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This is an editor-level abstraction for the `BLO_library_temp_xxx()`
API for temporary loading of data-blocks from another Blend file. It
abstracts away the asset specific code, like asset file-path handling
and local asset data-block handling.
Main use-case for this is applying assets as presets that are based on
data-blocks, like poses. Such preset assets are an important part of the
asset system design, so such an abstraction will likely find more usage
in the future.
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Implements a basic, WIP version of the asset list. This is needed to
give the asset view UI template asset reading and displaying
functionality.
See:
* Asset System: Data Storage, Reading & UI Access - https://developer.blender.org/T88184
Especially the asset list internals should change. It uses the
File/Asset Browser's `FileList` API, which isn't really meant for access
from outside the File Browser. But as explained in T88184, it does a lot
of the stuff we currently need, so we (Sybren Stüvel and I) decided to
go this route for now. Work on a file-list rewrite which integrates well
with the asset system started in the `asset-system-filelist` branch.
Further includes:
* Operator to reload the asset list.
* New `bpy.types.AssetHandle.get_full_library_path()` function, which
gets the full path of the asset via the asset-list.
* Changes to preview loading to prevent the preview loading job to run
eternally for asset views. File Browsers have this issue too, but
should be fixed separately.
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This per-workspace active asset library will be used by the asset views
later. Note that Asset Browsers have their own active asset library,
overriding the one from the workspace.
As part of this the `FileSelectAssetLibraryUID` type gets replaced by
`AssetLibraryReference` which is on the asset level now, not the
File/Asset Browser level. But some more work is needed to complete that,
which is better done in a separate commit.
This also moves the asset library from/to enum-value logic from RNA to
the editor asset level, which will later be used by the asset view.
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It seems generally preferred to have new files be created with C++.
The only reason I didn't do that when I initially created the files is that I
was unsure about some C-API aspect.
Also includes some minor C++ related cleanup (nullptr instead of NULL, remove
redundant `struct` keyword).
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This makes it possible to turn data-blocks into assets and back into normal
data-blocks. A core design decision made for the asset system is that not every
data-block should be an asset, because not every data-block is made for reuse.
Users have to explicitly mark data-blocks as assets.
Exposes "Mark Asset" and "Clear Asset" in Outliner context menus (currently ID
Data submenu) and button context menus. We are still not too happy with the
names, they may change.
This uses the new context members to pass data-blocks to operators, added in
af008f553293 and 0c1d4769235c.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9717
Reviewed by: Brecht Van Lommel
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