Assets: bundle essentials with Blender #104474

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Jacques Lucke merged 29 commits from JacquesLucke/blender:bundled-assets into main 2023-02-14 17:35:41 +01:00
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This patch adds an "Essentials" asset library that is bundled with Blender. Also see #103620.
At build time, the lib/assets/publish folder is copied to datafiles/assets in the build directory.

In the UI, the "Essentials" library can be accessed like other custom asset libraries
with the exception that assets from that library cannot be linked.

image

This patch adds an "Essentials" asset library that is bundled with Blender. Also see #103620. At build time, the `lib/assets/publish` folder is copied to `datafiles/assets` in the build directory. In the UI, the "Essentials" library can be accessed like other custom asset libraries with the exception that assets from that library cannot be linked. ![image](/attachments/38658e9e-ef1c-4ddc-a469-4e9ba2f86081)
Jacques Lucke added 13 commits 2023-02-08 15:58:12 +01:00
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@blender-bot build

@blender-bot build
Jacques Lucke requested review from Simon Thommes 2023-02-08 15:59:49 +01:00
Jacques Lucke requested review from Hans Goudey 2023-02-08 15:59:57 +01:00
Jacques Lucke requested review from Julian Eisel 2023-02-08 16:00:08 +01:00
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@blender-bot package

@blender-bot package
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Package build started. Download here when ready.

Package build started. [Download here](https://builder.blender.org/download/patch/PR104474) when ready.
Jacques Lucke requested review from Dalai Felinto 2023-02-09 15:13:52 +01:00
Julian Eisel approved these changes 2023-02-09 19:40:54 +01:00
Julian Eisel left a comment
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  • The UI needs some updates to reflect the "never-link" assets. Discussed what to do exactly with Dalai and I'll try to work on this. It's important for this feature I think, but I'll work on it separately.
  • The README shouldn't get copied into the datafiles, it's confusing (talks about setting up the SVN repo and stuff). I think copying the license along makes sense.
  • We should probably add a license field to the asset metadata. Otherwise licensing of the essentials is not clear. Again separate patch.
  • @SimonThommes asked to only push this when he's ready with the assets, even with the publish directory. So when I accept this that doesn't mean "all green, go" yet.
- The UI needs some updates to reflect the "never-link" assets. Discussed what to do exactly with Dalai and I'll try to work on this. It's important for this feature I think, but I'll work on it separately. - The README shouldn't get copied into the datafiles, it's confusing (talks about setting up the SVN repo and stuff). I think copying the license along makes sense. - We should probably add a license field to the asset metadata. Otherwise licensing of the essentials is not clear. Again separate patch. - @SimonThommes asked to only push this when he's ready with the assets, even with the `publish` directory. So when I accept this that doesn't mean "all green, go" yet.
@ -0,0 +1,17 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
Member

I'd call this file AS_essentials_library.h and name functions and all accordingly. Just use the same term as in Blender, avoids confusion (Bundle vs. Essentials).

I'd call this file `AS_essentials_library.h` and name functions and all accordingly. Just use the same term as in Blender, avoids confusion (*Bundle* vs. *Essentials*).
JacquesLucke marked this conversation as resolved
@ -0,0 +10,4 @@
extern "C" {
#endif
bool ED_asset_bundled_contains_path(const char *path);
Member

Why ED_? Suggest AS_essentials_library_contains_path().

Why `ED_`? Suggest `AS_essentials_library_contains_path()`.
Member

This may in fact not be necessary, see comment below (#104474 (comment)).

This may in fact not be necessary, see comment below (https://projects.blender.org/blender/blender/pulls/104474#issuecomment-873078).
JacquesLucke marked this conversation as resolved
@ -98,3 +98,1 @@
/* Add separator if needed. */
if (!BLI_listbase_is_empty(&U.asset_libraries)) {
RNA_enum_item_add_separator(&item, &totitem);
{
Member

This should be in the include_generated block I guess (the name is terrible^^).

This should be in the `include_generated` block I guess (the name is terrible^^).
Author
Member

Ok, not obvious to me why this is generated, but fine with me.

