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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
2021-08-26Cleanup: sort struct blocksCampbell Barton
2021-07-29Assets/UI: Resolve major asset view UI template limitationJulian Eisel
Before this, all asset view templates showing the same asset library would show the same assets, even if they should show different ID types. That was a major limitation since the design did forsee that this template can be put anywhere in the UI to display various sub-sets of assets. Initially I did the ID type filtering close to the asset-list reading, because I wanted to optimize reading so that we would only actually read asset information from disk of the ID type to be shown. But this will be quite complex and I'm not sure if I'll get to work on this anytime soon. So this commit moves the filtering to the template display level solving this limitation. Note: This also adds the code to filter by tags, together with the ID type. But it's not actually used anywhere yet.
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()`.