Scheduler Commit -- work yet to do as far as running of schedules. Generally a simple schedule should startup and work. Some of the controls on the status dialog are not working well or at all yet.
Scheduler, if enabled would crash Vixen if no show was setup. Oops.
Check for invalid elements effects. Caused by heavy updating of the element list (I think)
Cleanup Nutcracker useless timer
Add error checking to Chase effect for null nodes and invalid node index
Add error checking to Pulse, Spin and Twinkle
Check for null nodes -- caused by heavy editing of the element tree. Error prevented sequences from being played.
Attempt to get scheduler running better.
Update folder references
Merge pull request #38 from sall/master

Merge from sall/vixen
Minor string issue correction
Disabled D2D Code for upcoming release.   Code is still in the codebase to address in the future, but for now is inaccessable
On my system the preview 'shimmers'/'flickers'.  I wondered if it might benefit from double buffering, so I took a shot.  Unfortunately, I don't know anything about DX, so there's probably a way better way to do this.. I've seen mention of an hwnd render target that is always double buffered and also some DX3D 'swap chain' thingee... I didn't know how to do either of them, so I took the dumb way out.

This change simply creates a local, temp, CompatibleRenderTarget that is a bitmap.  Most of the rendering uses this local (rt).  When just about done we get the bitmap out of rt and draw it on the real render target.  On my system the preview looks nice and smooth and seems only a little slower (maybe 10%, but the stats flickered too much before to really be sure).

I also tweaked the stats reporting to be a little more self contained and to make the average and max use about a 5 second window (was 50 sec).

Let me know what you think?

PS: I added a 'using' so the diff looks worse than it really is if you are looking at the GitHub diff (Tortoise shows id fairly well).
Initial Checkin of new Launcher Effect...  Renamed RDSController to CommandController.  But left the DLL Name the same so there would be no conflicts.
Fix memory leak where V3 doesnt let go of resources when user closes Sequence Editor.   Now when user closes sequence editor, all memory is freed up that was in use by the Editor.
Cleanup preview and remove some unused files in the DP
Clean up debugging code. Simplify resolution calculation.
Full rendering changes. Fix issues that locked the UI even when background processing was occurring.
Reverse the colors on the info pop-up and add a bit of transparency.
Allow the SetLevel, Pulse, Chase, Spin, and Alternating effects to be smart enough to keep sensible colors. If an effect is copied/moved to a new set of elements that support discrete colors and our current colors are not in that set we should set defaults that are in the chosen colors. Likewise if we are on non discrete elements we can allow any color to remain.