chore(tests): minor tweaks
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@ -15,7 +15,7 @@ pub fn setup_game(
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) {
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// here we actually spawn our game world/level
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commands.spawn((
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BlueprintInfo::from_path("levels/World.gltf"),
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BlueprintInfo::from_path("levels/World.glb"),
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HideUntilReady,
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SpawnBlueprint,
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GameWorldTag,
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@ -53,7 +53,7 @@ def test_export_external_blueprints(setup_data):
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blenvy.auto_export.auto_export = True
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blenvy.auto_export.export_scene_settings = True
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blenvy.auto_export.export_blueprints = True
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blenvy.auto_export.export_materials_library = True
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#blenvy.auto_export.export_materials_library = True
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print("SCENES", bpy.data.scenes)
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for scene in bpy.data.scenes:
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@ -123,9 +123,10 @@ def test_export_complex(setup_data):
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user_asset.path = "audio/fake.mp3"'''
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# we have to cheat, since we cannot rely on the data injected when saving the library file (since we are not saving it as part of the tests)
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'''bpy.data.collections["External_blueprint"]["export_path"] = "blueprints/External_blueprint.glb"
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bpy.data.collections["External_blueprint"]["export_path"] = "blueprints/External_blueprint.glb"
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bpy.data.collections["External_blueprint2"]["export_path"] = "blueprints/External_blueprint2.glb"
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bpy.data.collections["External_blueprint3"]["export_path"] = "blueprints/External_blueprint3.glb"'''
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bpy.data.collections["External_blueprint3"]["export_path"] = "blueprints/External_blueprint3.glb"
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#materials/testing_library_materials.glb
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# do the actual exporting
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prepare_and_export()
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