Age | Commit message (Collapse) | Author |
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These functions that retrieve strings from assets return stringrefs.
Storing them as std::strings is unnecessary and relies on binding to
the const references.
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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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With automatic collection previews (810e225c260d) and a toggle for
collection instancing (previous commit) supported, there are no known
blocking issues for collection assets. There are still further
improvements to come as part of regular developemt (e.g. bounding box
based snapping).
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Doxygen doesn't require this to be set.
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Follow conventions from T85728.
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So far it was needed to declare a new RNA struct to `RNA_access.h` manually.
Since 9b298cf3dbec we generate a `RNA_prototypes.h` for RNA property
declarations. Now this also includes the RNA struct declarations, so they don't
have to be added manually anymore.
Differential Revision: https://developer.blender.org/D13862
Reviewed by: brecht, campbellbarton
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Activating a gizmo used the windows eventstate which may have values
newer than the event used to activate the gizmo.
This meant transforms check for the key that activated transform
could be incorrect.
Support passing an event when calling operators to avoid this problem.
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Sometimes when switching asset libraries in the asset view templates
(like the pose library sidebar UI), the wrong library would end up being
shown.
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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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The strings in the `get_description` functions for operators need
translation, they are not found by the translation system automatically,
and there is no translation applied afterwards either (as far as I could
tell). Some used `N_` before, but most did nothing.
Differential Revision: https://developer.blender.org/D14011
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This enables support for node group assets. Previously, node group
assets only worked when the "extended asset browser" experimental
features is enabled.
Differential Revision: https://developer.blender.org/D13748
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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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Object/collection asset workflow would need the bounding box for snapping.
The bounding box is stored using ID properties in the scene. Currently ID properties
aren't stored in the asset index, what would break object snapping. For this reason
Asset Indexing is turned off in mater. This patch will introduce the indexing of ID
properties what will allow the indexing to be turned on again.
## Data Mapping ##
For data mapping we store the internal structure of IDProperty to the indexer (including meta-data) to be able to deserialize it back.
```
[
{
"name": ..,
"value": ..,
"type": ..,
/* `subtype` and `length` are only available for IDP_ARRAYs. */
"subtype": ..,
},
]
```
| **DNA** | **Serialize type** | **Note** |
| IDProperty.name | StringValue| |
| IDProperty.type | StringValue| "IDP_STRING", "IDP_INT", "IDP_FLOAT", "IDP_ARRAY", "IDP_GROUP", "IDP_DOUBLE"|
| IDProperty.subtype | StringValue| "IDP_INT", "IDP_FLOAT", "IDP_GROUP", "IDP_DOUBLE" |
| IDProperty.value | StringValue | When type is IDP_STRING |
| IDProperty.value | IntValue | When type is IDP_INT |
| IDProperty.value | DoubleValue | When type is IDP_FLOAT/IDP_DOUBLE |
| IDProperty.value | ArrayValue | When type is IDP_GROUP. Recursively uses the same structure as described in this section. |
| IDProperty.value | ArrayValue | When type is IDP_ARRAY. Each element holds a single element as described in this section. |
NOTE: IDP_ID and IDP_IDARRAY aren't supported. The entry will not be added.
Example
```
[
{
"name": "MyIntValue,
"type": "IDP_INT",
"value": 6,
},
{
"name": "myComplexArray",
"type": "IDP_ARRAY",
"subtype": "IDP_GROUP",
"value": [
[
{
"name": ..
....
}
]
]
}
]
```
## Considered alternatives ##
- Add conversion functions inside `asset_indexer`; makes generic code part of a specific solution.
- Add conversion functions inside `BLI_serialize`; would add data transformation responsibilities inside a unit that is currently only responsible for formatting.
- Use direct mapping between IDP properties and Values; leads to missing information and edge cases (empty primitive arrays) that could not be de-serialized.
Reviewed By: Severin, mont29, HooglyBoogly
Maniphest Tasks: T92306
Differential Revision: https://developer.blender.org/D12990
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Also ensure space at end of comment.
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ObjectValue was to confusing as it is the term from JSON.
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Includes use of memcpy to avoid warnings about deprecated members.
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Using the `MEM_*` API from C++ code was a bit annoying:
* When converting C to C++ code, one often has to add a type cast on
returned `void *`. That leads to having the same type name three times
in the same line. This patch reduces the amount to two and removes the
`sizeof(...)` from the line.
* The existing alternative of using `OBJECT_GUARDED_NEW` looks a out
of place compared to other allocation methods. Sometimes
`MEM_CXX_CLASS_ALLOC_FUNCS` can be used when structs are defined
in C++ code. It doesn't look great but it's definitely better. The downside
is that it makes the name of the allocation less useful. That's because
the same name is used for all allocations of a type, independend of
where it is allocated.
This patch introduces three new functions: `MEM_new`, `MEM_cnew` and
`MEM_delete`. These cover the majority of use cases (array allocation is
not covered).
The `OBJECT_GUARDED_*` macros are removed because they are not
needed anymore.
