each sublayer; pen icon header
- Dirty indicator (*) per layer; muted layers remain visible in list
- Drag-drop and Move Up/Down reordering with undo (LayerReorderCommand)
- Add existing sublayer via file dialog; create new sublayer modal
- Fixed LayerReorderCommand::ApplyOrder using full-stack indices on sublayer-local
list (silent remove failure → duplicate insert → USD _ValidateEdit error)
- Fixed muted sublayer visibility: walk GetSubLayerPaths() + FindOrOpenRelativeToLayer
+ m_layerRefs to keep muted layers alive and visible
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>