Ok, not obvious to me why this is generated, but fine with me.
JacquesLucke marked this conversation as resolved
@ -101,0 +104,4 @@
"ESSENTIALS",
ICON_NONE,
"Essentials",
"Show assets that came bundled with Blender"};
Member

Would suggest something like: "Show the basic building blocks and utilities coming with Blender.

Would suggest something like: "Show the basic building blocks and utilities coming with Blender.
JacquesLucke marked this conversation as resolved
@ -128,1 +130,4 @@
static eFileAssetImportType get_asset_import_type(const SpaceFile *sfile, const char *blend_path)
{
if (ED_asset_bundled_contains_path(blend_path)) {
Member

Doing this kind of path comparison is a bit meh, and it assumes assets are files on disk. Not a big deal but I think we can do it properly right away.

I'd suggest storing a bool never_link_ inside asset_system::AssetLibrary that is set in the get_asset_library() switch. And then here you can do something like:

const FileList *filelist = filelist_files_ensure(sfile->files);
if (AS_asset_library_is_never_link(filelist->asset_library)) {
  return FILE_ASSET_IMPORT_APPEND_REUSE;
}
Doing this kind of path comparison is a bit meh, and it assumes assets are files on disk. Not a big deal but I think we can do it properly right away. I'd suggest storing a `bool never_link_` inside `asset_system::AssetLibrary` that is set in the `get_asset_library()` switch. And then here you can do something like: ```c++ const FileList *filelist = filelist_files_ensure(sfile->files); if (AS_asset_library_is_never_link(filelist->asset_library)) { return FILE_ASSET_IMPORT_APPEND_REUSE; } ```
Author
Member

I liked the idea, but it didn't really work unfortunately, because e.g. "All" is also an asset library but it contains assets that can be linked and those that must not be linked. So I did not address this feedback yet.

I liked the idea, but it didn't really work unfortunately, because e.g. "All" is also an asset library but it contains assets that can be linked and those that must not be linked. So I did not address this feedback yet.
Member

I thought it would be fine since during loading you have access to the nested library, but I missed that here, where you need to do the query, you can only access the "All" one.
I'd suggest to let AssetRepresentation hold a reference to the owning library, so that the info can be queried through the library. I think that makes most sense longer term.

I thought it would be fine since during loading you have access to the nested library, but I missed that here, where you need to do the query, you can only access the "All" one. I'd suggest to let `AssetRepresentation` hold a reference to the owning library, so that the info can be queried through the library. I think that makes most sense longer term.
JacquesLucke marked this conversation as resolved
@ -90,3 +88,4 @@
/** Display assets from the current session (current "Main"). */
ASSET_LIBRARY_LOCAL = 1,
ASSET_LIBRARY_ALL = 2,
/* Display assets bundled with Blender by default. */
Member

Doxygen comment.

Doxygen comment.
JacquesLucke marked this conversation as resolved
Julian Eisel requested changes 2023-02-09 19:42:20 +01:00
Julian Eisel left a comment
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Wait the big green button is "Approve", not "Send" :)

Wait the big green button is "Approve", not "Send" :)
Jacques Lucke added 47 commits 2023-02-10 14:08:48 +01:00
Fix Cycles debug build error after host falback changes
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Introduced in dcfb6df9ce6.

Co-authored-by: Lucas Tadeu Teixeira <lucas@lucastadeu.com>

Pull Request #104454
BLI: Math: Fix vector operator * with MutableMatView
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This was caused by operator priority trying to use
`friend VecBase operator*(const VecBase &a, FactorT b)`.

Adding tests as these were not covered.
EEVEE-Next: Virtual Shadow Map initial implementation
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Implements virtual shadow mapping for EEVEE-Next primary shadow solution.
This technique aims to deliver really high precision shadowing for many
lights while keeping a relatively low cost.

The technique works by splitting each shadows in tiles that are only
allocated & updated on demand by visible surfaces and volumes.
Local lights use cubemap projection with mipmap level of detail to adapt
the resolution to the receiver distance.
Sun lights use clipmap distribution or cascade distribution (depending on
which is better) for selecting the level of detail with the distance to
the camera.

Current maximum shadow precision for local light is about 1 pixel per 0.01
degrees.
For sun light, the maximum resolution is based on the camera far clip
distance which sets the most coarse clipmap.

