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2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2021-12-08Cleanup: move public doc-strings into headers for 'editors'Campbell Barton
Ref T92709
2021-11-23Asset Browser: add operator for installing asset bundlesSybren A. Stüvel
Add an operator "Copy to Asset Library" for installing asset bundles into already-existing asset libraries. The operator is shown when: - the "Current File" library is selected, - the blend file name matches `*_bundle.blend`, and - the file is not already located in an asset library. The user can select a target asset library, then gets a "Save As" dialogue box to select where in that library the file should be saved. This allows for renaming, saving in a subdirectory, etc. The Asset Catalogs from the asset bundle are merged into the target asset library. The operator will refuse to run when external files are referenced. This is not done in its poll function, as it's quite an extensive operator (it loops over all ID datablocks). Reviewed by: Severin Differential Revision: https://developer.blender.org/D13312
2021-07-21Cleanup: Move reorganize asset filesJulian Eisel
I'm trying to move away from general files with lots of things in them, and instead have many small & focused files. I find that easier to work with since everything has clear responsibilities, even if there is some minor overhead in managing all these files. I also try to differentiate more clearly between public and internal files. So source files and internal headers are in a `intern/` sub-directory, public functions are in a number of headers one level higher. For convenience and to make this compatible with our existing general headers in `editors/include`, I made the `ED_asset.h` there include all these public headers. This is of course a bit of an experiment, let's see how it works in practice. Also corrected the name of `ED_asset_can_make_single_from_context()`.