Differential Revision: https://developer.blender.org/D13502
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Also add groups in some files.
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Use "filepath" which is the current convention for naming full paths.
- Main use "name" which isn't obviously a file path.
- BlendFileData & FileGlobal used "filename" which is often
used for the name component of a path (without the directory).
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Adds some basic high-level explanations for editor/UI level asset APIs.
Also moves one such comment from the source file to the header file,
so it's in the same file as other API comments.
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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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Use fixed-length string to convert `char[2]` to `std::string`. Otherwise
`strlen()` is called, which is problematic as the `char[2]` is not
zero-terminated.
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The `ASSET_OT_bundle_install` operator only works when the blend file is
self-contained. It reports any external dependencies. Before this patch:
- every dependency was mentioned, even when it repeated the same
filename over and over again, and
- multiple dependencies were all mentioned in the error popup,
potentially filling the screen.
This is now resolved by:
- only reporting each external file once, and
- referring to the console when there are multiple external dependencies.
Reviewed by: severin, dfelinto
Differential Revision: https://developer.blender.org/D13413
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This includes adjustment of rBc12d8a72cef5 to the new path traversal code
introduced in rBe5e8db73df86.
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Add flag to `BKE_bpath_traverse_id()` and friends to skip weak
references (see below). This makes a distinction between "this blend
file depends on that file" and "this blend file references that file,
but doesn't directly use its data". This distinction is for the Asset
Bundle install operator, which refuses to copy the blend file when it's
not self-contained.
Weak references are those that are not directly used by the blend file,
but are still present to allow path rewriting. For example, when an
Asset is loaded its originating blend file is saved in
`ID::library_weak_reference`; this reference is purely for deduplication
purposes, and not for actually loading any data.
Reviewed by: mont29, brecht
Differential Revision: https://developer.blender.org/D13412
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The main goal of this refactor is to make BPath module use `IDTypeInfo`,
and move each ID-specific part of the `foreach_path` looper into their
own IDTypeInfo struct, using a new `foreach_path` callback.
Additionally, following improvements/cleanups are included:
* Attempt to get better, more consistent namings.
** In particular, move from `path_visitor` to more standard `foreach_path`.
* Update and extend documentation.
** API doc was moved to header, according to recent discussions on this
topic.
* Remove `BKE_bpath_relocate_visitor` from API, this is specific
callback that belongs in `lib_id.c` user code.
NOTE: This commit is expected to be 100% non-behavioral-change. This
implies that several potential further changes were only noted as
comments (like using a more generic solution for
`lib_id_library_local_paths`, addressing inconsistencies like path of
packed libraries always being skipped, regardless of the
`BKE_BPATH_FOREACH_PATH_SKIP_PACKED` `eBPathForeachFlag` flag value,
etc.).
NOTE: basic unittests were added to master already in
rBdcc500e5a265093bc9cc.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13381
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This is the same fix as in rBde35a90f9f56d3ff3ac80c13bf1ae296853ba877
but for the blender-v3.0-release branch.
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This was an oversight when I added catalog drag & drop support. I forgot
to add this for dragging catalogs into the top level by dragging into to
the "All" item as well. This made the drag & drop support rather broken
because it wouldn't work for a basic case.
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Asset install bundle poll didn't check the space it was running in and
assumed that it was always running in file browser.
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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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In rBdcdbaf89bd11, I introduced a new operator
(`file.asset_library_refresh()`) to handle Asset Browser refreshing more
separate from File Browser refreshing. However, there already was
`asset.asset_list_refresh()`, which at this point only works for asset
view templates, but was intended to cover the Asset Browser case in
future too. This would happen once the Asset Browser uses the asset list
design of the asset view template.
So rather than having two operators for refreshing asset library data,
have one that just handles both cases, until they converge into one.
This avoids changes to the Python API in future (deprecating/changing
operators).
Differential Revision: https://developer.blender.org/D13239
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In rBdcdbaf89bd11, I introduced a new operator
(`file.asset_library_refresh()`) to handle Asset Browser refreshing more
separate from File Browser refreshing. However, there already was
`asset.asset_list_refresh()`, which at this point only works for asset
view templates, but was intended to cover the Asset Browser case in
future too. This would happen once the Asset Browser uses the asset list
design of the asset view template.
So rather than having two operators for refreshing asset library data,
have one that just handles both cases, until they converge into one.
This avoids changes to the Python API in future (deprecating/changing
operators).
Differential Revision: https://developer.blender.org/D13239
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The Blender icon must not be used to refer to anything that is not
Blender itself. Using the Blender icon on its own to refer to .blend
files or the currently open file is a no-go, which was brought up by
Ton.
This does the following changes to the icon file:
* Add new "Current File" icon
* Change the .blend file icon to contain a file icon with the Blender
logo, but not merely the Blender logo.
* Change the backup .blend file icon accordingly.
The new "Current File" icon is used in the Asset Browser, but
could/should be used in the Outliner as well. That needs more design
discussion though.
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