## Limitation:
Alpha Blended surfaces might not get correct shadowing in some corner
casses. This is to be fixed in another commit.
While resolution is greatly increase, it is still finite. It is virtually
equivalent to one 8K shadow per shadow cube face and per clipmap level.
There is no filtering present for now.

## Parameters:
Shadow Pool Size: In bytes, amount of GPU memory to dedicate to the
shadow pool (is allocated per viewport).
Shadow Scaling: Scale the shadow resolution. Base resolution should
target subpixel accuracy (within the limitation of the technique).

Related to #93220
Related to #104472
Fix Cycles link error with debug/asan builds after recent bugfix
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Pull Request #104487
EEVEE-Next: Shadow: Fix issue with last merge
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The merge with master updated the code to use the new matrix API. This
introduce some regressions.

For sunlights make sure there is enough tilemaps in orthographic mode
to cover the depth range and fix the level offset in perspective.
EEVEE-Next: Shadows: Add global switch
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This allow to bypass all cost associated with shadow mapping.

This can be useful in certain situation, such as opening a scene on a
lower end system or just to gain performance in some situation (lookdev).
- Use bpy.utils.execfile instead of importing then deleting from
  sys.modules.
- Add a note for why keeping this cached in memory isn't necessary.

This has the advantage of not interfering with any scripts that import
`rna_manual_reference` as a module.
Cleanup: update username in code-comments: campbellbarton -> ideasman42
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Gitea migration changed my username, update code-comments.
Cleanup: Remove unused/redundant includes from BKE_curves.hh
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Avoid including headers that are obviously redundant, and don't
include BLI_task.hh in the header file, since it isn't really related.
Cycles: update Intel Graphics Compiler to 1.0.13064.7 on Linux
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Linux side of 8afcecdf1f.

Reviewed by: LazyDodo, sergey, campbellbarton
Ref !104458, 16984
Cleanup: solve compiler warnings.
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Classes were predefined as structs.
GPU: Fix assert when using light gizmo.
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Blender was reporting that the GPU_TEXTURE_USAGE_HOST_READ wasn't set.
This is used to indicate that the textures needs to be read back to
CPU. Textures that don't need to be read back can be optimized by the
GPU backend.

Found during investigation of #104282.
Build: enable Python optimizations (PGO & LTO) on Linux
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This is used for most Python release builds and has been reported to
give a modest 5-10% speedup (depending on the workload).

This could be enabled on macOS too but needs to be tested.
Build: disable LTO for Python builds
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LTO compiled libpython3.10.a failed to link with GCC 12.0,
disable since these libraries are intended for developers to link
against.
Fix freeing uninitialized pointer in GHOST/Wayland + X11 fallback
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Freeing the timer manager didn't account for Wayland being partially
initialized.
Refactor: remove yscale from bAnimContext
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`bAnimContext` had a float property called `yscale_fac` that was used to define the height of the keyframe channels.

However the property was never set, only read so there really is no need to have it in the struct.

Moreover it complicated getting the channel height because `bAnimContext` had to be passed in.

Speaking of getting the channel height. This was done with macros. I ripped them all out and replaced them with function calls.

Originally it was introduced in this patch: https://developer.blender.org/rB095c8dbe6919857ea322b213a1e240161cd7c843

Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104500
The required version numbers for various devices was hardcoded in the
UI messages. The result was that every time one of these versions was
bumped, every language team had to update the message in question.

Instead, the version numbers can be extracted, and injected into the
error messages using string formatting so that translation updates
need happen less frequently.

Pull Request #104488
This adds a `select_box` function for the `Curves` object. It is used in the `view3d_box_select` operator.

It also adds the basic selection tools in the toolbar of Edit Mode.

Authored-by: Falk David <falkdavid@gmx.de>
Pull Request #104411
As described in #95966, replace the `ME_EDGEDRAW` flag with a bit
vector in mesh runtime data. Currently the the flag is only ever set
to false for the "optimal display" feature of the subdivision surface
modifier. When creating an "original" mesh in the main data-base,
the flag is always supposed to be true.

