Blender_bevy_components_wor.../TODO.md

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Auto export
- [x] the original blueprints & levels path are now left as is, and there is an auto injection of xxxpath_full for absolute paths
- [x] replace all uses of the paths with the correct ones above
- [x] levels
- [x] blueprints
- [x] materials
- [x] move out the UI for "assets" folder out of "blueprints condition"
- [x] fix asset path calculations
- root path => relative to blend file path
- asset path => relative to root path
- blueprints/levels/blueprints path => relative to assets path
- [ ] add error handling for de/serialization of project, so that in case of error, the previous saved serialized project is thrown away
- move out some parameters from auto export to a higher level (as they are now used in multiple places)
- [x] main/ library scene names
- [x] paths
- [x] Data storage for custom properties:
- for scenes (main scenes)
- at scene level
- for blueprints
- at collection level
- Note: these should be COPIED to the scene level when exporting, into the temp_scene's properties
> NOTE: UP until we manage to create a PR for Bevy to directly support the scene level gltf_extras, the auto exporter should automatically create (& remove)
any additional object with scene_<scene_name>_components to copy that data to
Assets:
- blueprint assets should be auto_generated & inserted into the list of assets : these assets are NOT removable by the user
- should not change the list of manually added assets
- [x] store assets
- [x] per main scene for level/world assets
- [x] per blueprint for blueprint in lib scene
- [x] UI:
- [x] we need to display all direct assets (stored in the scene)
- [ ] indirect assets:
- QUESTION : do we want to include them in the list of assets per level ?
- this would enable pre-loading ALL the assets, but is not ideal in most other cases
- so add an option ?
- [x] the assets of local blueprints
Blueprints:
- [x] on save: write IN THE COLLECTION PROPERTIES
- list of assets
- export path
- [x] blueprint selection for nested blueprints is broken
- [ ] scan & inject on load
- [ ] scan & inject on save
- [ ] decide where & when to do & store blueprints data
Components:
- [x] add support for adding components to collections
- [x] upgrade all operators:
- [x] add
- [x] remove
- [x] copy & paste
- [x] BLENVY_OT_component_rename_component
- [x] BLENVY_OT_component_fix
- [x] add handling for core::ops::Range<f32> & other ranges
- [x] fix is_component_valid that is used in blenvy
- [x] Hashmap Support
- [x] fix parsing of keys's type either on Bevy side (prefered) or on the Blender side
- [x] fix weird issue with missing "0" property when adding new entry in empty hashmap => happens only if the values for the "setter" have never been set
- [x] handle missing types in registry for keys & values
- [x] adding a hashmap nukes every existing component ??
- [x] Add correct upgrade handling from individual component to bevy_components
- [x] Settings handling:
- [x] move saveable settings out to a settings file
- [x] update save & load
- [x] add handling of polling frequency & enabling
- [x] move advanced tools to components tab
- [x] remove most of the (bulk) advanced tools, too complex, too unclear (even for me !) and of limited use
- component renaming should be kept, but perhaps simplified:
- if a renaming fails because the parameters are incompatible, nuke the old parameters
- perhaps just add a display list of all NON component custom properties, so the user can find them easilly ?
- [x] status "unregistered" is often false and misleading
-> see in registry ui "for custom_property in object.keys():"
- [x] overhaul / improve the component selector (with built in searching, etc)
- [x] remove select_component_name_to_replace
- [x] display of invalid components is not working ?
- [x] weird items are present in the components list that do not seem to be components
- [x] remove :
- BLENVY_OT_component_list_add_item
- BLENVY_OT_component_list_remove_item
- BLENVY_OT_component_list_select_item: merge it into the rest of the actions
- [x] clearing invalid flag after a registry change does not work correctly (ie the ui still says the component is invalid)
- [x] should reset ALL "invalid" flags IF they have the matching data
- [x] registry auto reload not working ?
- [x] changing the registry breaks all the values of existing components !!!!!!
-> VERY likely due to the int-offset computation for hashes of components
- now switched to tiger_hash
- [x] add warning about hash colision (not much we can/ could do if it is the case ?)
- [x] double check weird collisions AND/OR reuse existing if applicable
- [x] annoying default path for registry, should be relative to the assets path
General things to solve:
- [x] save settings
- [x] load settings
- [x] add blueprints data
- [x] rename all path stuff using the old naming convention : "blueprints_path_full"
- [x] generate the full paths directly when setting them in the UI
- [x] problem : how to deal with defaults: do it on start/load ?
