Commit Graph

11433 Commits

Author SHA1 Message Date
Campbell Barton
a5081896bc Cleanup: redundant code, minor inconsistencies
- Remove ternary operators when both values are the same.
- Remove break after return.
- Remove redundant NULL checks for code which handles
  those cases immediately beforehand.
2021-01-04 17:38:11 +11:00
Campbell Barton
b34eded930 Cleanup: remove redundant code
Fix for T62504 missed removing return call.
2021-01-04 17:38:11 +11:00
Campbell Barton
9ff4012711 Cleanup: sort cmake file lists 2021-01-04 17:38:11 +11:00
Campbell Barton
fea1026bb8 Cleanup: use 'pragma once'
Add explanations for cases the header-guard defines are still used.
2021-01-04 17:38:11 +11:00
Campbell Barton
9b10b3930b Cleanup: clang-format 2021-01-04 17:38:11 +11:00
Bastien Montagne
cda8979005 Fix mistake in recent rB8c135fa9a834 commit. 2020-12-31 15:12:06 +01:00
Bastien Montagne
8c135fa9a8 LibOverride/RNA: refactor rna_property_override_property_real_id_owner.
Makes it more in line with more generic `RNA_find_real_ID_and_path`, and
avoids generating the rna path string if we do not need it.
2020-12-31 14:25:29 +01:00
Bastien Montagne
e22a36e80a Cleanup: Use proper RNA_pointer_is_null helper.
Followup to rB7f3601e70dd and rBad63d2f60e2.
2020-12-29 12:11:18 +01:00
Bastien Montagne
7f3601e70d Cleanup/refactor rna_idp_path code.
Factorize common processes and checks, early `continue` in invalid
cases, etc.
2020-12-28 17:40:27 +01:00
Bastien Montagne
ad63d2f60e Fix T84091: IDProperties/RNA: Crash due to colliding name between custom data and static RNA property.
We have to check that the RNAProperty found in `rna_idp_path` from the
currently checked IDProperty name is actually a real runtime RNA-defined
one, and not a static C-defined RNAProperty...
2020-12-28 17:40:27 +01:00
Bastien Montagne
823f0da702 Cleanup: UI messages fixes. 2020-12-28 10:22:02 +01:00
Bastien Montagne
e6bb2cdec7 Cleanup: Typo: overriden -> overridden. 2020-12-28 10:22:02 +01:00
Julian Eisel
aa64fd69e7 UI: List library overrides in the Outliner
Having a centeral place to find a list of all library overrides should be
useful for managing production scenes where library overrides are used a lot.
This change adds the individually overridden properties of a data-block under
the data-block itself. Just how we show modifiers, constraints or pose channels
there. This way we can also expose library override operations/options better
in future.

There's also a filter option for the library overrides now, so they can be
hidden. It is only available in the View Layer display mode though, like the
other filter options.

One internal change this has to do is adding more informative return values to
undo pushes and the library override functions called by it. That way we can
send a notifier when library overrides change for the Outliner to know when to
rebuild the tree.

Differential Revision: https://developer.blender.org/D7631

Reviewed by: Andy Goralczyk, Bastien Montagne, William Reynish
2020-12-27 22:45:41 +01:00
Yevgeny Makarov
af316d2761 UI: Cleanup spelling of compound words
Approximately 138 changes in the spelling of compound words
and proper names like "Light Probe", "Shrink/Fatten", "Face Map".
In many cases, hyphens were used where they aren't correct, like
"re-fit". Other common changes include:
 - "Datablock" -> "data-block"
 - "Floating point" -> "floating-point"
 - "Ngons" -> "n-gons"

These changes help give the language used in the interface
a consistent, more professional feel.

Differential Revision: https://developer.blender.org/D9923
2020-12-24 13:11:22 -06:00
Yevgeny Makarov
2917f550ca Cleanup: Fix capitalization in various UI strings
Approximately 195 changes of capitalization to conform to MLA title style.
UI labels and property names should use MLA title case, while descriptions
should be capitalized like regular prose, generally with only the start of
a sentence capitalized.

