Submitted a patch already: https://github.com/miikapuustinen/blender_autotracker/pull/11. You can download it from: https://github.com/p2or/blender_autotracker/tree/blender-28x
Dec 4 2020
Jun 9 2020
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Dec 10 2019
Dec 6 2019
If you are interested, I've already written something like that, might be one approach for reference https://github.com/p2or/blender-loom The addon also allows rendering via CLI as well as automatic encoding via ffmpeg.
Dec 4 2019
Cool, many thanks @Greg Zaal (gregzaal). Of course, who can I ask for that? IRC, #blender-coders?
Dec 3 2019
Dec 2 2019
Dec 1 2019
can confirm, it's indeed working again in newer versions.
Aug 28 2019
Updated the patch for Blender 2.8x.
Aug 23 2019
Aug 22 2019
Mar 19 2019
Inspiration: Wrote a very similar operator long time ago: https://github.com/p2or/blender-viewport-rename based on a question on stackexchange to rename all objects (and their datablocks) within the selection via Ctrl+R hotkey which fits pretty well and is easy to use. Cheers!
Feb 27 2019
of course. Just wasn't sure what's easier to debug. I tried to strip it down as best as I could:
Feb 25 2019
Mar 9 2018
I'm not sure what would be the purpose of showing it only the first time? If it would remember the frame range and frame rate values specified then, the user would have no way to change them the second time. If it wouldn't remember the values, why would they only be needed the first time?
Mar 7 2018
Adding extra steps to slows down the user. For example some animators will do an OpenGL playblast render and then play it, if the scene is too heavy for realtime playback, and they might do that very often. Some feedback from users would be good, but my guess is that users wanting to play back a animation with a specific frame range or frame rate that is different than the original is relatively rare. So I'm not sure it's worth slowing down the more common use case, and it may be better as a separate menu entry.
Mar 6 2018
I'd be interested to know if other animators would find this handy.
I removed BF Blender as project reviewers, no need to notify everyone in the project of changes here.
exr preview support removed
Mar 3 2018
Thanks for your review Campbell, it really helped me pushing the patch forward. I rolled back all unnecessary changes as requested and hope that this allows a better review.
Dec 20 2017
Thanks for your review @Campbell Barton (campbellbarton) . Good catch, I noticed that it's essentially the same for loose edges.
Dec 9 2017
Dec 7 2017
Nov 21 2017
Jul 3 2017
Thanks for joining @Ray Mairlot (madog)!
Jun 19 2017
A widgetified Render Border in 3D View (adjust the border bounds and its center) would be awesome too. Reference: https://developer.blender.org/T47267#435975.
Jun 12 2017
Jun 10 2017
Changing node = context.space_data.node_tree.nodes.active (line 3058) to node = context.active_node should fix that.
May 22 2017
Thanks @Dalai Felinto (dfelinto). I posted that as a proposal, because I wasn't sure whether someone else noticed that behavior - realized later that something like this is bad practice. I'm sorry.
Mar 5 2017
Feb 1 2017
Oct 18 2016
I'm not sure how you modified the UI handling code, but probably it's swallowing the event still while it should be passing it on.
ui_but_copy_data_path() removed and its functionality exposed to copy_data_path_button() operator
Oct 17 2016
Thanks for your review @Brecht Van Lommel (brecht)! I've updated the code in order to match ui_but_copy_data_path().
Consistency approach to match the behavior of ui_but_copy_data_path() in interface_handlers.c.
Oct 15 2016
Oct 11 2016
Great, you are right! Works as expected when rendering to a multilayer file in 2.78.
Sep 30 2016
Sep 28 2016
I'm sorry, I just noticed that you can still access the operators and shortcuts - moved the lines to nw_check().
Aug 11 2016
Of course. I wasn't sure if you like the 'Reset Button' :)
Aug 10 2016
Apart from how the existing Copy to Selected is broken, they seem to (try to) do the same thing to me. Shall we just replace the current broken one with your new one?
Aug 9 2016
Aug 7 2016
Aug 2 2016
It's all about freedom. The user should not be restricted to work horizontal or vertical, that's against the whole concept of working with nodes. This patch is a giant step to get it into a real node editor.
Jul 29 2016
Jul 12 2016
Jul 4 2016
Mar 11 2016
Ok, thanks Campbell. I try to write down some advantages as soon as I can.
Mar 10 2016
Thanks for the reply,
Feb 22 2016
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May 22 2015
Mar 8 2015
Thanks nutel, but if I apply the modifiers it works as expected (polycount: 4,7mio)
Mar 7 2015
Jan 24 2015
May 13 2014
Of course. Tested it 5min with software-gl and the same result. 3D View (Objectmode or Editmode) is not responding except the 3d-manipulator. All other workareas like timeline or properties work as expected.