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0.8.7

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Animation layout got an overhaul, I had thought that maximum horizontal space was the best approach, and couldn't decide between Timeline, Dopesheet and Graph Editor as to which should be the most prominent.
After spending some time maximizing each area in order to do what I wanted I decided it was time for a rethink.
You now have the Graph editor in the top left, the NLA editor right below it, the 3D viewport in the top right with a minimal overlay, and the Dope Sheet right underneath that, with the Timeline taking up a sliver of space across the bottom of the screen.
I have found this layout to be much easier to work with, though I suspect that layouts will continue to morph and change.
I added a Geometry Nodes tab, because how could I leave that out?
Renamed 'File Manager' tab to 'File Data'.
Added Status Bar to 'Model / Sculpt'
Removed Text Editor from 'Material / Shader'
Moved Tool Settings to the bottom in 'UV / Texture'
Cleared text files from 'Script'
Bumped up the shading on the dropdown menus.

0.8.6

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Massive Keymap Reformat! + Layout/Splash updates

I have the name: LudvikKoutny
This user started a thread on: https://devtalk.blender.org/t/2-8-keymap-file-formatting-mess/5279 about how blender just chews up keymaps, dropping items etc.
And, oh boy, was that my experience!
The past handful of updates have all been to try and resolve issues with one or more commands not functioning in my template vs blender default and industry standard, but the rub has been that after each update (editing the keymap inside of blender) I export it from blender, which corrupts it, and then I end up with different issues the next time.

I discovered that blender had just deleted 30-40 items from the Sculpt, Font, Image Paint and a few more from 3D View, it had also added empty keymaps for Gizmo and Header, which weren't present when I compared against the built-in keymap.

Sooooooooooooooooooo, I manually reformatted and indexed the BLUi keymap. It is functional, but the focus was on trying to increase readability and editability for humans.
It will be a while before I trust blender to export a keymap properly again, so it made sense to create something that I could easily edit manually in a text editor.

Splash screen is now a little more generic, to permit version #, credits etc

Layout has changed slightly, I wasn't happy sculpting in the little viewport, so I renamed the existing workspace to 'Layout', and added a second workspace called 'Model / Sculpt' that doesn't have the File Browser, Outliner or Properties showing, and doesn't hide the Tool Settings by default.

0.8.5

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New Font & Theme, keymap fixes & layout changes

BLUI will now load Roboto-Regular.ttf on startup, and that, combined with the new color theme make BLUI feel much more Unreal.
I hid a few headers and changed colors around to increase readability. There are two areas that share the same font, one with a dark background, the other a lighter background, so the theme ended up a little lighter overall than I would have liked, but you can always switch back to the Blender Dark theme without affecting the templates functioning in any way.

0.8.4

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Minor keymap fixes

Shift+A to add meshes, and Right Mouse to pan the Node Editor were not working.
Everything in Blender was set and exported correctly, but until I opened the keymap in VS Code to manually edit it, the bugs remained.
Thanks to the random poster who pointed out that Blender will sometimes incorrectly format its own keymap, and you might need to type it out yourself to get the expected results.

0.8.3

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init file now runs auto-installer

The init file will now check if you have the right addons, and install only the ones you are missing.
HOWEVER, one of these addons is 37mb, another is 2mb, so if you click New > BLUI, and you're missing Mr Mannequins Tools, and Textools, you'll be left looking at what appears to be a frozen Blender, as the complete install process (6 addons) took a full 5 minutes of waiting on a stalled Blender to come through. 
But come through it did!
So I will have to update the docs about that.
There was also a small formatting error in the keymap that caused the Walk modal map to be deleted! What!?!?
But it has also been fixed.

0.8.2

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Rename BLUI.py to BLUI_Keymap.py

0.8.1

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0.8

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