See #101778
Remove the requirement of restarting Blender to refresh the
extended 3D view menus for node group changes. Also avoid
rebuilding the tree of relevant assets and catalogs on every
redraw, since parsing asset libraries, etc. could become more
expensive than we want. Those two goals combined mean we
have to be more rigorous in how we invalidate the cached
catalog tree.
The first main change required is to clear the tree as asset libraries
are being read, similar to other dynamic asset menus. This is done
with a 3D view header listener rather than a menu listener in this case.
However, that isn't enough, because there is an issue with the asset
system where the "all" library isn't updated when the current file library
changes. The solution is to explicitly rebuild the "all" library's catalogs
when other asset libraries are changed.
The other necessity for dynamic updates is clearing the catalog tree
to be rebuilt when the node group "asset traits" are changed. This is
done with a new notifier type (with the goal of being a bit selective
about when we re-read assets). This _also_ requires running the
"presave" callback that builds asset metadata when updating the
property. Otherwise saving the file and sending the notifier is
necessary, which is too confusing.
Pull Request: https://projects.blender.org/blender/blender/pulls/112166
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.
Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.
It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.
Pull Request: https://projects.blender.org/blender/blender/pulls/111801
Although I don't like the idea of using owning raw pointers in new APIs
like this (violates fundamental C++ good practises), this type is mostly
meant for writing to files via DNA. So we have to use Blender's memory
management via the guarded allocator here.
Considered making this an alternative function, but then we'd have to
duplicate logif or duplicate memory or so. Not worth it to me.
Including <iostream> or similar headers is quite expensive, since it
also pulls in things like <locale> and so on. In many BLI headers,
iostreams are only used to implement some sort of "debug print",
or an operator<< for ostream.
Change some of the commonly used places to instead include <iosfwd>,
which is the standard way of forward-declaring iostreams related
classes, and move the actual debug-print / operator<< implementations
into .cc files.
This is not done for templated classes though (it would be possible
to provide explicit operator<< instantiations somewhere in the
source file, but that would lead to hard-to-figure-out linker error
whenever someone would add a different template type). There, where
possible, I changed from full <iostream> include to only the needed
<ostream> part.
For Span<T>, I just removed print_as_lines since it's not used by
anything. It could be moved into a .cc file using a similar approach
as above if needed.
Doing full blender build changes include counts this way:
- <iostream> 1986 -> 978
- <sstream> 2880 -> 925
It does not affect the total build time much though, mostly because
towards the end of it there's just several CPU cores finishing
compiling OpenVDB related source files.
Pull Request: https://projects.blender.org/blender/blender/pulls/111046
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
In order to more reliably pass the asset to the operator, use a string
property with the full asset path instead of using a context pointer.
This is required to support the quick favorites menu, shortcuts, and
to draw operator inputs in the redo panel. In all of those situations
the original context isn't available. This also feels safer, since we
rely less on storing pointers to data with a less-defined lifetime.
Pull Request: https://projects.blender.org/blender/blender/pulls/110018
This PR adds a new operator to run a node group on object geometry.
Only curves sculpt mode is supported for now, to simplify the design.
A new geometry node editor context to edit operator groups is also
added. This allows changing any node group, rather than only node
groups that are part of the active modifier context.
3D viewport menus are added with any geometry node group
asset in a catalog that contains the `Operator` tag. Currently Blender
must be restarted to refresh the list of available operators.
This is only the first phase of the node group operator feature.
Many more features will be added in next steps.
See #101778
Pull Request: https://projects.blender.org/blender/blender/pulls/108947
No user visible changes expected.
This brings us another step closer to replacing the temporary asset
handle design with the proper asset representation design. I held off
with this a bit because we eventually want to support non-ID assets, but
for now it is fine to consider all assets to be IDs. In future the asset
system can make the necessary distinctions still.
Now only the preview is handled via asset handle still.
No user visible changes expected.
This is needed in #104831 but makes sense to expose publicly in the
asset system APIs either way. So committing this to the main branch
already.
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
Include the term "overwrite" so users of this function are aware
this function will delete the destination file (unlike LIBC rename).
- Add BLI_rename_overwrite (previously called BLI_rename).
- BLI_rename is now a wrapper for rename.
Use BLI_rename when renaming in the file selector.
This option is true by default, but it can be changed for
any asset library (that may be using Link as import method).
This also fix "Reset to Default Value" for the Import Method
since this was originally not using the defaults.
Pull Request: https://projects.blender.org/blender/blender/pulls/107345
Keep these operations separate to simplify path handling logic & docs.
Many callers passed NULL and there were times paths were passed in which
didn't make any sense (where the paths had already been made absolute).
When a parent item was renamed, the `TreeView` was doing everything as
expected, however `AssetCatalogService::update_catalog_path` is supposed
to also update the catalog paths of all sub-catalogs [which it does --
but it does not tag sub-catalogs as having unsaved changes, resulting in
wrong saving of catalogs afterwards, meaning the parent item was saved
with the old name and a new item with the new name was created].
Now also tag sub-catalogs for having unsaved changes.
This should also go into 3.3 LTS
Pull Request: https://projects.blender.org/blender/blender/pulls/107121
No user visible changes expected.
For brush assets, we need a way to store a reference to a brush in .blend files, so that the last active brush can be restored from the file. See #101908. It seems like a generally useful thing to have.