- [x] filter out scenes that have already been used in scenes list
General issues:
- there is no safeguard for naming collisions for naming across blender files
- this can cause an issue for assets list "parent"
- "parents" can only be blueprints
- they normally need/have unique export paths (otherwise, user error, perhaps show it ?)
- perhaps a simple hashing of the parent's path would be enought
- [x] addon-prefs => settings
- [x] generate_gltf_export_settings => should not use add-on prefs at all ? since we are not overriding gltf settings that way anymore ?
- [x] remove hard coded path for standard gltf settings
- [x] load settings on file load
- [x] auto_export
- [x] components
- [x] add handling of errors when trying to load settings
- [x] fix auto export workflow
- [x] add hashing of modifiers/ geometry nodes in serialize scene
- [x] add ability to FORCE export specific blueprints & levels
- [x] change scene selector to work on actual scenes aka to deal with renamed scenes
- [x] remove get_main_and_library_scenes as it should not be needed anymore
- [x] fix asset file selection
2024-06-06 18:16:32 +00:00
- [x] change "assets" tab to "levels"/worlds tab & modify UI accordingly
- [x] remove local assets, useless
- [x] remove 'export_marked_assets' it should be a default setting
- [x] disable/ hide asset editing ui for external assets
- [x] fix level asets UI
- [x] remove BlueprintsList & replace is with assets list
- [x] switch to bevy 0.14 rc2
- [x] trigger events when assets are loaded, blueprints are spawned & co
- [x] overall cleanup
- [x] object.add_bevy_component => blenvy.component_add
Blender side:
- [x] force overwrite of settings files instead of partial updates ?
- [x] prevent loop when loading/setting/saving settings
- [x] fix asset changes not being detected as a scene change
- [x] fix scene setting changes not being detected as a scene change
- [x] add back lighting_components
- [x] check if scene components are being deleted through our scene re-orgs in the spawn post process
- [x] fix unreliable project hashing between sessions: (note, it is due to the use of hash() : https://stackoverflow.com/questions/27522626/hash-function-in-python-3-3-returns-different-results-between-sessions)
- [x] figure out why there are still changes per session (it is due to object pointer being present in the generated "hash")
- materials & modifiers, both using the same underlying logic
- [x] filter out components_meta
- [x] filter out xxx_ui propgroups
- [x] fix missing main/lib scene names in blenvy_common_settings
- [x] fix incorect updating of main/lib scenes list in settings
- [ ] add handling of scene renames
- [x] store (on load) a mapping of scene objects to scene names
- [x] on save, calculate another mapping of scene objects to scene names
- if there is a mismatch between the stored version & the new version for a given scene, it has been renamed !
- [x] pass this information to scene diffing to remap old/new scene names
- [ ] move the rename detection to AFTER scene serialization, otherwise we could have a naming mistmatch
- weird behaviour, perhaps find another way , ie for example replace scene name in saved previous data
- is post save causing the issue ? review
- [x] investigate weird issue of changes detected to all after a reload
- [x] should we write the previous _xxx data only AFTER a sucessfull export only ?
- [x] finer grained control of setting changes to trigger a re-export:
- [x] common: any of them should trigger
- [x] components: none
- [x] auto_export:
- auto_export: yes
- gltf settings: yes
- change detection: no ?
- export blueprints: YES
- export split dynamic/static: YES
- export merge mode : YES
- materials: YES
- [x] blenvy tooling not appearing in library scenes ?? (edit: was actually , it was not appearing in anything but object mode)
- [x] find a solution for the new color handling
- [x] in theory, srgba, linearrgba , and hsva should be able to be represented visually
- [x] bevy_render::color::Color => bevy_color::color::Color
- [x] fix weird issue with hashmaps with enums as values
- [x] prevent attempting to add unexisting components to targets (ie when using the component search)
- [x] also for the bulk fix actions
- [x] selection of nested objects in collections IS NOT WORKING !!! AHH
- [x] fix/ overhaul upgreadable components
- [x] add listing of upgradeable components for
- [x] meshes
- [x] materials
- [x] fix display of upgradeaeble components & co
- [x] add clear visual distinction between internal (selectable) & non selectable ones
- [x] do not make selection button available for external blueprints/collections
- [x] perhaps do not show the other buttons & inputs either ? we cannot change the values of an external library file anyway
- [x] BLENVY_OT_item_select is missing handling for the other types (outside of object & collection)
- [x] fix selection logic
- [x] update testing blend files
- [x] disable 'export_hierarchy_full_collections' for all cases: not reliable and redudant
- [x] fix systematic material exports despite no changes
- [x] investigate lack of detection of changes of adding/changing components
- [x] change scene serialization to account for collections ...sigh
- [x] also add one NOT PER scene for materials, to fix the above issue with materials
- [x] move material caching into hash material
- [x] also remove ____dummy____.bin when export format is gltf
- [ ] fix/cleanup asset information injection (also needed for hot reload)
- [ ] add back per blueprint assets
- [ ] reuse the already existing asset_scan + export thing
- thoughts:
- the "list of all assets" is actually the "fake"/generated one: nobody would write a list of assets for sub assets,
you would just add the assets to your blueprint
- in Bevy at spawning we have
blueprint => assets
for hot reload we need
asset => blueprint instances so we can despawn/respawn etc blueprint instances when one of their assets has changed
problem of untyped vs typed
perhaps have a mapping of untyped => typed id
map asset id => [entity ids]
- [ ] add option to 'split out' meshes from blueprints ?
- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
- [ ] materials fixes & upgrades
- [x] materials do not get exported again if the files are missing, until you change a material
- [x] materials do not get exported when a material is added ?
- [x] add_material_info_to_objects is now called AFTER the blueprint export, making it useless, needs change !
- [ ] materials_path custom property should be ignored both in the list of fixable component AND on export
- [ ] if we want to add material_infos & others as normal components they should not be editable, so we need another attribute, and adapt the UI for that
- [x] injection of materials_infos should be done outside of export_materials as it should run even if materials do not need exporting
- [x] if material library is toggled, then changes to materials should not change the blueprints that are using them => not really: as the name & co might change
- [ ] material assets seem to be added to list regardless of whether material exports are enabled or not
- [x] review & upgrade overall logic of material libraries, their names & output path
- [x] change materials logic to work with multiple materials per mesh
- [x] the index of the generated gltf files is reliable, and can be used both in Blender & Bevy
- [x] change MaterialInfo to MaterialInfos & turn it into a vec/list & updated logic both on Blender & Bevy side
- [ ] persist exported materials paths in blueprints so that it can be read from library file users
- [ ] just like "export_path" write it into each blueprint's collection
- [ ] scan for used materials per blueprint !
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
- [ ] add a way of visualizing per blueprint instances ?
- [ ] display export path of blueprints (mostly external) ?
- [ ] hidden objects/collections only semi respected at export
- this is because blueprints are external ?
- [ ] verify based on gltf settings
- [ ] add "Visibility::Hidden" component otherwise
https://devtalk.blender.org/t/how-to-get-render-visibility-for-object/23717
- [ ] inject_export_path_into_internal_blueprints should be called on every asset/blueprint scan !! Not just on export
- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
- [ ] add tests for
- [ ] disabled components
- [ ] blueprint instances as children of blueprint instances
- [ ] blueprint instances as children of empties
- [x] check/ fix behaviour of blender plugin if all folders are the same (ie, all in assets for example)
- [x] rename all "main scene xx" to "level scene"
- [x] make sure the "add scene" button is not available unless you have actually selected one
- [x] make auto export be on by default, however bail out early by detecting if there are any level/blueprint scenes
- [x] remove custom components to filter out correctly from exported blueprints list
- [ ] for built in Component types that need to be injected to be used by blueprints,
namely:
- BlueprintInfos (not 100% sure for this one)
- MaterialInfos
- the various scene Components
- BlueprintAssets (although not really needed anymore with the meta files)
- [ ] Inject real components instead of just custom properties
- [ ] add boilerplate to generate real component values from type definitions instead of hacking pseudo ron strings
- [ ] fall back to bevy_components if that fails (missing registry) or just basic custom properties
- [ ] If that fails as well ?
- [ ] auto reload registry if absent/possible
- cannot be done from UI possibly polling with increasing timeout
- bpy.ops.blenvy.components_registry_reload()
- double check bpy.context.components_registry
- [x] filter out MaterialInfos from list of "fixable components"
Bevy Side:
- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
- [x] make blueprint instances invisible until spawning is done to avoid "spawn flash"?
- [x] make this controlable via an additional "HideUntilReady" component
- [x] register "HideUntilReady" so users can set this on their blueprints in Blender directly
- [x] restructure blueprint spawning
- [x] "blueprint ready" only be triggered after all its sub blueprints are ready
- [x] "blueprintInstance ready"/finished
BlueprintAssetsLoaded
BlueprintSceneSpawned
BlueprintChildrenReady
BlueprintReadyForPostProcess
- [x] fix issues with deeply nested blueprints
- perhaps reverse logic by using iter_ascendants
- [x] fix materials handling
- [ ] fix animations handling
- [x] fix/upgrade blueprint level animations
- [x] fix/upgrade scene level animations
- [x] rename SceneAnimations to InstanceAnimations (more coherent with the rest)
- [ ] add back & cleanup animation frame triggers
- [x] move sub blueprint handling to blueprints_finalize_instances
- [x] look into component overriding , it seems broken:
- [x] blueprint level/ collection level components are now visible in instances in Blender
- [x] they do not seem to be transfered to the (instance) entity above:
could they be on the "empty node" ?