The bit vector is now created by the modifier only as necessary, and
is cleared for topology-changing operations. This fixes incorrect
interpolation of the flag as noted in #104376. Generally it isn't
possible to interpolate it through topology-changing operations.

After this, only the seam status needs to be removed from edges before
we can replace them with the generic `int2` type (or something similar)
and reduce memory usage by 1/3.

Related:
- 10131a6f62
- 145839aa42

In the future `BM_ELEM_DRAW` could be removed as well. Currently it is
used and aliased by other defines in some non-obvious ways though.

Pull Request #104417
This was missed when doing the refactoring in #104500
It didn't seem to have any effect until I worked on clamping the view
Assets: Implement viewport drag and drop for geometry nodes
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Currently there's no way to assign a geometry node group from the asset
browser to an object as a modifier without first appending/linking it
manually. This patch adds a drag and drop operator that adds a new
modifier and assigns the dragged tree.

Pull Request #104430
Geometry Nodes: Edges to Face Groups Node
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Add a new node that groups faces inside of boundary edge regions.
This is the opposite action as the existing "Face Group Boundaries"
node. It's also the same as some of the "Initialize Face Sets"
options in sculpt mode.

Discussion in #102962 has favored "Group" for a name for these
sockets rather than "Set", so that is used here.

Pull Request #104428
Fix: Sequencer "Pan" label using incorrect keyword 'heading_ctxt'
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Oversight in db87e2a638

Reviewed By: ISS
Differential Revision: https://archive.blender.org/developer/D17213
Cleanup: Fix const correctness warning in recent commit
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Fixed #104435: Use correct conditional logic when testing if a new NLA strip can be added in the rna_NlaStrip_new method
Fix #104383: don't update declaration for clipboard copy
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When nodes are copied to the clipboard, they don't need their declaration.
For nodes with dynamic declaration that might depend on the node tree itself,
the declaration could not be build anyway, because the node-clipboard does
not have a node tree.

Pull Request #104432
Cleanup: Move 6 sculpt-session-related files and header to C++
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To allow further mesh data structure refactoring. See #103343

Pull Request #104540
GPU: Cleanup GPU_batch.h documentation and some of the API for consistency
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Documented all functions, adding use case and side effects.

Also replace the use of shortened argument name by more meaningful ones.

Renamed `GPU_batch_instbuf_add_ex` and `GPU_batch_vertbuf_add_ex` to remove
the `ex` suffix as they are the main version used (removed the few usage
of the other version).

Renamed `GPU_batch_draw_instanced` to `GPU_batch_draw_instance_range` and
make it consistent with `GPU_batch_draw_range`.
Move the function for getting the language code associated with the
user manual into a utility function (from the generated
rna_manual_reference.py).

This allows other parts of Blender to create a manual URL based on the
current locale preferences and environment.

Ref !104494
Use bpy.utils.manual_language_code() create manual URL's instead of
assuming English.
- undeclared variable warning.
- unreachable-code-return warnings.
- array-parameter, mismatch bound.
- 'requires' is a keyword in C++20, (rename to requires_flag).
Cleanup: spelling in comments
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The generator now skips these with a warning, they will need to be
corrected in the user manual.

This caused tests/python/bl_rna_manual_reference.py to fail looking
up URL's.
RNA: return a dummy language value when WITH_INTERNATIONAL=OFF
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Without this, every access to "language" would warn that the enum
value didn't match a value in the enum items.

This made the bl_rna_manual_reference.py test output practically
unusable.
Tests: minor updates to make bl_rna_manual_reference more useful
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- Avoid flooding the output with every match that succeeds.
- Report patterns listed in the manual that don't match anything in
  Blender.
- Disable external URL lookups, this is too slow.
  Instead use a LOCAL_PREFIX (a local build of the manual)
  or skip the test.
Cycles: Fix MetalRT checkbox not hooked up to device on AMD
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(Follow on from D17043)
On AMD Navi2 devices the MetalRT checkbox was not hooked up properly and had no effect. This patch fixes it.