Differential Revision: https://developer.blender.org/D9922
2020-12-24 11:07:32 -06:00
Brecht Van Lommel
2221389d6e Bake: vertex color baking support for Cycles
In the Bake > Output panel, there is now a choice between Image Textures and
Vertex Colors. The active vertex color layer is used for baking. This works
with both existing per-corner and sculpt per-vertex vertex colors.
2020-12-24 12:40:48 +01:00
Hans Goudey
c9efb54240 Cleanup: Clang format 2020-12-23 12:13:44 -06:00
Jacques Lucke
d8dc4c5b32 Geometry Nodes: new Rotate Points node
This node updates the "rotation" attribute on points.
Multiple ways to specify the rotation are supported.

Differential Revision: https://developer.blender.org/D9883

Ref T83668.
2020-12-23 16:37:47 +01:00
Sebastián Barschkis
635694c0ff Fluid: Added new viscosity solver
Mainly updated the Mantaflow version. It includes the new viscosity solver plugin based on the method from 'Accurate Viscous Free Surfaces for Buckling, Coiling, and Rotating Liquids' (Batty & Bridson).

In the UI, this update adds a new 'Viscosity' section to the fluid modifier UI (liquid domains only). For now, there is a single 'strength' value to control the viscosity of liquids.
2020-12-23 15:48:38 +01:00
Nathan Craddock
ffacce5be4 UI: Properties editor popover and outliner sync
This adds a popover to the properties editor. Currently the only setting
is for controlling outliner to properties syncing.

Because we cannot define a perfect heuristic to determine when
properties editors should change tabs based on outliner icon selection,
we need an option to enable or disable this behavior per properties
editor.

There are 3 options for controlling the syncing. Auto uses the heuristic
to only allow tab switching when a properties editor and outliner share
a border. On and off enable and disable syncing respectively.

Differential Revision: https://developer.blender.org/D9758
2020-12-21 14:31:32 -07:00
Richard Antalik
38b77ef8b2 VSE: Remove cost calculation from cache
This value was meant to be used for keeping images that are slowest to
render in cache. Method of measurement was flawed, because it doesn't
take UI overhead into consideration.

Cache panel is to be removed because users should not have to tweak
settings like this. It is not useful for development either, therefore
it is removed completely.
2020-12-20 03:58:38 +01:00
Aaron Carlisle
6538f1e600 Compositor: New Exposure Node
This new node increases the radiance of an image by a scalar value.
Previously, the only way to adjust the the exposure of an image was with
math node or using the scene's color management.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D9677
2020-12-19 14:41:14 -05:00
Richard Antalik
a5a302bd18 Cleanup: Split SEQ_sequencer.h file 2020-12-19 07:25:01 +01:00
Richard Antalik
046ca0749a Cleanup: Rename BKE_sequencer functions
API functions get SEQ_ prefix.
Intern functions get seq_ prefix

Functions also have appropriate category included in name.
2020-12-19 06:29:15 +01:00
Hans Goudey
6942dd9f49 Fix T83868: Button animation states no longer visible without emboss
This bug was caused by making it so that non-embossed modifier icon
buttons could become an operator button and retain their red highlight
for disabled modifiers. The icon button needs emboss turned off, but
in earlier versions of Blender, `UI_EMBOSS_NONE` would be overridden
by animation or red alert states.

Instead of abusing "NONE" to mean "none unless there is animation or
red alert", this commit adds a new emboss flag for that situation,
`UI_EMBOSS_NONE_OR_STATUS`, which uses no emboss unless there is an
animation state, or another status. There are only a few situations
where this is necessary, so the change isn't too big.

Differential Revision: https://developer.blender.org/D9902
2020-12-18 17:13:15 -06:00
Julian Eisel
2250b5cefe UI: Redesigned data-block selectors
The previous design is rather old and has a couple of problems:

* Scalability: The current solution of adding little icon buttons next to the
  data-block name field doesn't scale well. It only works if there's a small
  number of operations. We need to be able to place more items there for better
  data-block management. Especially with the introduction of library overrides.
* Discoverability: It's not obvious what some of the icons do. They appear and
  disappear, but it's not obvious why some are available at times and others
  not.
* Unclear Status: Currently their library status (linked, indirectly linked,
  broken link, library override) isn't really clear.
* Unusual behavior: Some of the icon buttons allow Shift or Ctrl clicking to
  invoke alternative behaviors. This is not a usual pattern in Blender.

