feat(Blender): added mention of QOL menu in docs, plus some minor tweaks to context menu
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TODO.md
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TODO.md
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@ -370,6 +370,7 @@ PRE ALPHA1 RELEASE:
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- [x] blender add-on
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- [x] barebones bevy test
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- [x] hot reload => some of it works, the rest not anymore ? (see bug https://github.com/bevyengine/bevy/issues/14698)
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- [x] add "right click to edit blueprint"
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- [ ] merge blenvy branch into main
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- [ ] push to crates.io
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- [ ] tag
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@ -386,7 +387,6 @@ BEVY:
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- [ ] make a fleshed out demo
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BLENDER:
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- [ ] add "right click to edit blueprint"
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- [ ] overall cleanup
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- [ ] review wonky logic for cross file components injections
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- [ ] update & fix tests
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@ -158,6 +158,11 @@ Take a look at the [relevant](../../examples/demo/) example for more [details](.
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- for a detailed overview of blueprints please see [here](./README-blueprints.md)
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> [!TIP]
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> you can right click on a Blueprint instance in your level scenes or press SHIFT + F to edit a Blueprint in a seperate temprary scene !
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> you can right click or press SHIFT + F to create a new empty Blueprint and an instance of it from your main scenes
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> right click again & select the option to stop editing it, or
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## Development
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- I highly recomend (if you are using vscode like me) to use
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@ -28,24 +28,27 @@ def edit_or_create_blueprint_menu(self, context):
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blenvy = context.window_manager.blenvy # type: BlenvyManager
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selected_objects = context.selected_objects
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selected_object = selected_objects[0] if len(selected_objects) > 0 else None
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text = ""
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text = "Start editing Blueprint"
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if selected_object is not None and selected_object.instance_collection:
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if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
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text = "Exit editing previous Blueprint and start editing Blueprint"
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else:
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text = "Start editing Blueprint"
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self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
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else:
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prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene)
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if prev_scene is not None:
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text = "Exit editing Blueprint"
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self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
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else:
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if len(selected_objects) == 0: # do not go into creation mode if any object was selected
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if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
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text = "Exit editing previous Blueprint and start editing new Blueprint"
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else:
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text = "Create & start editing Blueprint"
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self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
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self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
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# for camera save & reset
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def find_area():
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