Added alignment support and addSpacer method
put a gil release in the python bindings for ScriptNode::deleteNodes in case it triggers a python evaluation
Stopped ScriptNode.deleteNodes reconnecting nodes outside the script

This is so the deletion process doesn't reconnect nodes to the viewer (for example), which is a waste of effort and can cause fiddly problems like python/gil lock issues
Made InputGenerator compatible with CompoundPlug parents.

Previously it could only generate plugs directly on Nodes.
Fixed CompoundPlug default name.
Fixed InputGenerator for plug prototypes with numeric suffixes.

Also fixed bug which could cause plugs to be repeated in the inputs array if the InputGenerator was constructed from a childAdded() slot.
Added ArrayPlug class.

This is basically a CompoundPlug which uses an internal InputGenerator to create array elements on demand. I suspect that in the longer term we might want to ditch the InputGenerator and use ArrayPlugs everywhere we want dynamic inputs.
Added variable length coshader array support to RenderManShader.

Fixes #462.
rearranged a number of the source image locations. started adding some hand grabbed ones.

also added small bit about the script editor for any one with some hacking needs.
been advised that this is better style for protecting vars
Made changes for compatibility with new Cortex ObjectPool.
Tweaked RenderManShader coshader array element naming.

The element names are now derived from the parameter name, and are sufficed with indices starting from 0 rather than 1.
Added documentation recommending numeric indexing for ArrayPlug.

I'm not particularly happy with the way the element plug naming works right now, but until we have further use cases to inform any decision making I'd like to leave it as-is. The documentation is intended to encourage users not to become dependent upon the existing naming scheme.
Merge pull request #467 from johnhaddon/variableLengthCoshaderArrays

Variable length coshader arrays
Bumped version number and update Changes file.
couple of teeny tweaks to styling

- one to make sure bullet lists are using the same text colour as the paragraph text
- another to handle tt text in the same way as 'code' (but a bit bigger). looks like newer asciidoc (on my laptop) tags inline `text`as tt rather than code
some instructions for creating connections
Merge pull request #469 from johnhaddon/objectPoolCompatibility

Made changes for compatibility with new Cortex ObjectPool.
Added NodeGraph.frame( nodes ) method.

This can be used to frame specific nodes within the viewport of the NodeGraph.
Added Edit/Find... menu item.

This allows wildcard based searching of nodes via name, type and shader type. Further search types may be added by calling NodeFinderDialogue.registerMode().

Fixes #454.