This patch does the following changes:

* Adds a menu to the right of the name button to access all kinds of operations
  (create, delete, unlink, user management, library overrides, etc).
* Make good use of the "disabled hint" for tooltips, to explain why buttons are
  disabled. The UI team wants to establish this as a good practise.
* Use superimposed icons for duplicate and unlink, rather than extra buttons
  (uses less space, looks less distracting and is a nice + consistent design
  language).
* Remove fake user and user count button, they are available from the menu now.
* Support tooltips for superimposed icons (committed mouse hover feedback to
  master already).
* Slightly increase size of the name button - it was already a bit small
  before, and the move from real buttons to superimposed icons reduces usable
  space for the name itself.
* More clearly differentiate between duplicate and creating a new data-block.
  The latter is only available in the menu.
* Display library status icon on the left (linked, missing library, overridden,
  asset)
* Disables "Make Single User" button - in review we weren't sure if there are
  good use-cases for it, so better to see if we can remove it.

Note that I do expect some aspects of this design to change still. I think some
changes are problematic, but others disagreed. I will open a feedback thread on
devtalk to see what others think.

Differential Revision: https://developer.blender.org/D8554

Reviewed by: Bastien Montagne

Design discussed and agreed on with the UI team, also see T79959.
2020-12-18 18:28:04 +01:00
Hans Goudey
7bee1489c1 UI: Rename "Float Color" attribute data type to "Color"
Since "Float Color" is more commonly used than "Byte Color",
which is not exposed in the interface yet anyway, it makes sense to
drop the "Float" label on the color data type name.
2020-12-18 09:34:21 -06:00
Jacques Lucke
3deb21055a Geometry Nodes: support randomly picking instances from collection
This uses the "id" attribute to randomly pick instances from a collection
for each point.

There is one issue. When the collection is updated (e.g. when an object is
added to it), the nodes modifier is not automatically updated. It seems
like we don't have the infrastructure to support this dependency yet.
The same issue exists in the Boolean modifier and with collision collections.
This should be solved separately soonish.

When "Whole Collection" is disabled, one direct child of the input collection
is instanced at each point. A direct child can be an object or a collection.

Currently, all objects are picked approximately equally often. In the future,
we will provide more control over which point gets which instance.

Differential Revision: https://developer.blender.org/D9884

Ref T82372.
2020-12-18 16:02:23 +01:00
Dalai Felinto
f43561eae6 Function Nodes: Input Vector
Ref: T82651

Normally people use "Combine XYZ" to input a vector, but it is more
interesting to have an explicit vector input.

So this is basically "Combine XYZ" without any input sockets, the values
are stored in the node itself.

Differential Revision: https://developer.blender.org/D9885
2020-12-18 13:03:27 +01:00
Jeroen Bakker
4f9e21bdc9 Fix T82591: Performance regression when rendering at very high resolution
This patch introduces a partial update of GPUTexture. When rendering
a large image the GPUTexture could have been scaled. The old implementation
would rescale the image on CPU and create a new GPUTexture. This
resulted in flooding the PCI bus.

The new solution would only scale and upload the parts of the GPUTexture
that has been changed. It does this by keeping track of areas of 256x256
pixels. When something changes the tiles that cover that changes will be
rescaled and uploaded the next time the GPUTexture is requested.

Test situation: Default Cube, 4 samples, 19200x10800 tile size 512.

Blender 2.83.9: 4m27s.
Blender 2.91:   20+m (regression)
This patch:     1m01s.

There is still room for more optimizations:
* Reduce the time that an image is locked.
** Use task scheduling to update the tiles of an image.
** Generic optimization of the ImBuf scale method.

Maniphest Tasks: T82591

Differential Revision: https://developer.blender.org/D9591
2020-12-18 09:18:44 +01:00
Yevgeny Makarov
ef17fb2715 UI: Don't use abbreviations in label text
Expand abbreviations for words like "Bright" (instead of "Brightness"),
"Premul", "Lib", "Dir", etc.

Differential Revision: https://developer.blender.org/D9862
2020-12-17 19:06:21 -06:00
Hans Goudey
23233fcf05 Cleanup: Use abstraction for attribute math node input
Since creating the attribute node, a helper function has been added to
automatically get the input attribute or a constant value, depending on
the "input type" values for the node. This commit replaces the specific
implementation of that behavior with the new helper function.