- [ ] simplify testing example:
- [x] remove use of rapier physics (or even the whole common boilerplate ?)
- [ ] remove/replace bevy editor pls with some native ui to display hierarchies
- [ ] a full fledged demo (including physics & co)
- [ ] other examples without interactions or physics
- [ ] add hot reloading
- [x] basics
- [x] make it enabled/disabled based on general flag
- [x] account for changes impact both parent & children (ie "world" and "blueprint3") for example, which leads to a crash as there is double despawn /respawn so we need to filter things out
- [x] if there are many assets/blueprints that have changed at the same time, it causes issues similar to the above, so apply a similar fix
- [x] also ignore any entities currently spawning (better to loose some information, than cause a crash)
- [x] for sub blueprint tracking: do not propagate/ deal with parent blueprints if they are not themselves Spawning (ie filter out by "BlueprintSpawning")
- [x] cleanup internals
- [ ] analyse what is off with blueprint level components
- [x] add the root blueprint itself to the assets either on the blender side or on the bevy side programatically
- [ ] invalidate despawned entity & parent entities AABB
- [ ] add unloading/cache removal of materials
- [ ] add back and upgrade save-load
- [x] review & change general component insertion & spawning ordering & logic
- GltfComponentsSet::Injection => GltfBlueprintsSet::Spawn => GltfBlueprintsSet::AfterSpawn
Injection => inject lights & co => spawn => afterSpawn
=> Injection => inject lights & co
- [ ] add a way of overriding assets for collection instances => how can we make this possible
- [ ] cleanup all the spurious debug messages
- [x] fix animation handling
- [x] how to deal with animation graphs ?
- [x] remove "Library" component & co
- [x] make "InBlueprint" non optional,
- [x] and perhaps rename it to "FromBlueprint"
- [ ] perhaps change it to FromBlueprint(BlueprintInfo)
- [ ] in order for this to work correctly, stop iterating descendants as soon as there is one with an Existing FromBlueprint component
- [x] BlueprintInstanceDisabled => BlueprintInstanceDisabled
- [x] fix "remove component" operator from the rename/fix/update components panel
- [ ] replace string in BlueprintInfo path with PathBuf ?
- [x] update main docs
- [x] rename project to Blenvy
- [x] replace all references to the old 2 add-ons with those to Blenvy
- [x] rename repo to "Blenvy"
- [x] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
- [ ] consider finding a way of having unique ids for all objects & collections in Blender (not trivial, if not impossible)
this would allow things such as
- [ ] mapping uuids to blueprint paths
- [ ] solving problems with scene renames
- [ ] the ability to map external TEXT files to data in BLender (git-able, hand editable)
- [x] make aabbs calculation non configurable, getting rid of the last setting (for now)
- [ ] add information & screenshots about adding assets to the Blender add-on docs
- [x] finally deal cleanly with gltf export failures & make sure to always reset the state of the blend file
clear && pytest -svv --blender-template ../../testing/bevy_example/art/testing_library.blend --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration_prepare.py && pytest -svv --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration.py
-----------
PRE ALPHA1 RELEASE:
2024-08-12 23:14:38 +00:00
- [x] compress images in blender docs
- [x] add a small note about using the same version of the Blender add-on & the Bevy crate
- [x] do a quick check for the basics
- [x] blender add-on
- [x] barebones bevy test
- [x] hot reload => some of it works, the rest not anymore ? (see bug https://github.com/bevyengine/bevy/issues/14698)
- [ ] merge blenvy branch into main
- [ ] push to crates.io
- [ ] tag
------------
POST ALPHA1 RELEASE:
BEVY:
- [ ] split up "spawn from blueprint"
- [ ] cleanup very verbose messages
- [ ] fix & cleanup trigger_instance_animation_markers_events
- [ ] fix & cleanup save & load
- [ ] experiment with Bevy side for splitting out animations
- [ ] test hot reload a bit more , improve missing parts (see above)
- [ ] make a fleshed out demo
BLENDER:
- [ ] add "right click to edit blueprint"
- [ ] overall cleanup
- [ ] review wonky logic for cross file components injections
- [ ] update & fix tests
------------
BEFORE FINAL RELASE:
- [ ] cleanup & regenerate all examples assets
- [ ] cleanup & improve all docs