Previously, to edit a single IfcMaterial pset, you'd do so in the
material manager. In contrast, to edit a IfcMaterialSet pset, you'd do
so only when assigned to an object. Not only is it bad to edit psets in
two locations, it also means you can't edit psets until you've first
assigned the material set to an object which is bad. Now it's less code,
and material / material set psets are in the same spot.
There still more consolidation work to do, to allow editing of sets in
the material manager and to figure out how to show item psets, but it's
a step in the right direction.
This highlights a potential bug that already existed due to the way the attribute system is designed. Where the user mass-edits attributes from different IFC types, resulting in discrepancies due to the same attributes having a different index. eg IfcWindow has the Tag attribute at index 3, IfcDoor at index 4. So using the ALT modifier feature from vanilla Blender to mass-modify similarly named attributes on the Tag attribute of the IfcWindow will modify the PredefinedType attribute on the IfcDoor (index 3). For this reason I added the ALT modifier to the buttons so mass-operations are a conscious effort for more knowledgeable users. Might reconsider if problems arise but this is IMO a good QOL feature.
Also fix floating point precision errors on Pset float values stored as strings (re last commit)
To do so Right Click on a material in the Asset Browser then `Set To External Style`. The style editor must be loaded in the properties editor.
Also run black on a file from previous commit and fix a bug soft-locking the style editor when removing a style that is being edited
It's a naive implementation and very inefficient. Moreover there may be false positives because it's testing overlapping the evaluated mesh element with all openings applied.
No functional change apart from in dissolve_triangulated_edges where it will try to load the attribute if it can. I believe it will be easier in the long term to use the builtin Attributes system. Unfortunately Curves don't support Attributes yet. Also, attributes are more lightweight compared to custom properties.
It uses a custom boolean attribute on the mesh to decide whether an edge should be displayed or not. I think later on it can be used to get rid of the dictionary accessors which make the blend file size skyrocket.