The versioning is necessary since the node now has a "storage" struct.
2020-12-17 14:43:01 -06:00
Hans Goudey
48ddb94a26 Geometry Nodes: Point separate and attribute compare nodes
This patch adds two related nodes, a node for separating points
and mesh vertices based on a boolean attribute input, and a node
for creating boolean attributes with comparisons.

See the differential for an example file and video.

Point Separate (T83059)
The output in both geometries is just point data, contained in the mesh
and point cloud components, depending which components had data in the
input geometry. Any points with the mask attribute set to true will be
moved from the first geometry output to the second. This means that
for meshes, all edge and face data will be removed. Any point domain
attributes are moved to the correct output geometry as well.

Attribute Compare (T83057)
The attribute compare does the "Equal" and "Not Equal" operations by
comparing vectors and colors based on their distance from each other.
For other operations, the comparison is between the lengths of the
vector inputs. In general, the highest complexity data type is used
for the operation, and a new function to determine that is added.

Differential Revision: https://developer.blender.org/D9876
2020-12-17 12:22:47 -06:00
Jacques Lucke
0eedba328d Geometry Nodes: add Attribute Color Ramp node
Differential Revision: https://developer.blender.org/D9861

Ref T82585.
2020-12-17 11:56:18 +01:00
Richard Antalik
5713626422 VSE: Improve motion-picture workflow
This commit resolves problem introduced in e1665c3d31 - it was
difficult to import media at their original resolution.
This is done by using original resolution as reference for scale.

All crop and strip transform values and their animation is converted
form old files.

To make both workflows easy to use, sequencer tool settings have been
created with preset for preffered scaling method. This setting is in
sequencer timeline header and add image or movie strip operator
properties.

Two new operators have been added:
`sequencer.strip_transform_fit` operator with 3 options: Scale To Fit,
Scale to Fill and Stretch To Fill.
Operator can fail if strip image or video is not loaded currently, this
case should be either sanitized or data loaded on demand.

`sequencer.strip_transform_clear` operator with 4 options:
Clear position, scale, rotation and all (previous 3 options combined).

Reviewed By: sergey, fsiddi

Differential Revision: https://developer.blender.org/D9582
2020-12-16 20:38:28 +01:00
Hans Goudey
c484b54453 Geometry Nodes: Boolean attribute type
This adds a boolean attribute and custom data type, to be used in the
point separate node. It also adds it as supported data types in the
random attribute and attribute fill nodes.

There are more clever ways of storing a boolean attribute that make
more sense in certain situations-- sets, bitfields, and others, this
commit keeps it simple, saving those changes for when there is a proper
use case for them. In any case, we will still probably always want the
idea of a boolean attribute.

Differential Revision: https://developer.blender.org/D9818
2020-12-16 12:33:13 -06:00
Dalai Felinto
a7628ec22a Geometry Nodes: Poisson disk point distribution node/method
This patch does two things:
* Introduce a Seed to the random distribution method
* Bring in a new distribution method for the point scattering node

Patch Review: https://developer.blender.org/D9787

Note: This commit doesn't not handle doversion. Which means that users
need to manually update their files that were using the Point Distribute
node and reconnect inputs to the "Maximum Density" socket.

Original patch by Sebastian Parborg, with changes to not rely on the cy
libraries and overall cleanup.

Patch review by Jacques Lucke, besides help with the new "heap" system
that was required for this algorithm.

Based on Cem Yuksel. 2015. Sample Elimination for Generating Poisson Disk
Sample. Sets. Computer Graphics Forum 34, 2 (May 2015), 25-32
http://www.cemyuksel.com/research/sampleelimination/
2020-12-16 17:13:46 +01:00
Pablo Dobarro
d23894d3ef Sculpt: Multires Displacement Smear
This tool implements smearing for multires displacement over the limit
surface, similar to how smearing for colors and topology slide works.
When used the displacement values of the vertices "slide" over the
topology, creating the effect of smearing the surface detail.

As the brush just modifies displacement values instead of coordinates,
the total displacement of the affected area doesn't change. This means
that this smearing effect can be used multiple times over the same area
without generating any artifacts in the topology.

When the brush is used with the pinch or expand smear modes,
displacement differences are pushed into the same area, creating hard
surface effects without pinching the topology.

As any other brush that relies on the limit surface (like displacement
erasers), this will work better after using apply base.

