When writing asset catalog definition files, order the catalogs by
(path, UUID). This ensures that every write produces the same file, playing
nice with versioning / synchronisation systems.
Add `operator<` to C++ class to allow lexicographic ordering of UUIDs.
This will be necessary when writing asset catalogs to disk in a predictable
(i.e. ordered) manner.
The "path with trailing slash" test catalog was using the same path as
another catalog, which meant it was ignored after doing the path
cleanup. It's now different in the test file in SVN, so it'll actually
show up in the test.
This commit also add an experimental userPreferences to prevent proxies
conversions on file load, and reporting for amount of coverted proxies
(and possible issues).
Note that potentially linked proxies from other libraries are not
hamdled here (this feature seems to be broken anyway in master
currently?).
This adds a replacement for the deprecated Point Distribute node.
Arguments for the name change can be found in T91155.
Descriptions of the sockets are available in D12536.
Thanks to Jarrett Johnson for the initial patch!
Differential Revision: https://developer.blender.org/D12536
When Browsing libraries the asset files were opened multiple times.
once to determine the needed groups to query and once for each
group to query the items in the group. For file browsing this makes sense
but for asset browsing this can be reduced.
This patch will load the asset files recursively and only opens them once.
Another change is that only the assets are requested and not filtered out
later in the process.
This patch is needed to simplify the library indexing. Where
we need access to the full library content.
## The numbers ##
Benchmarked by adding scenes of the spring open movie to the default
asset library. Refreshing the asset library would recursively load all the files
there.
| **8bc27c508a** | Processed 317 'directories/libraries' | 7.573986s |
| **Patch** | Processed 42 'directories/libraries' | 0.821013s |
{F10442811}
Reviewed By: mont29, Severin
Maniphest Tasks: T91406
Differential Revision: https://developer.blender.org/D12499
Goal is to add the length attribute to the Hair Info node, for better control over color gradients or similar along the hair.
Reviewed By: #eevee_viewport, brecht
Differential Revision: https://developer.blender.org/D10481
This implements the update logic for the vizualization of which
sockets pass data or constants directly, and which pass functions.
The socket shapes may still have to be updated. That should be
done separately, because it might be a bit more involved, because
socket shapes are currently linked to keyframe shapes. Currently
the circle and diamond shapes are used with the following meanings:
- Input Sockets:
- Circle: Required to be a single value.
- Diamond: This input supports fields.
- Output Sockets:
- Circle: This output is a single value.
- Diamond: This output may be a field.
Connecting a field to a circle input socket is an error, since a
field cannot be converted to a single value. If the socket shape
is a diamond with a dot in the middle, it means it is currently
a single value, but could be a field.
In addition to socket shapes, the intention is to draw node links
differently based on the field status. However, the exact method for
conveying that isn't decided yet.
Differential Revision: https://developer.blender.org/D12584
Previously this was only loading built-in render passes. Now instead of trying
to load the scene render passes, load whatever passes exist in the cache file.
Using a RenderResult (or a Viewer) was never really working (think you
cant get a real ImBuff from these) -- cannot use it as a clone, stencil
or canvas [Single Image paint texture slot].
In the case of using it as a 2D paint clone image this would also crash
[due to the Image Editor drawing refactor in 2.91].
Now [in the spirit of T73182 / D11179], prevent using these where
unappropriate by using rna pointer polling functions.
Also add a security check for the 2D paint clone image crash in case a
stencil ImBuff cannot be provided for some reason, but generally old
files are now patched in do_versions_after_linking_300 (thx @brecht!).
Fixes T91625.
Maniphest Tasks: T91625
Differential Revision: https://developer.blender.org/D12609
This follows three main targets:
* Make creation of new tree UIs easy.
* Groundwork to generalize tree UIs (so e.g. Outliner, animation
channels, asset catalogs and spreadsheet data-sets don't have to
re-implement basic tree UI code) or even other data-view UIs.
* Better separate data and UI state. E.g. with this, tree-item selection
or the open/collapsed state can be stored on the UI level, rather than
in data. (Asset Catalogs need this, storing UI state info in them is
not an option.)
In addition, the design should be well testable and could even be
exposed to Python.
Note that things will likely change in master still. E.g. the actually
resulting UI isn't very nice visually yet.
The design is documented here:
https://wiki.blender.org/wiki/Source/Interface/Views
Differential Revision: https://developer.blender.org/D12573
This patch simplifies the curve object to mesh conversion
used by the object convert operator and exporters.
The existing code had a convoluted model of ownership, and did quite
a bit of unnecessary work. It also assumed that curve objects always
evaluated to a mesh, which is not the case anymore.
Now the code checks if the object it receives is evaluated. If so,
it can simply return a copy of the evaluated mesh (or convert the
evaluated curve wire edges to a mesh if there was no evaluated mesh).
If the object isn't evaluated, it uses a temporary copy of the object
with modifiers removed to create the mesh in the same way.
This follows up on the recent changes to curve evaluation,
namely that the result is always either a mesh or a wire curve.
