Added a new operator for properties which resets RNA-based settings to their 'default' values, as defined in RNA. This currently only works for floats, ints, enums, and booleans (strings and pointers still need to be implemented).
The current extensions to the RNA API that I've made here seem a bit excessive, and can be toned down if necessary. In short, I've just added accessor functions for the default-values of the property definitions.
For this to be really useful, many properties in RNA will need to get defaults defined, since the current defaults for quite a few properties tested were less than ideal.
Former implementation was to populate the "system" paths with the mounted paths. The issue is that OSX mounts some paths that are of no use such as /home (The home dirs reside in /Users).
When compiled with 10.5 SDK, it retrieves the folders you have in the finder and OSX standard open/save dialog.
When compiled with older SDKs, it assumes these folders are the default ones (home, Desktop, Documents, Pictures, Music, Movies).
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
* Increase epsilon for intersection a bit more, ortho view + small
faces are problematic.
* Fix a redraw issue with one partial redraw too much at the end of
the stroke.
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)