- User Since
- Nov 24 2017, 7:42 PM (90 w, 5 d)
Mon, Aug 19
Quite strangely everything works correctly when trying that line of code, but if I restart Blender and do the following I get the non descriptive indentation error:
Is it ok I tag you, as Text Editor module owner, on this report @Campbell Barton (campbellbarton)?
Sun, Aug 18
Has this been committed yet? Maybe in addition, it could be considered to give the Text Editor a typing focus, like the text entry boxes?
Yeah, it's properly part if of a larger "normalization" process, which at some point should also include Menu re-organization. Having View as first menu, is unique to Blender too. And having to use a menu called Add to import files is pretty unique too(like in the VSE).
Sat, Aug 17
The alignment tooltips maybe needs to be corrected too. The icons cause confusion because, the operator is not working like in a text editor, but relative to the location(as described it this patch).
Your .blend file does not contain any source files. However, in your .blend, if I change the source to an audio file on my computer, the audio is playing fine, so there is no setting in the file which might cause not to hear the audio.
Fri, Aug 16
+1 for split.
Making a Release build, I get no crash. When building with 'make developer' I get the crash.
Thu, Aug 15
I had some build problems following the Python update, but can build now without errors. It's this build that gives me this error:
Now this patch has been abandoned, who has a better solution, and how/where to discuss it?
Wed, Aug 14
An alternative way would be if the scrollbar was moved to the right of the side bar and the unused part of the sidebar was made transparent, like the 3D View:
Tue, Aug 13
I think the main question is if this kind of design is worth pursuing? This is more like a test of concept and in the end of the day, it may not the best idea to actually code the operator in Python ex. with no text.get_selection in the API(for adding selection to find box), and the other things @Campbell Barton (campbellbarton) points out here.
Mon, Aug 12
Removed Sample Color.
I'm sorry - I wasn't clear. I too think is a problem that the maximize short cut key does not work in all areas of Blender, as consistency across all editors is an important thing. So I think autocomplete should have a new short cut key, and maximize should have ctrl+space(everywhere in Blender), but that's not up to me.
Sun, Aug 11
Changed the operator_context to get Sample Color hotkey to show, however Toggle View only shows hotkey in Sequencer and Sequencer+Preview. I don't know if there is an operator_context which covers all 3 states?
If the mouse pointer is on the header, ctrl+space will maximize area. But in the Text Editor area and the Python console area, Ctrl+Space is auto complete.
Looks great. Is it possible to include a zip filter(+icon)? This would be very useful when installing zipped add-ons.
Sat, Aug 10
Fri, Aug 9
Updated to match current repository.
As Campbell wrote, when he cherry picked what to commit: "would rather separate header reorganization from changing menus", so no header changes, except menus have been committed, so I guess this diff can be closed?
@Richard Antalik (ISS) Could this be added to a VSE To Do list here on developer.blender.org?
Since the Toggle Comment with a shortcut key was implemented, I'll abandon this diff, though I still think 'Find Set Selected' now called 'Find Next" in the menus, could use a shortcut key.
Shadow now added to check-box-sub-panel:
This update adds the Console menu as Context menu(w/right click).
Update adds the Info menu as Context menu.
More class renaming.
Cleaned up class naming.
Thu, Aug 8
One way to solve this is by separating scenes from sequences as suggested in the comments here: T52586 An alternative and simpler approach is to toggle jump to/return from scenes referenced in scene strips. Two add-ons deal with this: https://github.com/tin2tin/change_to_scene_from_scene-strip and https://github.com/snuq/VSESwitchToScene
@Campbell Barton (campbellbarton) Thank you for committing this.
Remove wrapping of args.
Rename to Move Line(s) Up/Down.
Added select Word to Select menu.
Swapped the viewport toggles with the Run Script operator button:
Wed, Aug 7
It\s possible to move Run Script a little closer, and maybe a little space around the view buttons is an improvement.
@William Reynish (billreynish) Like this:
In the scrollbars with handles this problem has been solved by shortening the scrollbar:
Tue, Aug 6
Changed Shadow to this:
Moved "Export Subtitles" into the Sequencer View Menu, and positioned it under the export related render options, since file export buttons do not belong in the Strip Properties Sidebar.
Checked the dash length again, and now they look fine. No worries.
Not too familiar with these functions, but should the Set Overlay Region be disabled when Overlay Type isn't Rectangle?