Differential Revision: https://developer.blender.org/D12533
This adds three new methods:
* `InstancesComponent::foreach_reference_as_geometry(...)`
* `GeometrySet::attribute_foreach(...)`
* `GeometrySet::gather_attributes_for_propagation(...)`
The goal is that these iteration primitives can be used in places
where we use more specialized iterators currently.
Differential Revision: https://developer.blender.org/D12613
Put the `bUUID` class in the `blender` namespace, instead of the
`blender::bke` namespace.
As a result, some C++ code now correctly uses the C++ class, where
previously it would use the C struct and use implicit casting where
necessary. As a result, support for initializer lists had to be
explicitly coded and in another place an explicit `::bUUID` was
necessary to avoid ambiguity.
No functional change.
The shader is complicated by itself, having hardcoded values makes it
even more cryptic.
I also renamed the shader because the shader is not for the keyfarme diamond only,
but for all the keyframe shapes.
Differential Revision: https://developer.blender.org/D12615
Choosing a UV layer would actually affect the overlay in the viewport
and also painting with the mask brush was in that UV space, but the
resulting stencil mask was always applied with the active UV (not the
explicitly selected stencil UV -- the one one is looking at in the
viewport!) to painting.
This has been like that as far as I have checked back (at least 2.79b),
I am surprised this has not come up before, but it does not seem to make
sense at all...
Now use the UV specified for the stencil layer when applying the mask for
painting, so it corresponds to the stencil mask one is looking at in the
viewport.
Maniphest Tasks: T91557
Differential Revision: https://developer.blender.org/D12583
Declare the current format used for asset catalog definition files as
version 1, and write that to the files. Files without that version number
will be rejected.
This makes it much easier to move to different versions later, with the
opportunity to do versioning on file load.
The version is not associated with any version of Blender, but a separate
integer that's simply incremented when a non-backward-compatible change
happens.
Catalogs work like directories on disk (without hard-/symlinks), in that
an asset is only contained in one catalog.
See T90066 for design considerations.
#### Known Limitations
Only a single catalog definition file (CDF), is supported, at
`${ASSET_LIBRARY_ROOT}/blender_assets.cats.txt`. In the future this is
to be expanded to support arbitrary CDFs (like one per blend file, one
per subdirectory, etc.).
The current implementation is based on the asset browser, which in
practice means that the asset browser owns the `AssetCatalogService`
instance for the selected asset library. In the future these instances
will be accessible via a less UI-bound asset system.
The UI is still very rudimentary, only showing the catalog ID for the
currently selected asset. Most notably, the loaded catalogs are not
shown yet. The UI is being implemented and will be merged soon.
#### Catalog Identifiers
Catalogs are internally identified by UUID. In older designs this was a
human-readable name, which has the problem that it has to be kept in
sync with its semantics (so when renaming a catalog from X to Y, the
UUID can be kept the same).
Since UUIDs don't communicate any human-readable information, the
mapping from catalog UUID to its path (stored in the Catalog Definition
File, CDF) is critical for understanding which asset is stored in which
human-readable catalog. To make this less critical, and to allow manual
data reconstruction after a CDF is lost/corrupted, each catalog also has
a "simple name" that's stored along with the UUID. This is also stored
on each asset, next to the catalog UUID.
#### Writing to Disk
Before saving asset catalogs to disk, the to-be-overwritten file gets
inspected. Any new catalogs that are found thre are loaded to memory
before writing the catalogs back to disk:
- Changed catalog path: in-memory data wins
- Catalogs deleted on disk: they are recreated based on in-memory data
- Catalogs deleted in memory: deleted on disk as well
- New catalogs on disk: are loaded and thus survive the overwriting
#### Tree Design
This implements the initial tree structure to load catalogs into. See
T90608, and the basic design in T90066.
Reviewed By: Severin
Maniphest Tasks: T91552
Differential Revision: https://developer.blender.org/D12589
Buttons to edit asset metadata are now disabled for assets from an
external library (i.e. assets not stored in the current .blend file).
Their tooltips explain why they are disabled.
Had to do some RNA trickery to disable the metadata properties at RNA
level, not at UI script level.
The basic idea is:
* Local data-block assets set the data-block as owning ID for the asset
metadata RNA pointer now.
* That way we can use the owner ID to see where the metadata belongs to
and decide if it's editable that way.
* Additionaly, some Python operators needed better polling so they show
as grayed out, and don't just fail.
One important thing: Custom properties of the metadata can still be
edited. The edits won't be saved however. Would be nice to disable that,
but it's currently not supported on BPY/IDProperty/RNA level.
Addresses T82943.
Differential Revision: https://developer.blender.org/D12127
Make the Windows version of `BLI_dir_create_recursive()` call
`BLI_path_slash_native()` before it tries to handle the path. This
should make it possible to call it with non-native path separators.
This change was provided by our Windows platform maintainer @LazyDodo in
P2414, so I assume he agrees with this change.
Some gestures were activating immediately on tweak events,
extend this to mouse-press and click-drag.
Without this change, box-select for example wouldn't be automatically
activated on mouse-press.
There is no reason to lock behavior into a specific configuration in
those calls, make them properly configurable like the rest of the
link/append code.
This also enable users of those functions to activate 'ID reuse'
behavior.