Now the key maps are displayed in a hierarchical list which you can
browse through. As well as in the main list, modal key maps are also
available in context, for example, if you unfold out a Transform key
map item, you'll be able to fold out and access its modal key map underneath.
More work to do, including search, better operator browsing, etc.
Still need to revise the ordering/hierarchy and clean up naming to be
consistent too, it's a bit of an 'evolved' mess right now.
Thanks to theeth for some initial work here too.
these expose the final start and end after offsets are applied. when set this is like grabbing the handle and moving it.
* made swapping strips shuffle effects and check for overlap.
Previously, calling Project from View for UVs when viewing through a camera produced bad results. You had to scale and stretch the resulting UVs, never resulting in a true "from view" with a camera. Now, what you get in the UV editor is what you saw through the camera.
use a real object for files instead of a tuple
unique urls for files, logs and render results (just missing the proper mime type for exr files)
fix bug with slaves not getting the correct machine name
Separated preview drawing into own ARegion, this should make using View2D possible
The Sequencer now has three view types: Sequencer, Preview and split Sequencer/Preview.
Changing the preview can be done either by the combobox in the header or toggling through those types with CTRL+TAB.
Notes:
* Icon for split Sequencer/Preview view missing still.
* Naming items in the comboboxes can be improved (just Preview instead of Image Preview?)
Next steps:
* bringing back View2D handling (zoom/pan) for image preview
* experimenting with splitting the Preview ARegion for In/Out editing
* option to roll the delta of the arm rig.
* fix to copy metarig type
* renamed EditBone.align() --> EditBone.align_roll()
* Added EditBone.align_orientation(other)
* Added bone.vector: same as (bone.tail - bone.head)
textbox width. I can't tell if this is working correct, the code is very
cryptic, with gotos even, but seems there is not enough space allocated
to permit splitting each character to it's own line.
Previous fix created a double /plugins/plugins tree.
This should work on all platform (no longer using split when it shouldn't, not creating lists for nothing, ...).
* Sequencer and textures dir (and the makefiles for that) go into the /plugins folder again, as it should be.
* Don't generate a "doc" dir, when building them is disabled.
Patch by Matt. D. Thanks a lot!
Also fixes:
* Weight paint subsurf drawing.
* Missing pointer endian conversion in paint brushes.
* Use of unitialized variable in screen version patch.
* Multires modifier without mdisps layer crash.
again on library linked objects. The former is ok because it is actually
the scene data being edited, the latter will not be saved to file but is
useful..