Reviewed By: sergey, JulienKaspar, dbystedt

Differential Revision: https://developer.blender.org/D9659
2020-12-16 17:08:19 +01:00
Julian Eisel
5c5550f7b8 Asset Browser: For assets without preview, show type icon in sidebar
Otherwise it would just show empty space where the icon is supposed to
be.
Unfortunately this icon is upscaled quite a bit and doesn't look too
great. Would be good to improve but not a high priority.
2020-12-16 16:38:56 +01:00
Jacques Lucke
4c26dd430d Geometry Nodes: rename node to Attribute Randomize
Previously, the node was called Random Attribute. For consistency reasons,
we move the "Attribute" part of the name to the front.
2020-12-16 13:31:56 +01:00
Campbell Barton
588f107f11 Cleanup: clang-format 2020-12-16 16:13:05 +11:00
Peter Fog
fad80a95fd VSE: Add Overlay popover panels
Add panels with overlay settings for strips and preview and overlay
enable/disable button.

Entries from the View menus moved to the overlay panels, which will
simplify cluttered View menus.

Additional options have been added:
 - Strip Name
 - Strip Source(ex. path)
 - Strip Duration

So users can now select what info they need to see on the strips. When
No text is displayed, waveforms are drawn in full height.

Reviewed By: ISS, HooglyBoogly, pablovazquez

Differential Revision: https://developer.blender.org/D9751
2020-12-15 23:50:18 +01:00
Cody Winchester
5535b0b887 GPencil Array - Add option for uniform random scaling
This patch adds the option to make the random scaling from the grease pencil array modifier uniform.
The current settings allow a separate value for each of the 3 scaling axis. The modifier also creates different seed values for each axis so there is no way to keep the random scaling uniform.
This patch creates 1 random seed value and applies it to each of the scaling axis.

Here is a demonstration of the previous behavior and the new optional behavior.
{F9485973}
{F9485981}

{F9485798}

Reviewed By: #grease_pencil, antoniov, pepeland

Differential Revision: https://developer.blender.org/D9764
2020-12-15 22:16:49 +01:00
Julian Eisel
990406e1ff Fix crash when deleting/renaming asset library while it's visible
Storing the asset library reference by name wasn't a good idea, I thought it
would work with a careful fallback, but it's easier to just use the index
instead. So change to using indices, make sure fallback methods work reliable
and make sure the file list is updated when asset libraries are removed.

I added a new notifier type for the latter, I prefer not using file notifiers
in asset-library/preferences code. We have more than enough values for
notifiers left.
2020-12-15 17:03:49 +01:00
Julian Eisel
2d6a69ae4e Asset System: New Asset Browser editor
This introduces the User Interface part of the Asset Browser, based on the
design in T54642.

Additions:
* New Asset Browser (internally a sub-editor of the File Browser).
* Navigation region showing asset categories.
* Main region showing the assets of the selected asset library with previews.
  The assets may be stored over multiple .blends in the directory that's
  "mounted" as asset library in the Preferences. They will all be shown in this
  list.
* Header with an asset library dropdown, allowing to choose the active asset
  library to show. Options are the "Current File" as asset library and all
  custom libraries.
* Display popover, filter popover and search box (partially dummies, see
  T82680).
* Sidebar showing the metadata of the currently active file (name, preview,
  description and tags), which can be edited for assets in the "Current File"
  asset library. (For others it will reset on reload.)
* The sidebar includes a button to load a custom preview image from a file.
* Make asset files draggable (with preview image).
* If a library with invalid path is selected, a message is drawn in the main
  region to help the user understand what's wrong.
* Operators to add and remove asset tags. Exposed in the sidebar.
* "Only Assets" option for Link/Append.
* Internal utilities for asset UI scripts.

For screenshots or demo videos, please see D9725. Or the 2.92 release notes.

Note that there are many things to be tweaked and polished in the Asset Browser
UI still. For example, the filter and display popovers are mostly dummies. See
T82680.

Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.

Differential Revision: https://developer.blender.org/D9725

Reviewed by: Brecht Van Lommel, Hans Goudey
2020-12-15 17:03:48 +01:00
Julian Eisel
70474e1a7c Asset System: Prepare File Browser backend for the Asset Browser
The Asset Browser will be a sub-editor of the File Browser. This prepares the
File Browser code for that.