Has been fixed by: bb53d2b07a1b
Oh, this is great. The tools are working. For the first time is is possible to annotate properly in the Sequencer Preview. One thing to keep in mind when desciding on what tools should go in the tool bar, is that hot areas and changing the mouse pointer icon accordingly, can serve as information on current operator, in a way that can keep the clutter out of the toolbar.
If no preview area is open when adding a movie strip to the sequencer, the resolution of that clip is none, but it is actually none until the playhead has been on a frame of that clip, and from there that resolution is remembered.
Mon, Aug 5
Somehow in the process the comment operator has disappeared from the context menu, and it is missing a tooltip.
I realize that it isn't the icon, being moved, but instead it is the scrollbar, which has been shortened, but only the scrollbars with handles in both ends are shortened.
Sun, Aug 4
Maybe the selected value could be a little less than white, so a white box would be visible around the value, when the value is only added to the active element.
@William Reynish (billreynish) Should Comment and Uncomment be removed now Toggle Comment is added?
Noticed that moving the Sidebar to the right, makes the Sidebar icon collide with the scroll bar, so maybe the icon should be moved up above the scrollbar like in ex. the sequencer:
Some parts where rejected when I tried to apply this patch, but has the sidebar been moved to the right in the Workspace too?
Change info about whitespace trimmed lines from popover to report in statusbar.
Sat, Aug 3
The video editor is fundamentally different from every other editor. Whereas all other editors are used in service of building the current scene
Except the Text Editor. The contents of the Sequencer should be independent of the Scene selection like the Text Editor's contents is.
Way back when Motion Builder was Filmbox(more than 20 years ago) is was possible to edit camera mise-en-scenes in a timeline realtime(of the current scene). Since then pretty much all 3D packages and 3D game engines have this feature added, including Unity and Unreal, but still not Blender. With gpencil and the speed of EEVEE, realtime virtual filmmaking(and previz), should be within reach in Blender, but being able to seamless edit cameras(in 3d view) integrated with the sequencer, is a most essential step in that direction. However, without the ability to use cameras of the current scene in the sequencer, this is not possible.
We could make the video editor data separate from scenes though (there own data-block for example).
Fri, Aug 2
Resolved by D5306
Renamed "Show Image Metadata" back to "Show Metadata" because apparently it also extracts metadata from Matroska video files.
Both suggestions are fine by me. What do @William Reynish (billreynish) say?
Wed, Jul 31
Updated the diff: Using clipboard code has been removed, instead code to get selection by @Dalai Felinto (dfelinto) has been used: https://developer.blender.org/diffusion/BAC/browse/master/text_editor_hastebin.py If/when this function will be added to the API this def can be removed.
Here are the small changes I mentioned above:
Unfortunately I can't update this patch(missing rights?), but here it is for download:
@Richard Antalik (ISS) Multi Cam shortcuts keys are not affected by Numpad keys.
Tue, Jul 30
Oh, this is strange. I did a build with this patch, and now the Text Editor won't load a text block into the text editor anymore.
Can anyone confirm this?
On the icon, the first button seems to copy&paste&find, which I feel isn't covered with an Import icon or a Paste icon, but maybe that's just me? (Actually this function should have been build into the Find operator - so highlighting text and hit ctrl+f would do that, and there would be no need for a button). Maybe the Eyedropper icon could cover the process of extracting a string and add it to the panel? Maybe it's better, but it still doesn't cover the additional find function.
I'm sorry. I'm hesitating a bit, because are we sure about the 'Download' icons? Or do we need more exact icons created for these buttons?
Are we sure, we want the Find&Replace settings above the search fields(normally these settings are below the search fields)?
Should Find&Replace be on top in the Sidebar. Having the most used functions on top?
Are we sure we do not want Highlight Line unselected as default setting?
If Ctrl + / is it, which is industry standart for Line Comment(?), then this is all it takes(in Python) to add Line Comment to the current comment function. Code by Lapineige:
class BetterComment(bpy.types.Operator): """ """ bl_idname = "text.better_comment" bl_label = "Better Comment"
Ctrl + / is actually line comment(in PyCharm), where the location of the cursor determines which line to comment and this is typically a toggle function - this line comment function doesn't exist in Blender.
Sure I can change it to Ctrl + /, but as mentioned, that keyboard combination does not work on non-English keyboards:
A common shortcut for this is Ctrl + / but this doesn't work on non English keyboards(Ctrl + Shift + 7(=Ctrl + /) doesn't work in Blender)
T66607 is another example of shortcut keys not working on non-English keyboards. Unless the plan is to start adding localized shortcut keymaps, I think we should be careful not to utilize keys which do not work on non-English keyboards.