WIP: Brush assets project #106303
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@ -16,7 +16,8 @@ namespace blender::ed::asset {
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bool id_type_is_non_experimental(const ID *id);
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bool id_type_is_non_experimental(const ID *id);
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#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS \
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#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS \
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(FILTER_ID_MA | FILTER_ID_GR | FILTER_ID_OB | FILTER_ID_AC | FILTER_ID_WO | FILTER_ID_NT)
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(FILTER_ID_BR | FILTER_ID_MA | FILTER_ID_GR | FILTER_ID_OB | FILTER_ID_AC | FILTER_ID_WO | \
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FILTER_ID_NT)
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/**
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/**
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* Check if the asset type for \a id (which doesn't need to be an asset right now) can be an asset,
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* Check if the asset type for \a id (which doesn't need to be an asset right now) can be an asset,
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@ -39,6 +40,6 @@ int64_t types_supported_as_filter_flags();
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* Should start with a consonant, so usages can prefix it with "a" (not "an").
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* Should start with a consonant, so usages can prefix it with "a" (not "an").
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*/
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*/
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#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING \
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#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING \
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"Material, Collection, Object, Pose Action, Node Group or World"
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"Material, Collection, Object, Brush, Pose Action, Node Group or World"
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} // namespace blender::ed::asset
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} // namespace blender::ed::asset
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@ -20,7 +20,7 @@ bool id_type_is_non_experimental(const ID *id)
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{
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{
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/* Remember to update #ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING and
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/* Remember to update #ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING and
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* #ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS() with this! */
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* #ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS() with this! */
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return ELEM(GS(id->name), ID_MA, ID_GR, ID_OB, ID_AC, ID_WO, ID_NT);
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return ELEM(GS(id->name), ID_BR, ID_MA, ID_GR, ID_OB, ID_AC, ID_WO, ID_NT);
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}
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}
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bool id_type_is_supported(const ID *id)
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bool id_type_is_supported(const ID *id)
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