Co-authored-by: Michael Jones <michael_p_jones@apple.com>
Pull Request #104520
Jacques Lucke added 1 commit 2023-02-10 14:09:55 +01:00
Julian Eisel reviewed 2023-02-10 15:28:52 +01:00
@ -79,0 +80,4 @@
essentials_library_reference.type = ASSET_LIBRARY_ESSENTIALS;
essentials_library_reference.custom_library_index = -1;
const int essentials_enum_value = ED_asset_library_reference_to_enum_value(
&essentials_library_reference);
Member

Why is any of this needed? Just passing ASSET_LIBRARY_ESSENTIALS as the value should be fine.

Why is any of this needed? Just passing `ASSET_LIBRARY_ESSENTIALS` as the value should be fine.
Author
Member

Might be left-over from the time when I had multiple essentials asset repositories for testing.

Might be left-over from the time when I had multiple essentials asset repositories for testing.
JacquesLucke marked this conversation as resolved
Jacques Lucke added 17 commits 2023-02-10 21:47:30 +01:00
Fix #104026: Click-Drag to select graph editor channels no longer working
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Box-Selecting channels in the dope sheet with click-drag was no longer possible as of Blender 3.2

Due to the removal of tweak events the box select operator was always shadowed by the click operator.

Original Phabricator discussion here: https://archive.blender.org/developer/D17065

Use `WM_operator_flag_only_pass_through_on_press` on click operator to fix it

Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104505
Sequencer: Don't create undo step when click-select does nothing
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When the sequencer is empty (i.e., there are no sequences),
we would have the deselect_all variable set to true called
ED_sequencer_deselect_all to select any existing sequences.

Ref !104453
Fix #104514: GPencil merge down layer misses some frames
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When merging two gpencil layers, if the destination layer had a keyframe
where the source layer did not, strokes of the previous keyframe
in source layer were lost in that frame.

This happened because the merge operator was looping through
frames of the source layer and appending strokes in the
corresponding destination layer, but never completing
other frames than the ones existing in the source layer.

This patch fixes it by first adding in source layer
all frames that are in destination layer.

Co-authored-by: Amelie Fondevilla <amelie.fondevilla@les-fees-speciales.coop>
Pull Request #104558
Sculpt: Fix Dyntopo Warnings
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Because of T95965, some attributes are stored as generic attributes
in Mesh but have special handling for the conversion to BMesh.

Expose a function to tell whether certain attribute names are handled
specially in the conversion, and refactor the error checking process
to use it. Also check for generic attributes on the face domain which
wasn't done before.

Author: Hans Goudey
Reviewed By: Joseph Eagar

Co-authored-by: Joseph Eagar <joeedh@gmail.com>
Pull Request #104567
Geometry Nodes: Experimental option for Volumes
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Adds an experimental option under "New Features" in preferences,
which enables visibility of the new Volume Nodes.
Right now this option does nothing but will be used during development.
See #103248

Pull Request #104552
Cleanup: Use lambdas in mesh mapping callback, remove unused arguments
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Using callback functions didn't scale well as more arguments are added.
It got very confusing when to pass tehmarguments weren't always used.
Instead use a `FunctionRef` with indices for arguments. Also remove
unused edge arguments to topology mapping functions.
Fix: Inaccessible default for node group image sockets
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The type was just skipped when drawing defaults for the image sockets.
This just adds `threading::parallel_for` and `threading::parallel_invoke` in a few
places where it can be added trivially. The run time of the `separate_geometry`
function changes from 830 ms to 413 ms in my test file.

Pull Request #104563
Revert "Un-ignore modules in .gitmodules configuration"
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This reverts commit aab707ab70.

A different solution to the submodule problem is being considered in #104573.
Revert to the previous behavior that developers are familiar with for now.
Cleanup: Use utility function to find groups in node tree
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Add `contains_group` method in python api for `NodeTree` type, cleanup
`ntreeHasTree` function, reuse `ntreeHasTree` in more place in code.
The algorithm has been changed to not recheck trees by using set.

Performance gains from avoiding already checked node trees:
Based on tests, can say that for large files with a huge number
of trees, the response speed of opening the search menu in the
node editor increased by ~200 times (for really large projects
with 16 individual groups in 6 levels of nesting). Group insert
operations are also accelerated, but this is different in some cases.

Pull Request #104465
This adds a new `select_linked` function that selects all the points
on a curve if there is at least one point already selected.
This also adds a keymap for the operator.

