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Creating patch nodes is a most powerful way to evolve the user project and to extend the ecosystem. We should allow the user to create new nodes by combining existing.
A patch node implementation is a special kind of a patch that has unbound pins for inputs and/or outputs of the node as a whole.
The approximate user action steps are:
I create a new patch
I put a special input or output “pin” entity of given type on it
I set its name via Inspector
I connect it to other pins
After that, I have a ready-to-use new patch node.
The patch node should appear in a list of node types available for insertion. Nodes placed such way get the same label as a patch nodes’ patch name and input/output pins that are not bound on its implementation patch.
Story acceptance criteria
A user can put unbound pins on a patch
A user can give them names
A user can link them to other pins utilizing common validation rules
Such patch becomes patch node and gets added to available node types
A user can place nodes of newly created type on other patches
An attempt to change unbound pins on patch nodes already in use should bark on a user
The text was updated successfully, but these errors were encountered:
Creating patch nodes is a most powerful way to evolve the user project and to extend the ecosystem. We should allow the user to create new nodes by combining existing.
A patch node implementation is a special kind of a patch that has unbound pins for inputs and/or outputs of the node as a whole.
The approximate user action steps are:
After that, I have a ready-to-use new patch node.
The patch node should appear in a list of node types available for insertion. Nodes placed such way get the same label as a patch nodes’ patch name and input/output pins that are not bound on its implementation patch.
Story acceptance criteria
The text was updated successfully, but these errors were encountered: