Assets: enable node group assets
This enables support for node group assets. Previously, node group assets only worked when the "extended asset browser" experimental features is enabled. Differential Revision: https://developer.blender.org/D13748
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37848d1c8e
Notes:
blender-bot
2023-02-14 11:01:33 +01:00
Referenced by issue #93475, Enable node groups in asset browser by default
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@ -30,7 +30,7 @@ struct ID;
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bool ED_asset_type_id_is_non_experimental(const struct ID *id);
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#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS \
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(FILTER_ID_MA | FILTER_ID_OB | FILTER_ID_AC | FILTER_ID_WO)
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(FILTER_ID_MA | FILTER_ID_OB | FILTER_ID_AC | FILTER_ID_WO | FILTER_ID_NT)
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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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@ -52,7 +52,8 @@ int64_t ED_asset_types_supported_as_filter_flags(void);
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* strings with this (not all UI code supports dynamic strings nicely).
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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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#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING "Material, Object, Pose Action, or World"
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#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING \
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"Material, Object, Pose Action, Node Group or World"
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#ifdef __cplusplus
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}
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@ -30,7 +30,7 @@ bool ED_asset_type_id_is_non_experimental(const ID *id)
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{
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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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return ELEM(GS(id->name), ID_MA, ID_OB, ID_AC, ID_WO);
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return ELEM(GS(id->name), ID_MA, ID_OB, ID_AC, ID_WO, ID_NT);
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}
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bool ED_asset_type_is_supported(const ID *id)
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