August 28, 2020, 14:10 (GMT) |
Keep assets local to the file, don't copy them Previously my idea was that when creating an asset for the user repository, we'd always create a deep copy of the data-block for storage in the repository. However for the initial design, we decided to not let Blender automatically save things into a repository. The user has to mark a data-block as asset and save the file, so the asset is stored as part of that file. By adding a path to the Preferences, all .blend files in that path become part of a repository and users can then access their assets in different projects through the Asset Browser (not done yet). Because of this, the operator is now called "Make Asset" again, not "Create Asset". We don't create a new asset, we just add asset data to an existing data-block. |
August 27, 2020, 17:00 (GMT) |
Merge branch 'master' into asset-metadata |
August 24, 2020, 18:07 (GMT) |
Updates for changes in master Needed after last merge. |
August 24, 2020, 17:10 (GMT) |
Merge branch 'master' into asset-metadata |
July 16, 2020, 22:50 (GMT) |
Merge branch 'master' into asset-metadata |
July 10, 2020, 14:57 (GMT) |
Add File Browser Link/Append option to show only assets |
July 10, 2020, 13:14 (GMT) |
Support "Author" metadata field |
July 10, 2020, 09:37 (GMT) |
Merge branch 'master' into asset-metadata |
July 9, 2020, 18:30 (GMT) |
Add access to asset-data from ID |
July 9, 2020, 18:19 (GMT) |
Remove asset data-block again, back to ID.asset_data design So rather than having an asset data-block to reference data-blocks, let the data-blocks reference asset-data. After talking to Brecht, it seems that this approach is just fine. I previously added the data-block type because I saw some benefits (faster & simpler asset metadata reading, non-data-block assets, better file-browser integration, simple remapping of referenced data-blocks), but there are ways to do the same without the data-block. It's a bit more complicated that way, but still very doable. |
July 8, 2020, 19:41 (GMT) |
Add custom tag support to assets Tags are basically a list of strings. We could optimize these in future if needed. We could also easily add colors or icons for individual tags (e.g. like on developer.blender.org). Note that there's no UI for this yet. Functionality is available via Python though. |
July 8, 2020, 16:42 (GMT) |
Support arbitrary descriptions for assets Simply have a dynamic string in the asset data-block. That can be set and updated at any point. |
July 8, 2020, 14:36 (GMT) |
Support preview thumbnails for new asset data-blocks in file browser Assets have to own a copy of the referenced data-block's preview for this to work. We *could* do without that, but it complicates partial reading of data-blocks for the file browser (which may be addressed with further work though). |
July 8, 2020, 10:42 (GMT) |
Use new Asset data-block type for "Create Asset" operator AssetData is unused now. Just keeping it in case it's useful later (to avoid having to do the monkey work to add it again). |
July 8, 2020, 09:01 (GMT) |
Merge branch 'master' into asset-metadata |
July 6, 2020, 13:41 (GMT) |
Add new asset data-block type With this we can read asset data in .blends more efficiently, e.g. for browsing files or assets (where we avoid reading more than we have to). But there are other things besides performance that I'd like to play with. Basically I see the asset information a bit similar to library information, which we also deal with as a separate data-block. The "Create Asset" operator doesn't actually create these data-blocks yet. That'll be added in a followup commit. Of course this is not set in stone, but I think a reasonable design to work with for now. |
July 4, 2020, 23:02 (GMT) |
Merge branch 'master' into asset-metadata |
July 4, 2020, 13:16 (GMT) |
Fix crash when changing file after "Create Asset" |
July 4, 2020, 13:06 (GMT) |
Support object preview thumbnails, generated on asset creation To generate the preview, a temporary main data-base is created (think of this as a virtual .blend within the current .blend) with a new scene and the object to generate the preview for. It's rendered with a camera from the front, using the "Camera Fit Frame to Selected" logic. This should be a simple solution requiring no further setup that should work in most cases. If needed we can have a way to set up the preview differently. To see it in action: * In the Outliner context menu for an object run ID Data > Create Asset * Save the file * Open a different file (so you can browse into the former) * Use link/append to navigate into the saved file with the assets. You should see the preview in thumbnail mode. |
July 4, 2020, 13:04 (GMT) |
Show info report on successful asset creation Also set fake-user for new asset data-block so it's not purged when closing the file. |
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