Adds a new DNA struct to store a "weak" asset reference, that is, a reference that can break under a number of circumstances, but should work reliably enough under normal usage. There's no way to reliably reference an asset currently, so this works on a "best effort" basis. It can break when assets are moved inside the asset library, asset libraries are unregistered from the Preferences, or a file is opened on a different machine with different Preferences, for example. It can also break currently if an asset library is renamed.
It contains:
- Information to identify the asset library the asset can be found in.
- A relative "identifier" (currently a relative path) for the asset within the asset library.
There's further code to resolve a weak reference to file paths and Blender library paths.
Part of #101908.
Co-authored-by: Bastien Montagne <bastien@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/105603
For example
```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```
becomes
```
OIIOOutputDriver::~OIIOOutputDriver() {}
```
Saves quite some vertical space, which is especially handy for
constructors.
Pull Request: https://projects.blender.org/blender/blender/pulls/105594
Various UI code would store the `AssetHandle` in a way that turns out to
be unsafe. The file-data is part of the file browser caching system that
releases file-data when a certain maximum of items is in the cache. So
even while just iterating over the assets, earlier iterated asset
handles may become invalid. Now asset handles are really treated as
volatile, short lived objects.
For the asset-view, the fix was more involved. There we need an RNA
collection of asset-handles, because the UI list code requires that. So
we create a dummy collection and get the asset handles as needed by
index. This again meant that I had to keep the index of the collection
and the asset-list in sync, so all filtering had to be moved to the UI
list.
I tried duplicating the file-data out of the cache instead, but that
caused problems with managing the memory/ownership of the preview
images.
`AssetHandle` should be removed and replaced by `AssetRepresentation`,
but this would be an even more disruptive change (breaking API
compatibility too).
Fixes#104305, #105535.
Pull Request: #105773
This adds some simple null checks to avoid the crash. It might still
be good to improve the error message, but also does not seem as
important as avoiding the crash. Typically, users should not run into
this issue because the assets are shipped with Blender.
The default import method for an asset library can now be determined in
the Preferences. The Asset Browser has a new "Follow Preferences" option
for the importing. The essentials asset library still only uses "Append
(Reuse Data)".
This is part of #104686, which aims at improving the import method
selection, especially for the introduction of the new essentials library
(which doesn't support certain import methods). Further changes are
coming to improve the UI, see #104686.
Pull Request: #104688
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.
The immediate impact of this is that Blender now comes with some geometry
node groups for procedural hair grooming.
Pull Request #104474
This is needed to be able to query asset library information from an
asset. This again is relevant especially for the "All" asset library,
where you can't just directly access the library itself, which is
different for different assets.
The current design is that an asset representation is owned by exactly
one asset library, so having this pointer is perfectly compatible with
the design.
Reviewed by: Julian Eisel
Adds a new built-in asset library that contains all other asset
libraries visible in the asset library selector menu. This also means
all their asset catalogs will be displayed as a single merged tree. The
asset catalogs are not editable, since this would require support for
writing multiple catalog definition files, which isn't there yet.
Often it's not relevant where an asset comes from. Users just want to be
able to get an asset quickly, comparable to how people use a search
engine to browse images or the web itself, instead of first going to a
dedicated platform. They don't want to bother with first choosing where
they want the result to come from.
This especially is needed for the Asset Shelf (T102879) that is being
developed for the brush assets project (T101895). With this, users will
have access to all their brushes efficiently from the 3D view, without
much browsing.
Did an informal review of the asset system bits with Sybren.
No user visible changes expected.
`AssetIdentifier` holds information to uniquely identify and locate an
asset. More information:
https://wiki.blender.org/wiki/Source/Architecture/Asset_System/Back_End#Asset_Identifier
For the start this is tied quite a bit to file paths, so that external
assets are assumed to be in the file system.
This is needed to support an "All" asset library (see T102879), which
would contain assets from different locations. Currently the location of
an asset is queried via the file browser backend, which however requires
a common root location. It also moves us further away from the file
browser towards the asset system (see T87235) and allows us to remove
some hacks (see following commit).
No user visible changes expected.
If an asset library is located on disk, store the path to it in the
asset library data. This is called the "root path" now.
With this we can construct an asset identifier, which is introduced in
the following commit.
A `using FooPtr = std::unique_ptr<Foo>` isn't that useful usually, just
saves a few character stokes. It obfuscates the underlying type, which
is usually relevant information. Plus, `Ptr` for a unique pointer is
misleading (should be `UPtr` or similar).
Move "using" declarations and member variables to the top of the class.
See https://wiki.blender.org/wiki/Style_Guide/C_Cpp#Class_Layout.
Changes access specifiers of some variables from public/protected to
private, there was no point in not having them private.
Steps to reproduce were:
- Open an asset browser
- Open an asset library with assets in it
- Load a different file (e.g. File -> New -> General)
Didn't see a nice way to fix this with the current pre file load handler
callback we use for freeing asset libraries. Using this is cleaner, but
for now, the relationship between UI and asset system is too close
still, so better do explicit freeing at the right point in time.
- Move code to manage storage to own class in own file, separates
concerns and different levels of abstraction better.
- Store local ID assets separately in the storage class for more
efficient lookups (e.g. for ID remapping).
- Make API function names and comments more complete.