Assets: Enable object asset support by default

The two blocking issues for object assets are addressed, see T92111 and T90198.
So now, objects can be marked as assets and be used in the Asset Browser.
This commit is contained in:
Julian Eisel 2021-10-26 14:33:23 +02:00
parent 7bffddfa6e
commit 3286150ac9
2 changed files with 4 additions and 3 deletions

View File

@ -29,7 +29,8 @@ extern "C" {
struct ID;
bool ED_asset_type_id_is_non_experimental(const struct ID *id);
#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS (FILTER_ID_MA | FILTER_ID_AC | FILTER_ID_WO)
#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS \
(FILTER_ID_MA | FILTER_ID_OB | FILTER_ID_AC | FILTER_ID_WO)
/**
* Check if the asset type for \a id (which doesn't need to be an asset right now) can be an asset,
@ -51,7 +52,7 @@ int64_t ED_asset_types_supported_as_filter_flags(void);
* strings with this (not all UI code supports dynamic strings nicely).
* Should start with a consonant, so usages can prefix it with "a" (not "an").
*/
#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING "Material, Pose Action, or World"
#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING "Material, Object, Pose Action, or World"
#ifdef __cplusplus
}

View File

@ -30,7 +30,7 @@ bool ED_asset_type_id_is_non_experimental(const ID *id)
{
/* Remember to update #ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING and
* #ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS() with this! */
return ELEM(GS(id->name), ID_MA, ID_AC, ID_WO);
return ELEM(GS(id->name), ID_MA, ID_OB, ID_AC, ID_WO);
}
bool ED_asset_type_is_supported(const ID *id)