Co-authored-by: Falk David <falkdavid@gmx.de>
Pull Request #104569
"Center" -> "Middle" when describing vertical alignment.
"Align X" -> "Horizontal Alignment"
"Align Y" -> "Vertical Alignment"
Vertical alignment options rearranged to be consistently top-most to
bottom-most.

---

Co-authored-by: joshua-maros <60271685+joshua-maros@users.noreply.github.com>
Pull Request #104493
Curves: Add lasso and circle select
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This adds a `select_lasso` and a `select_circle` function for the Curves object. It is used in the `view3d_lasso_select` and `view3d_circle_select` operator.

Co-authored-by: Falk David <falkdavid@gmx.de>
Pull Request #104560
Tests: Fix device list of benchmark script only showing a single GPU
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Pull Request #104583
Jacques Lucke added 1 commit 2023-02-10 21:49:19 +01:00
Jacques Lucke requested review from Julian Eisel 2023-02-10 21:50:29 +01:00
Brecht Van Lommel added this to the Pipeline, Assets & IO project 2023-02-13 09:23:19 +01:00
Julian Eisel approved these changes 2023-02-13 11:02:19 +01:00
@ -22,6 +22,7 @@ const char *AS_asset_representation_name_get(const AssetRepresentation *asset)
AssetMetaData *AS_asset_representation_metadata_get(const AssetRepresentation *asset)
ATTR_WARN_UNUSED_RESULT;
bool AS_asset_representation_is_local_id(const AssetRepresentation *asset) ATTR_WARN_UNUSED_RESULT;
bool AS_asset_representation_never_link(const AssetRepresentation *asset) ATTR_WARN_UNUSED_RESULT;
Member

Personally I prefer is_never_link to make clear this is getting, not setting.

Personally I prefer `is_never_link` to make clear this is getting, not setting.
Member

I created #104686 and am trying to get this done for the 3.5 release still, otherwise the import method selection becomes too confusing with the append-only essentials.

For this I also pushed the AssetRepresentation.owner_asset_library_ part of this patch, 99e71ec1f2.

I created #104686 and am trying to get this done for the 3.5 release still, otherwise the import method selection becomes too confusing with the append-only essentials. For this I also pushed the `AssetRepresentation.owner_asset_library_` part of this patch, 99e71ec1f24917cd.
Julian Eisel added 1 commit 2023-02-13 15:51:01 +01:00
Julian Eisel reviewed 2023-02-13 15:53:40 +01:00
Julian Eisel left a comment
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Forgot to note something earlier.

Forgot to note something earlier.
@ -98,4 +103,0 @@
/* Add separator if needed. */
if (!BLI_listbase_is_empty(&U.asset_libraries)) {
RNA_enum_item_add_separator(&item, &totitem);
}
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Why is the condition removed? Without it there will be a dangling separator line when there are no custom asset libraries defined in the Preferences.

Why is the condition removed? Without it there will be a dangling separator line when there are no custom asset libraries defined in the Preferences.
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Think I misread what it was supposed to do somehow, will add it back.

Think I misread what it was supposed to do somehow, will add it back.
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Jacques Lucke added 1 commit 2023-02-14 13:40:36 +01:00
Jacques Lucke added 1 commit 2023-02-14 13:41:58 +01:00
use is_never_link instead of never_link in function name
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@blender-bot package

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Package build started. Download here when ready.

Package build started. [Download here](https://builder.blender.org/download/patch/PR104474) when ready.
Jacques Lucke added 1 commit 2023-02-14 16:17:32 +01:00
Merge branch 'main' into bundled-assets
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Verified again that this works as expected on the build-bot: https://builder.blender.org/download/experimental/bundled-assets/.

Verified again that this works as expected on the build-bot: https://builder.blender.org/download/experimental/bundled-assets/.
Jacques Lucke merged commit b3fb73f325 into main 2023-02-14 17:35:41 +01:00
Jacques Lucke deleted branch bundled-assets 2023-02-14 17:35:41 +01:00
Bastien Montagne removed this from the Pipeline, Assets & IO project 2023-07-03 13:02:28 +02:00
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