**File-Lists**
* Support loading assets with metadata read from external files into the
  file-list.
* New main based file-list type, for the "Current File" asset library.
* Refresh file-list when switching between browse modes or asset libraries.
* Support empty file-lists (asset library with no assets).
* Store file previews as icons, so scripts can reference them via icon-id. See
  previous commit.

**Space Data**
* Introduce "browse mode" to differeniate between file and asset browsing.
* Add `FileAssetSelectParams` to `SpaceFile`, with `FileSelectParams` as base.
  Makes sure data is separated between asset and file browsing when switching
  between them. The active params can be obtained through
  `ED_fileselect_get_active_params()`.
* `FileAssetSelectParams` stores the currently visible asset library ID.
* Introduce file history abstraction so file and asset browsing can keep a
  separate history (previous and next directories).

**General**
* Option to only show asset data-blocks while file browsing (not exposed here).
* Add "active_file" context member, so scripts can get and display info about
  the active file.
* Add "active_id" context member, so `ED_OT_lib_id_load_custom_preview` can set
  a custom ID preview. (Only for "Current File" asset library)
* Expose some of `FileDirEntry` in RNA as (non-editable). That way scripts can
  obtain name, preview icon and asset-data.

Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.

Differential Revision: https://developer.blender.org/D9724

Reviewed by: Bastien Montagne
2020-12-15 17:03:48 +01:00
Julian Eisel
e413c80371 Asset System: Support custom asset library paths through Preferences
One of the core design aspects of the Asset Browser is that users can "mount"
custom asset libraries via the Preferences. Currently an asset library is just
a directory with one or more .blend files in it. We could easily support a
single .blend file as asset library as well (rather than a directory). It's
just disabled currently.

Note that in earlier designs, asset libraries were called repositories.

Idea is simple: In Preferences > File Paths, you can create custom libraries,
by setting a name and selecting a path. The name is ensured to be unique. If
the name or path are empty, the Asset Browser will not show it in the list of
available asset libraries.
The library path is not checked for validity, the Asset Browser will allow
selecting invalid libraries, but show a message instead of the file list, to
help the user understand what's going on.
Of course the actual Asset Browser UI is not part of this commit, it's in one
of the following ones.

{F9497950}

Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.

Differential Revision: https://developer.blender.org/D9722

Reviewed by: Brecht Van Lommel, Hans Goudey
2020-12-15 17:03:48 +01:00
Julian Eisel
c25e031049 Asset System: "Mark Asset" & "Clear Asset" operators and UI integration
This makes it possible to turn data-blocks into assets and back into normal
data-blocks. A core design decision made for the asset system is that not every
data-block should be an asset, because not every data-block is made for reuse.
Users have to explicitly mark data-blocks as assets.

Exposes "Mark Asset" and "Clear Asset" in Outliner context menus (currently ID
Data submenu) and button context menus. We are still not too happy with the
names, they may change.

This uses the new context members to pass data-blocks to operators, added in
af008f5532 and 0c1d476923.

Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.

Differential Revision: https://developer.blender.org/D9717

Reviewed by: Brecht Van Lommel
2020-12-15 17:03:00 +01:00
Julian Eisel
b71eb3a105 Asset System: Data-block asset metadata storage, reading and API
Asset metadata is what turns a regular data-block into an asset. It is a small
data-structure, but a key part of the technical design of the asset system.

The design foresees that asset data-blocks store an `ID.asset_data` pointer of
type `AssetMetaData`. This data **must not** have dependencies on other
data-blocks or data-block data, it must be an independent unit. That way we can
read asset-metadata from .blends without reading anything else from the file.
The Asset Browser will use this metadata (together with the data-block name,
preview and file path) to represent assets in the file list.

Includes:
* New `ID.asset_data` for asset metadata.
* Asset tags, description and custom properties.
* BKE code to manage asset meta-data and asset tags.
* Code to read asset data from files, without reading IDs.
* RNA for asset metadata (including tags)

Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.

Differential Revision: https://developer.blender.org/D9716

Reviewed by: Bastien Montagne, Brecht Van Lommel
2020-12-15 17:03:00 +01:00
Dalai Felinto
82645ff739 Move Point Cloud object back to Experimental Features
The geometry-nodes features no longer depend on the point cloud object.
Therefore the point cloud object, although important in the future, can
be postponed until we have render and edit mode fully working.

This reverts commits:
* ea74ed5a7a.
* dc614c68ef.
2020-12-15 13:07:55 +01:00