Takes into account the hierarchical structures of keymaps as well as wildcards (KM_ANY) in event definitions, user remaps (emulate numpad, action/select mouse buttons, ...) and event values that overlap (click, press and release)
For now, doesn't do anything other than print conflicts in the console.
As a result, I cleaned up a lot of keymaps that had double definitions, moved some keymap items in more appropriate places, fixed wrong definitions and removed kmi that were added for testing a long long time ago.
Out of all the remaining conflicts, after removing obvious non-issues, here's what remains: http://www.pasteall.org/9898
New unique ID per keymap item (unique inside their keymap) for default and configuration keymaps.
This allows restoring a single user defined kmi to its previous (default or config) values instead of having to restore the whole keymap.
The restore item button is disabled for kmi added by the users (they don't have an ID).
Also fixes a bug in the rna function for add keymap item (parameter order was incorrect, messing adding back saved configurations).
Display job status in web interface
Better use of Reports api for errors and success notifications
Don't show some Client options if server address is default (hasn't been scanned or entered manually yet)
Currently access by selecting a marking and binding with the active camera from the view menu.
Note:
after long discussion we decieded there is no nice way to do this.. animate pointers? animate multiple camera visibility?, use sequencer? use NLA?.... have a kind of event system (like framechange scriptlinks)... etc
so this is ifdef'd with DURIAN_CAMERA_SWITCH
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.
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)
* Added a User-Pref option for the "XYZ to RGB" colour-mode setting for new F-Curves to compliment the one used for Keying Sets. With this option enabled, the builtin Keying Sets also can obey this option.
* Made all places that were previously manually checking the flags for keyframing to use a standard API function to do this now.
* Fixed bug introduced earlier today in commit 25353 by reverting the changes to keyingsets.c. Forgot that delete_keyframe doesn't handle do the "entire array" hack with array_index = -1
* Fixed bug with the insert-keyframe code for the array_index = -1 case, where too many channels were being keyed (i.e. an imaginary channel was often keyed in addition to the valid ones)
Also put a bit more logic for guessing player paths based on my system.
If anyone can make this a bit more clever/bulletproof, please feel free to
get involved in it, it's all python!
On ubuntu/debian install these tools...
sudo apt-get install pylint pyflakes python-setuptools python-pip
sudo pip install pep8
then run from blenders source dir...
python release/test/pep8.py
This searches for the comments "# <pep8 compliant>" and "# <pep8-80 compliant>", running the checking tools on these scripts only.
* some minor pep8 corrections too.
Removed the Start/End Settings and the effect_fader from the sequencer transform strip.
The transform strip can now only be animated directly by keying the Scale X, Scale Y, Translate X, Translate Y and Rotation values.
Caveat:
The uniform scale re-uses the Scale X value, so when changing the animation on Scale X in the non-uniform scaling case, the uniform scaling will be affected too. This was done to not break files for Durian.
Note:
As much as I would have liked to clean up the TransformVars, it caused crashes of earlier versions of blender when opening the file.
The rna identifiers were also kept as to not break any existing animation on those keys.
* optional default blend argument, use for better leg & arm defaults
* way to define arbitrary options for bones that can then be passed to the generator function, only used to set elbow target parent at the moment.