Age | Commit message (Collapse) | Author |
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Would only appear when more than 4 asset libraries were loaded, because
small buffer optimization would hide the issue.
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This patch builds on the work from bdb57541475f to add node group
assets directly in the node editor add menu. Assets are added after
separators to distinguish them, but otherwise they look like any other
node. The catalog trees from all configured libraries are used to build
the menu hierarchy. Only catalogs with matching asset types are used
though.
There are a few limitations of this initial version. For now this only
supports geometry nodes. Support for other built-in node systems just
requires some refactoring of the corresponding add menu though. Lazy
loading will be added in a followup commit. For now there is a label
the first time the menu is opened.
Like the search menu integration, re-saving asset library files in 3.4
is required, if it hasn't been done already.
Implementation wise, there is a some ugly code here. A lot of that is
because the asset system isn't complete. The RNA API doesn't work well
yet, and the system isn't built to interact with multiple libraries at
once. It's also ugly because of the way we combine automatic menu
generation with builtin menus. As noted in a code comment, these two
systems could be merged completely so that the menus for builtin nodes
are also generated in the same way.
Differential Revision: https://developer.blender.org/D16135
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These functions are almost identical, the main difference being
BLI_join_dirfile didn't trim existing slashes when joining paths
however this isn't an important difference that warrants a separate
function.
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- Missing star prefix.
- Unnecessary indentation.
- Blank line after dot-points
(otherwise doxygen merges with the previous dot-point).
- Use back-slash for doxygen commands.
- Correct spelling.
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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
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If the "Asset Indexing" option was disabled in Preferences > Experimental
> Debugging, the asset-view template (used by pose libraries for
example) would still use the indexing.
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Asset indexing was disabled as ID property indexing wasn't supported.
Now that ID property support is added we can enable asset indexing.
Check {T91406} for more information about asset indexing.
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Also add groups in some files.
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Ref T92709
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Asset indexing should be disabled, but this was overlooked in the
asset list (used for the pose library in the 3D View).
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Asset library indexing would store indexes of asset files to speed up
asset library browsing.
* Indexes are read when they are up to date
** Index should exist
** Index last modify data should be later than the file it indexes
** Index version should match
* The index of a file containing no assets can be load without opening
the index file. The size of the file should be below a 32 bytes.
* Indexes are stored on a persistent cache folder.
* Unused index files are automatically removed.
The structure of the index files contains all data needed for browsing assets:
```
{
"version": <file version number>,
"entries": [{
"name": "<asset name>",
"catalog_id": "<catalog_id>",
"catalog_name": "<catalog_name>",
"description": "<description>",
"author": "<author>",
"tags": ["<tag>"]
}]
}
```
Reviewed By: sybren, Severin
Maniphest Tasks: T91406
Differential Revision: https://developer.blender.org/D12693
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A reference makes clear that NULL is not an expected value. So it's the
prefered way of passing a `const` input parameter (at least if it may
not be cheap to copy).
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Also move system includes first, like we have it elsewhere in Blender.
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If the current file is saved within an asset library, showing that asset
library in the Asset Browser will also display the assets from this current
file now. In fact, it's the latest state of the open file, including all
unsaved modifications.
These assets will show a little Blender icon in the preview image, which is our
usual icon for current file data.
Note that this means an important design change: The "Current File" asset
library isn't the only place to edit assets from anymore. From now on assets
from the current file can also be edited in the context of the full asset
library. See T90193 for more info.
Technical info:
Besides just including the assets from the current `Main`, this requires
partial clearing and reading of file-lists, so that asset operations (e.g.
removing an asset data-block) doesn't require a full reload of the asset
library.
Maniphest Task: https://developer.blender.org/T90193
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This makes asset view templates, e.g. as used by the Pose Library add-on
use recursive asset loading, see
Also works around an issue that made assets not show up at all anymore
since fc7beac8d6f4. I'm creating a separate report for that regression,
but in the Asset Browser and Viewer it shouldn't be apparent currently.
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Until now, the asset catalogs would only show up after all assets from
the library were loaded. Now the catalogs are read first, which makes
them appear pretty much immediately. This makes the UI more responsive
and feel less heavy.
I added a dedicated file-list type for asset libraries now. While not
necessarily needed, I prefer that so asset library specific stuff can be
handled in there.
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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.
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This iterator was introduced before `AssetHandle` existed, so it was
dealing with the file data directly. Now we want as little code as
possible to deal with the file data, all access should happen via the
`AssetHandle`.
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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()`.
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