2024-05-14 21:49:45 +00:00
Auto export
2024-05-15 11:25:30 +00:00
- [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
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- [x] levels
- [x] blueprints
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- [x] materials
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- [x] move out the UI for "assets" folder out of "blueprints condition"
2024-05-17 12:30:15 +00:00
- [x] fix asset path calculations
2024-05-14 21:49:45 +00:00
- root path => relative to blend file path
- asset path => relative to root path
- blueprints/levels/blueprints path => relative to assets path
2024-05-15 11:25:30 +00:00
- move out some parameters from auto export to a higher level (as they are now used in multiple places)
2024-05-16 21:41:26 +00:00
- [x] main/ library scene names
- [x] paths
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Data storage:
- 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)
an 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
- [ ] UI:
- [x] we need to display all direct assets (stored in the scene)
2024-05-15 21:32:01 +00:00
- [ ] 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 ?
2024-05-19 09:04:34 +00:00
- [ ] the assets of local blueprints
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Blueprints:
- [x] on save: write IN THE COLLECTION PROPERTIES
- list of assets
- export path
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- [ ] blueprint selection for nested blueprints is broken
2024-05-16 12:09:40 +00:00
- [ ] scan & inject on load
- [ ] scan & inject on save
2024-05-17 21:11:44 +00:00
- [ ] decide where & when to do & store blueprints data
2024-05-16 12:09:40 +00:00
2024-05-19 09:04:34 +00:00
Components:
- [ ] add support for adding components to collections
2024-05-17 12:30:15 +00:00
General things to solve:
- [x] save settings
- [x] load settings
- [ ] add_blueprints_data
2024-05-15 21:32:01 +00:00
2024-05-19 09:04:34 +00:00
- [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 ?
2024-05-17 21:11:44 +00:00
2024-05-15 21:32:01 +00:00
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